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using System;
using System.Collections;
using TMPro;
using UnityEngine;
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using static GlobalBehaviour;
public class FactSpawner : MonoBehaviour
{
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public GameObject
Sphere,
Line,
Ray,
Angle,
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AddFactEvent.AddListener(SpawnFactRepresentation_Wrapped);
RemoveFactEvent.AddListener(DeleteObject);
AnimateNonExistingFactEvent.AddListener(animateNonExistingFactTrigger);
private void SpawnFactRepresentation_Wrapped(Fact fact) => SpawnFactRepresentation(fact);
public Fact SpawnFactRepresentation(Fact fact)
Func<Fact, Fact> func = fact switch
PointFact => SpawnPoint,
LineFact => SpawnLine,
AngleFact => SpawnAngle,
RayFact => SpawnRay,
return func?.Invoke(fact);
//TODO check if the above breaks anything
//return fact switch
//{
// PointFact pointFact => SpawnPoint,
// LineFact lineFact => SpawnLine,
// AngleFact angleFact => SpawnAngle,
// RayFact rayFact => SpawnRay,
// CircleFact circleFact => SpawnRingAndCircle,
// _ => null,
//};
public Fact SpawnPoint(Fact pointFact)
PointFact fact = ((PointFact)pointFact);
GameObject point = GameObject.Instantiate(Sphere);
point.transform.position = fact.Point;
point.transform.up = fact.Normal;
point.GetComponentInChildren<TextMeshPro>().text = fact.Label;
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point.GetComponent<FactObject>().URI = fact.Id;
LineFact lineFact = ((LineFact)fact);
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PointFact pointFact1 = (StageStatic.stage.factState[lineFact.Pid1] as PointFact);
PointFact pointFact2 = (StageStatic.stage.factState[lineFact.Pid2] as PointFact);
Vector3 point1 = pointFact1.Point;
Vector3 point2 = pointFact2.Point;
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//Change FactRepresentation to Line
GameObject line = GameObject.Instantiate(Line);
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//Place the Line in the centre of the two points
line.transform.position = Vector3.Lerp(point1, point2, 0.5f);
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//Change scale and rotation, so that the two points are connected by the line
//Get the Line-GameObject as the first Child of the Line-Prefab -> That's the Collider
var v3T = line.transform.GetChild(0).localScale;
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//For every Coordinate x,y,z we have to devide it by the LocalScale of the Child,
//because actually the Child should be of this length and not the parent, which is only the Collider
v3T.x = (point2 - point1).magnitude / line.transform.GetChild(0).GetChild(0).localScale.x;
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//Change Scale/Rotation of the Line-GameObject without affecting Scale of the Text
line.transform.GetChild(0).localScale = v3T;
line.transform.GetChild(0).rotation = Quaternion.FromToRotation(Vector3.right, point2 - point1);
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//string letter = ((Char)(64 + lineFact.Id + 1)).ToString();
//line.GetComponentInChildren<TextMeshPro>().text = letter;
line.GetComponentInChildren<TextMeshPro>().text = pointFact1.Label + pointFact2.Label;
line.GetComponentInChildren<TextMeshPro>().text += " = " + Math.Round((point1-point2).magnitude, 2) + " m";
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line.GetComponentInChildren<FactObject>().URI = lineFact.Id;
lineFact.Representation = line;
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}
RayFact rayFact = ((RayFact)fact);
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PointFact pointFact1 = (StageStatic.stage.factState[rayFact.Pid1] as PointFact);
PointFact pointFact2 = (StageStatic.stage.factState[rayFact.Pid2] as PointFact);
Vector3 point1 = pointFact1.Point;
Vector3 point2 = pointFact2.Point;
Vector3 dir = (point2 - point1).normalized;
point1 -= dir * 100;
point2 += dir * 100;
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//Change FactRepresentation to Line
GameObject line = GameObject.Instantiate(Ray);
//Place the Line in the centre of the two points
line.transform.position = Vector3.Lerp(point1, point2, 0.5f);
//Change scale and rotation, so that the two points are connected by the line
//Get the Line-GameObject as the first Child of the Line-Prefab -> That's the Collider
var v3T = line.transform.GetChild(0).localScale;
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//For every Coordinate x,y,z we have to devide it by the LocalScale of the Child,
//because actually the Child should be of this length and not the parent, which is only the Collider
v3T.x = (point2 - point1).magnitude / line.transform.GetChild(0).GetChild(0).localScale.x;
//Change Scale/Rotation of the Line-GameObject without affecting Scale of the Text
line.transform.GetChild(0).localScale = v3T;
line.transform.GetChild(0).rotation = Quaternion.FromToRotation(Vector3.right, point2 - point1);
line.GetComponentInChildren<TextMeshPro>().text = rayFact.Label;
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line.GetComponentInChildren<FactObject>().URI = rayFact.Id;
rayFact.Representation = line;
return rayFact;
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//Spawn an angle: point with id = angleFact.Pid2 is the point where the angle gets applied
public Fact SpawnAngle(Fact fact)
AngleFact angleFact = (AngleFact)fact;
