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using System.Collections.Generic;
using UnityEngine;
{
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 abstract class DirectedFact : Fact
{
public DirectedFact flippedFact;
}
public string factUri;
public string factValUri;
public static AddFactResponse sendAdd(string path, string body)
{
if (!CommunicationEvents.ServerRunning)
{
Debug.LogWarning("Server not running");
return new AddFactResponse();
}
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");
www.timeout = 1;
//TODO: implement real asynchronous communication ...
AsyncOperation op = www.SendWebRequest();
while (!op.isDone) { }
if (www.isNetworkError || www.isHttpError)
{
Debug.LogWarning(www.error);
return new AddFactResponse();
}
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 Vector3 Normal;
this.Id = i;
this.Point = P;
this.Normal = N;
List<JSONManager.MMTTerm> arguments = new List<JSONManager.MMTTerm>
{
new JSONManager.OMF(P.x),
new JSONManager.OMF(P.y),
new JSONManager.OMF(P.z)
};
//OMS constructor generates full URI
JSONManager.MMTTerm tp = new JSONManager.OMS("point");
JSONManager.MMTTerm df = new JSONManager.OMA(new JSONManager.OMS("tuple"), arguments);
JSONManager.MMTDeclaration mmtDecl = new JSONManager.MMTDeclaration("test", tp, df);
string body = JSONManager.ToJson(mmtDecl);
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/fact/add", body);
this.backendURI = res.factUri;
/*
* old approach
string body = @"{ ""a"":" + format(P.x) + @"," + @"""b"":" + format(P.y) + @"," + @"""c"":" + format(P.y) + "}";
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/fact/add/vector", body);
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);
public int Pid1, Pid2;
//only for temporary Use of LineFacts.
public LineFact() { }
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;
float v = (pf1.Point - pf2.Point).magnitude;
string body = @"{ ""pointA"":""" + p1URI + @"""," + @"""pointB"":""" + p2URI + @"""," + @"""value"":" + format(v) + "}";
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/fact/add/distance", body);
this.backendURI = res.factUri;
this.backendValueURI = res.factValUri;
// to create flipped fact
public LineFact(int pid1, int pid2)
{
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;
float v = (pf1.Point - pf2.Point).magnitude;
string body = @"{ ""pointA"":""" + p1URI + @"""," + @"""pointB"":""" + p2URI + @"""," + @"""value"":" + format(v) + "}";
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/fact/add/distance", body);
this.backendURI = res.factUri;
this.backendValueURI = res.factValUri;
}
//pushout return
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;
//TODO: fix body
string body = @"{ ""base"":""" + p1URI + @"""," + @"""second"":""" + p2URI + @"""" + "}";
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/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(CommunicationEvents.ServerAdress+"/fact/add/onLine", body);
this.backendURI = res.factUri;
this.backendValueURI = res.factValUri;
Debug.Log("created onLine" + this.backendURI + " " + this.backendValueURI);
}
}
//Id's of the 3 Point-Facts, where Pid2 is the point, where the angle is
public int Pid1, Pid2, Pid3;
//only for temporary Use of AngleFacts
public AngleFact() { }
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;
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 + @"""," +
@"""middle"":""" + pf2.backendURI + @"""," +
@"""right"":""" + pf3.backendURI + @"""," +
@"""value"":" + format(v) +
"}";
Debug.Log(body);
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/fact/add/angle", body);
this.backendURI = res.factUri;
this.backendValueURI = res.factValUri;
this.flippedFact = new AngleFact(pid3, pid2, pid1);
}
//to create flipped fact
public AngleFact(int pid1, int pid2, int pid3)
{
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;
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 + @"""," +
@"""middle"":""" + pf2.backendURI + @"""," +
@"""right"":""" + pf3.backendURI + @"""," +
AddFactResponse res = AddFactResponse.sendAdd(CommunicationEvents.ServerAdress+"/fact/add/angle", body);
this.backendURI = res.factUri;
this.backendValueURI = res.factValUri;
}
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;