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  • using UnityEngine;
    
    using UnityEngine.Networking;
    
    using static CommunicationEvents;
    
    public abstract class Fact
    
    {
        public int Id;
        public GameObject Representation;
    
        public string backendURI;
        public string backendValueURI; // supposed to be null, for Facts without values eg. Points, OpenLines, OnLineFacts...
    
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        public string format(float t) {
            return t.ToString("0.0000").Replace(',', '.');
        }
    
    }
    
    public class AddFactResponse
    {
    
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        //class to Read AddFact Responses.
    
        public string factUri;
        public string factValUri;
    
        public static AddFactResponse sendAdd(string path, string body) {
            Debug.Log(body);
            //Put constructor parses stringbody to byteArray internally  (goofy workaround)
            UnityWebRequest www = UnityWebRequest.Put(path, body);
            www.method = UnityWebRequest.kHttpVerbPOST;
            www.SetRequestHeader("Content-Type", "application/json");
            
            AsyncOperation op = www.Send();
            while (!op.isDone) { }
            if (www.isNetworkError || www.isHttpError)
            {
                Debug.Log(www.error);
                return null;
            }
            else
            {
                string answer = www.downloadHandler.text;
                return JsonUtility.FromJson<AddFactResponse>(answer);
            }
        }
    
    //I am not sure if we ever need to attach these to an object, so one script for all for now...
    
    public class PointFact : Fact
    {
        public Vector3 Point;
    
    
        public PointFact(int i,Vector3 P, Vector3 N) {
            this.Id = i;
            this.Point = P;
            this.Normal = N;
    
    
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            string body = @"{ ""a"":" +format(P.x) + @"," + @"""b"":" + format(P.y) + @","+@"""c"":" + format(P.y) + "}";
            Debug.Log(body);
    
            AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/vector", body);
            this.backendURI = res.factUri;
    
        }
    
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        public PointFact(int i, float a, float b, float c, string uri)
        {
            this.Id = i;
            this.Point = new Vector3(a,b,c);
            this.Normal = new Vector3(0,1,0);
            this.backendURI = uri;
    
        }
    
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        //Id's of the 2 Point-Facts that are connected
    
    
        //only for temporary Use of LineFacts.
        public LineFact() { }
    
        public LineFact(int i, int pid1, int pid2) {
            this.Id = i;
            this.Pid1 = pid1;
            this.Pid2 = pid2;
            PointFact pf1 = CommunicationEvents.Facts.Find((x => x.Id == pid1)) as PointFact;
            PointFact pf2 = CommunicationEvents.Facts.Find((x => x.Id == pid2)) as PointFact;
            string p1URI = pf1.backendURI;
            string p2URI = pf2.backendURI;
    
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            float v = (pf1.Point - pf2.Point).magnitude;
            string body = @"{ ""pointA"":""" + p1URI + @"""," + @"""pointB"":""" + p2URI + @"""," + @"""value"":" + format(v) + "}";
    
            AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/distance", body);
            this.backendURI = res.factUri;
            this.backendValueURI = res.factValUri;
        }
    
    
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        public LineFact(int i, int pid1, int pid2, string uri, string valuri) {
            this.Id = i;
            this.Pid1 = pid1;
            this.Pid2 = pid2;
            this.backendURI = uri;
            this.backendValueURI = valuri;
        }
    
    public class OpenLineFact : Fact
    {
        //R: this is called RayFact for now (see below), feel free to change
        //an infinite Line through the Points Pid1 and Pid2
        public int Pid1, Pid2;
    }
    
    
    public class RayFact : Fact
    {
        //Id's of the 2 Point-Facts that are connected
        public int Pid1, Pid2;
    
        //only for temporary Use of LineFacts.
        public RayFact() { }
    
        public RayFact(int i, int pid1, int pid2)
        {
            this.Id = i;
            this.Pid1 = pid1;
            this.Pid2 = pid2;
            PointFact pf1 = CommunicationEvents.Facts.Find((x => x.Id == pid1)) as PointFact;
            PointFact pf2 = CommunicationEvents.Facts.Find((x => x.Id == pid2)) as PointFact;
            string p1URI = pf1.backendURI;
            string p2URI = pf2.backendURI;
    
            string body = @"{ ""base"":""" + p1URI + @"""," + @"""second"":""" + p2URI + @"""" + "}";
    
            AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/line", body);
    
            this.backendURI = res.factUri;
            this.backendValueURI = res.factValUri;
        }
    
        public RayFact(int i, int pid1, int pid2, string uri, string valuri)
        {
            this.Id = i;
            this.Pid1 = pid1;
            this.Pid2 = pid2;
            this.backendURI = uri;
            this.backendValueURI = valuri;
        }
    }
    
    
    
    public class OnLineFact : Fact
    {
        //Id's of the Point , and the Id of the Line it sits on
        public int Pid, Lid;
    
        public OnLineFact(int i, int pid, int lid)
        {
            this.Id = i;
            this.Pid = pid;
            this.Lid = lid;
            PointFact pf = CommunicationEvents.Facts.Find((x => x.Id == pid)) as PointFact;
            RayFact lf = CommunicationEvents.Facts.Find((x => x.Id == lid)) as RayFact;
            string pURI = pf.backendURI;
            string lURI = lf.backendURI;
    
            string body = @"{ ""vector"":""" + pURI + @"""," + @"""line"":""" + lURI + @"""" + "}";
    
            AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/onLine", body);
            this.backendURI = res.factUri;
            this.backendValueURI = res.factValUri;
    
            Debug.Log("created onLine" +  this.backendURI + " " + this.backendValueURI);
    
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        //Id's of the 3 Point-Facts, where Pid2 is the point, where the angle is
    
    
        //only for temporary Use of AngleFacts
        public AngleFact() { }
    
    
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        public AngleFact(int i, int pid1, int pid2, int pid3)
        {
    
            this.Id = i;
            this.Pid1 = pid1;
            this.Pid2 = pid2;
            this.Pid3 = pid3;
            PointFact pf1 = CommunicationEvents.Facts.Find((x => x.Id == pid1)) as PointFact;
            PointFact pf2 = CommunicationEvents.Facts.Find((x => x.Id == pid2)) as PointFact;
            PointFact pf3 = CommunicationEvents.Facts.Find((x => x.Id == pid3)) as PointFact;
    
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            float v = Vector3.Angle((pf1.Point - pf2.Point), (pf3.Point - pf2.Point));
            if (Mathf.Abs(v - 90.0f) < 0.01) v = 90.0f;
            Debug.Log("angle: " + v);
    
            string body = @"{" +
              @"""left"":""" + pf1.backendURI + @"""," +
    
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              @"""middle"":""" + pf2.backendURI + @"""," +
              @"""right"":""" + pf3.backendURI + @"""," +
    
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              @"""value"":" + format(v) +
    
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            Debug.Log(body);
    
            AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/angle", body);
            this.backendURI = res.factUri;
            this.backendValueURI = res.factValUri;
        }
    
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        public AngleFact(int i, int pid1, int pid2, int pid3, string uri, string valuri)
        {
            this.Id = i;
            this.Pid1 = pid1;
            this.Pid2 = pid2;
            this.Pid3 = pid3;
            this.backendURI = uri;
            this.backendValueURI = valuri;
        }