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Vector3 point1 = (StageStatic.stage.factState[angleFact.Pid1] as PointFact).Point;
Vector3 point2 = (StageStatic.stage.factState[angleFact.Pid2] as PointFact).Point;
Vector3 point3 = (StageStatic.stage.factState[angleFact.Pid3] as PointFact).Point;
//Length of the Angle relative to the Length of the shortest of the two lines (point2->point1) and (point2->point3)
float lengthFactor = 0.3f;
if ((point1 - point2).magnitude >= (point3 - point2).magnitude)
length = lengthFactor * (point3 - point2).magnitude;
else
length = lengthFactor * (point1 - point2).magnitude;
//Change FactRepresentation to Angle
GameObject angle = GameObject.Instantiate(Angle);
//Calculate Angle:
Vector3 from = (point3 - point2).normalized;
Vector3 to = (point1 - point2).normalized;
float angleValue = Vector3.Angle(from, to); //We always get an angle between 0 and 180° here
//Change scale and rotation, so that the angle is in between the two lines
var v3T = angle.transform.localScale;
v3T = new Vector3(length, v3T.y, length);
Vector3 up = Vector3.Cross(to, from);
//Place the Angle at position of point2
angle.transform.SetPositionAndRotation(point2, Quaternion.LookRotation(Vector3.Cross((from+to).normalized,up), up));
//Set text of angle
TextMeshPro[] texts = angle.GetComponentsInChildren<TextMeshPro>();
foreach (TextMeshPro t in texts) {
//Change Text not to the id, but to the angle-value (from both sides) AND change font-size relative to length of the angle (from both sides)
t.text = Math.Round((double) angleValue, 2) + "°";
t.fontSize = angle.GetComponentInChildren<TextMeshPro>().fontSize * angle.transform.GetChild(0).transform.GetChild(0).localScale.x;
}
//Generate angle mesh
CircleSegmentGenerator[] segments = angle.GetComponentsInChildren<CircleSegmentGenerator>();
foreach (CircleSegmentGenerator c in segments)
c.setAngle(angleValue);
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angle.GetComponentInChildren<FactObject>().URI = angleFact.Id;
angleFact.Representation = angle;
public Fact SpawnRingAndCircle(Fact fact)
{
var ringAndCircleGO = new GameObject("RingAndCircle");
_ = SpawnRing(fact, ringAndCircleGO.transform);
var circleFact = SpawnCircle(fact, ringAndCircleGO.transform);
//TODO check whether this is necessary?
// this.FactRepresentation = ringAndCircleGO;
circleFact.Representation = ringAndCircleGO;
return circleFact;
public Fact SpawnRing(Fact fact, Transform parent = null)
{
CircleFact circleFact = (CircleFact)fact;
PointFact middlePointFact = StageStatic.stage.factState[circleFact.Pid1] as PointFact;
PointFact basePointFact = StageStatic.stage.factState[circleFact.Pid2] as PointFact;
Vector3 middlePoint = middlePointFact.Point;
Vector3 normal = circleFact.normal;
float radius = circleFact.radius;
//Change FactRepresentation to Ring
//TODO check whether this is necessary?
//this.FactRepresentation = Ring;
//GameObject ring = Instantiate(FactRepresentation, parent);
GameObject ring = GameObject.Instantiate(Ring,parent);
var tori = ring.GetComponentsInChildren<TorusGenerator>();
var tmpText = ring.GetComponentInChildren<TextMeshPro>();
var FactObj = ring.GetComponentInChildren<FactObject>();
//Move Ring to middlePoint
ring.transform.position = middlePoint;
//Rotate Ring according to normal
if (normal.y < 0) // if normal faces downwards use inverted normal instead
ring.transform.up = -normal;
else
ring.transform.up = normal;
//Set radii
foreach (var torus in tori)
torus.torusRadius = radius;
string text = $"○{middlePointFact.Label}";
tmpText.text = text;
////move TMP Text so it is on the edge of the circle
//tmpText.rectTransform.position = tmpText.rectTransform.position - new Vector3(0, 0, -radius);
FactObj.URI = circleFact.Id;
circleFact.Representation = ring;
return circleFact;
}
public Fact SpawnCircle(Fact fact, Transform parent = null)
{
CircleFact circleFact = (CircleFact)fact;
PointFact middlePointFact = StageStatic.stage.factState[circleFact.Pid1] as PointFact;
PointFact basePointFact = StageStatic.stage.factState[circleFact.Pid2] as PointFact;
Vector3 middlePoint = middlePointFact.Point;
Vector3 normal = circleFact.normal;
float radius = circleFact.radius;
//Change FactRepresentation to Ring
// this.FactRepresentation = Circle;
GameObject circle = Instantiate(Circle, parent);
var FactObj = circle.GetComponentInChildren<FactObject>();
//Move Circle to middlePoint
circle.transform.position = middlePoint;
//Rotate Circle according to normal
if (normal.y < 0) // if normal faces downwards use inverted normal instead
circle.transform.up = -normal;
else
circle.transform.up = normal;
circle.transform.localScale = new Vector3(radius, circle.transform.localScale.y, radius);
FactObj.URI = circleFact.Id;
circleFact.Representation = circle;
return circleFact;
}
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public void DeleteObject(Fact fact)
{
GameObject factRepresentation = fact.Representation;
print("Deleting: " + fact.Representation?.name);
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GameObject.Destroy(factRepresentation);
}
public void animateNonExistingFactTrigger(Fact fact) {
StartCoroutine(animateNonExistingFact(fact));
}
public IEnumerator animateNonExistingFact(Fact fact) {
Fact returnedFact = SpawnFactRepresentation(fact);
ShinyThings.HighlightFact(returnedFact, FactObject.FactMaterials.Hint);
yield return new WaitForSeconds(GlobalBehaviour.hintAnimationDuration);
GameObject.Destroy(returnedFact.Representation);
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}