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Commit 13c07c16 authored by Paul-Walcher's avatar Paul-Walcher
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added square text field

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......@@ -71,6 +71,8 @@ public void SpawnSquare(SquareFact fact){
square.transform.SetPositionAndRotation(fact.Position, fact.Rotation);
square.transform.localScale = Vector3.Scale(square.transform.localScale, fact.LocalScale);
square.GetComponentInChildren<TextMeshPro>().text = fact.GetLabel(StageStatic.stage.factState) + " = " + System.Math.Round(fact.Area, 2) + "m²";
}
public void SpawnPoint(PointFact fact)
......
......@@ -18,6 +18,8 @@ public class SquareFact : FactWrappedCRTP<SquareFact>
public Vector3 A, B, C, D;
public float Area = 0.0F;
public PointFact GetA {get => (PointFact)FactRecorder.AllFacts[PidA];}
......@@ -30,80 +32,14 @@ protected void calculate_vectors(){
C = ((PointFact)FactRecorder.AllFacts[PidC]).Point + Vector3.zero;
D = (A - B) + C;
Area = (Vector3.Distance(A, B) * Vector3.Distance(B, C));
Vector3 scale = new Vector3(Vector3.Distance(B, C), Vector3.Distance(A, B), 1.0F);
LocalScale = scale * 0.5F;
Position = B + 0.5F*((A-B) + (C-B));
//Vector3 normal = Vector3.Cross((A-B), (C-B)); s
/*
Vector3 arbitary_not_normal = normal == Vector3.forward ? Vector3.right : Vector3.forward;
Vector3 forward = Vector3.Cross(arbitary_not_normal, normal);
Rotation = Quaternion.LookRotation(forward, normal);
*/
/*
//angle rotation around y axis
Vector3 AB = A - B;
Vector3 BC = C - B;
// Calculate the angle between AB and BC around the Y-axis
float yAxisRotation = Mathf.Atan2(AB.z, AB.x) * Mathf.Rad2Deg;
float xAxisRotation = Mathf.Atan2(BC.z, BC.y) * Mathf.Rad2Deg;
float zAxisRotation = Mathf.Atan2(AB.y, AB.x) * Mathf.Rad2Deg;
Vector3 rotationVector = new Vector3(0, yAxisRotation, 0);
*/
//angle rotation around y axis
/*
float distABx = (A.x - B.x);
float distABy = (A.y - B.y);
float distABz = (A.z - B.z);
float distBCx = (C.x - B.x);
float distBCy = (C.y - B.y);
float distBCz = (C.z - B.z);
float ERROR = 1E-5F;
float xAxisRotation = Mathf.Rad2Deg* - Mathf.Atan(distBCy / distBCz);
float yAxisRotation = -(Mathf.Abs((distABx - distABz)) < ERROR ? 45.0F : Mathf.Rad2Deg*Mathf.Atan(distABx / distABz));
float zAxisRotation = Mathf.Rad2Deg*Mathf.Atan(distABy / distABx);
Vector3 rotationVector = new Vector3(xAxisRotation, yAxisRotation, zAxisRotation);
Rotation = Quaternion.Euler(rotationVector);
*/
/*
Vector3 forward = (from + to).normalized;
if (up.sqrMagnitude < Math3d.vectorPrecission)
{ //Angle is 180° (or 0°)
Vector3 from_arbitary = from.normalized == Vector3.forward ? Vector3.right : Vector3.forward;
up = Vector3.Cross(from_arbitary, to);
forward = Vector3.Cross(up, to);
}
Vector3 upy0 = new Vector3(up.x, 0, up.z);
Rotation = Quaternion.LookRotation(upy0, up);
Vector3 from = (A - B).normalized;
Vector3 to = (C - B).normalized;
Vector3 up = Vector3.Cross(from, to);
Rotation = Quaternion.LookRotation(up, new Vector3(0.0F, 0.0F, 1.0F));
Vector3 normal = Vector3.Cross((A-B), (B-C));
lookObject.transform.position = normal + Position;
*/
Rotation = Quaternion.LookRotation(Vector3.Cross((A-B), (C-B)), Vector3.up);
//Rotation = Quaternion.LookRotation(forward, new Vector3(1.0F, 0.0F, 0.0F));
......
Assets/Scripts/InventoryStuff/Items/images/Square.png

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Assets/Scripts/InventoryStuff/Items/images/Square.png

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Assets/Scripts/InventoryStuff/Items/images/Square.png
Assets/Scripts/InventoryStuff/Items/images/Square.png
Assets/Scripts/InventoryStuff/Items/images/Square.png
Assets/Scripts/InventoryStuff/Items/images/Square.png
  • 2-up
  • Swipe
  • Onion skin
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