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FactSpawner.cs 8.1 KiB
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  • using System;
    using System.Collections;
    using TMPro;
    using UnityEngine;
    
    using static CommunicationEvents;
    
    
    public class FactSpawner : MonoBehaviour
    {
    
            AddFactEvent.AddListener(SpawnFactRepresentation_Wrapped);
    
            RemoveFactEvent.AddListener(DeleteObject);
    
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            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);
    
        public Fact SpawnPoint(Fact pointFact)
    
            PointFact fact = ((PointFact)pointFact);
    
            GameObject point = GameObject.Instantiate(Sphere);
    
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            point.transform.position = fact.Point;
            point.transform.up = fact.Normal;
    
            point.GetComponentInChildren<TextMeshPro>().text = fact.Label;
    
            point.GetComponent<FactObject>().URI = fact.Id;
    
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            fact.Representation = point;
    
        public Fact SpawnLine(Fact fact)
    
            LineFact lineFact = ((LineFact)fact);
    
    
            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;
    
            GameObject line = GameObject.Instantiate(Line);
    
            //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;
    
            //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);
    
            //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";
    
            line.GetComponentInChildren<FactObject>().URI = lineFact.Id;
    
            return lineFact;
    
        public Fact SpawnRay(Fact fact)
    
            RayFact rayFact = ((RayFact)fact);
    
    
            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;
    
    
            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;
    
            //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;
    
            line.GetComponentInChildren<FactObject>().URI = rayFact.Id;
    
            rayFact.Representation = line;
            return rayFact;
    
        //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;
    
            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;
    
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            float length;
    
            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
    
    
            Vector3 forwoard = (from + to).normalized;
    
            Vector3 up = Vector3.Cross(to, from);
    
    
            if (up.sqrMagnitude < Math3d.vectorPrecission) { //Angle is 180° (or 0°)
                Vector3 arbitary = up == Vector3.forward ? Vector3.right : Vector3.forward;
                up = Vector3.Cross(arbitary, to);
    
                forwoard = to;
            } else
                forwoard = Vector3.Cross(forwoard, up);
    
    
            //Place the Angle at position of point2
    
            angle.transform.SetPositionAndRotation(point2, Quaternion.LookRotation(forwoard, up));
    
            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;
            }
    
    
            CircleSegmentGenerator[] segments = angle.GetComponentsInChildren<CircleSegmentGenerator>();
            foreach (CircleSegmentGenerator c in segments)
                c.setAngle(angleValue);
    
    
            angle.GetComponentInChildren<FactObject>().URI = angleFact.Id;
    
            angleFact.Representation = angle;
    
            return angleFact;
    
        public void DeleteObject(Fact fact)
        {
            GameObject factRepresentation = fact.Representation;
            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);