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  • using UnityEngine;
    
    using UnityEngine.Networking;
    
    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...
    }
    
    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;
    
            string body = @"{ ""a"":" +P.x + @"," + @"""b"":" +P.y + @","+@"""c"":" + P.z + "}";
            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;
    
        }
    
    
    public class OpenLineFact : Fact
    {
        //an infinite Line through the Points Pid1 and Pid2
        public int Pid1, Pid2;
    
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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;
            double v = (pf1.Point - pf2.Point).magnitude;
            string body = @"{ ""pointA"":""" + p1URI + @"""," + @"""pointB"":""" + p2URI + @"""," + @"""value"":" + 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;
        }
    
    
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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;
            double v = Vector3.Angle((pf1.Point - pf2.Point), (pf1.Point - pf2.Point));
            string body = @"{" +
              @"""left"":""" + pf1.backendURI + @"""," +
    
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              @"""middle"":""" + pf2.backendURI + @"""," +
              @"""right"":""" + pf3.backendURI + @"""," +
    
              @"""value"":" + v +
              "}";
            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;
        }
    
        //Id's of the Point , and the Id of the Line it sits on
        public int Pid1, Lid2;