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Commit 38f6c0cb authored by John Schihada's avatar John Schihada
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Refactored angle-prefab: Building Circle-Segment (used as the...

Refactored angle-prefab: Building Circle-Segment (used as the angle-representation) from Script now, using Mesh-API. Now angles > 90 degrees look much better (are not stretched or compressed in an ugly way), and potentially also angles > 180 degrees could be measured.
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class CircleSegmentGenerator : MonoBehaviour
{
public float radius;
public float height;
private Mesh mesh;
//Every 0.5° of the circle segment, there starts a new triangle
private float angleAccuracy = 0.5f;
public void setAngle(float angle)
{
CreateSegment(angle, radius);
}
private void CreateSegment(float angle, float radius)
{
float absoluteAngle = Mathf.Abs(angle);
List<Vector3> verticeList = new List<Vector3>();
List<int> triangleList = new List<int>();
//Center-Point of lower side
Vector3 center0 = new Vector3(0, 0, 0);
int center0Index = 0;
verticeList.Add(center0);
//Center-Point of upper side
Vector3 center1 = new Vector3(0, height, 0);
int center1Index = 1;
verticeList.Add(center1);
float posAngle = absoluteAngle / 2;
float negAngle = posAngle * -1;
int i = 2;
for (float x = negAngle; x < posAngle; x += angleAccuracy)
{
float nextAngle;
if (x + angleAccuracy > posAngle)
nextAngle = posAngle;
else
nextAngle = x + angleAccuracy;
float newPointX = radius * Mathf.Cos(nextAngle * Mathf.Deg2Rad);
float newPointZ = radius * Mathf.Sin(nextAngle * Mathf.Deg2Rad);
if (i == 2)
{
//Add first Points at the beginning of the angle
float firstPointX = radius * Mathf.Cos(negAngle * Mathf.Deg2Rad);
float firstPointZ = radius * Mathf.Sin(negAngle * Mathf.Deg2Rad);
verticeList.Add(new Vector3(firstPointX, 0, firstPointZ));
verticeList.Add(new Vector3(firstPointX, height, firstPointZ));
//Adding triangles for left side
triangleList.Add(center0Index);
triangleList.Add(center1Index);
triangleList.Add(i + 1);
triangleList.Add(center0Index);
triangleList.Add(i + 1);
triangleList.Add(i);
i += 2;
}
verticeList.Add(new Vector3(newPointX, 0, newPointZ));
verticeList.Add(new Vector3(newPointX, height, newPointZ));
//Adding triangles for upper- and lower-side
triangleList.Add(center0Index);
triangleList.Add(i - 2);
triangleList.Add(i);
triangleList.Add(center1Index);
triangleList.Add(i + 1);
triangleList.Add(i - 1);
//Adding triangles for front side
triangleList.Add(i - 2);
triangleList.Add(i - 1);
triangleList.Add(i + 1);
triangleList.Add(i - 2);
triangleList.Add(i + 1);
triangleList.Add(i);
if (nextAngle == posAngle)
{
//Adding triangles for right side
triangleList.Add(center0Index);
triangleList.Add(i + 1);
triangleList.Add(center1Index);
triangleList.Add(center0Index);
triangleList.Add(i);
triangleList.Add(i + 1);
}
i += 2;
}
mesh = new Mesh();
mesh.vertices = verticeList.ToArray();
mesh.triangles = triangleList.ToArray();
GetComponent<MeshFilter>().mesh = mesh;
mesh.RecalculateNormals();
}
}
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guid: a607442cfe796274da703e1c9ebe4f39
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -8,6 +8,7 @@
public class FactSpawner : MonoBehaviour
{
private GameObject FactRepresentation;
private Camera camera;
void Start()
{
......@@ -20,6 +21,8 @@ void Start()
//Default FactRepresenation = Sphere-Prefab for Points
this.FactRepresentation = (GameObject) Resources.Load("Prefabs/Sphere", typeof(GameObject));
camera = Camera.main;
}
public void FactAction(Fact fact) {
......@@ -148,29 +151,14 @@ public Fact SpawnAngle(Fact fact)
Vector3 point2 = (Facts[angleFact.Pid2] as PointFact).Point;
Vector3 point3 = (Facts[angleFact.Pid3] as PointFact).Point;
Vector3 tempPoint1;
Vector3 tempPoint3;
//Length of the Angle relative to the Length of the shortest of the two lines (point2->point1) and (point2->point3)
float lengthFactor = 0.3f;
//AngleGO: Triangle-Length: 3/4, Circle-Length: 1/4
float angleGoFactorTriangleToCircle = 1.33f;// 1.27f;
//Make 2 TempPoints positioned on length% from Point2 to Point3 and on length% from Point2 to Point1
//Will be used for z-Coordinate of the Angle
float length = 0;
if ((point1 - point2).magnitude >= (point3 - point2).magnitude)
{
length = lengthFactor * (point3 - point2).magnitude;
tempPoint1 = point2 + length * (point1 - point2).normalized;
tempPoint3 = point2 + length * (point3 - point2).normalized;
}
else
{
length = lengthFactor * (point1 - point2).magnitude;
tempPoint1 = point2 + length * (point1 - point2).normalized;
tempPoint3 = point2 + length * (point3 - point2).normalized;
}
//Change FactRepresentation to Angle
this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Angle", typeof(GameObject));
......@@ -181,48 +169,35 @@ public Fact SpawnAngle(Fact fact)
//Change scale and rotation, so that the angle is in between the two lines
var v3T = angle.transform.localScale;
//Calculate the Vector from point 2 to a POINT, where (point2->POINT) is orthogonal to (POINT->tempPoint3)
Vector3 tempProjection = Vector3.Project((tempPoint3 - point2), (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)));
v3T = new Vector3(length, v3T.y, length);
//Make the Angle as long as length + length of the half-circle
v3T.x = (tempProjection).magnitude * angleGoFactorTriangleToCircle;
//Calculate Angle:
Vector3 from = (point1 - point2).normalized;
Vector3 to = (point3 - point2).normalized;
float angleValue = Vector3.Angle(from, to); //We always get an angle between 0 and 180° here
//Vector3 direction = point2 - camera.transform.position;
//float angleSign = Mathf.Sign( Vector3.Dot( direction, Vector3.Cross( from, to ) ) );
//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 = v3T.x / angle.transform.GetChild(0).GetChild(0).localScale.x;
//y of the angle-GameObject here hard coded = ratio of sphere-prefab
v3T.y = 0.05f / angle.transform.GetChild(0).GetChild(0).localScale.y;
//z should be as long as the distance between tempPoint1 and tempPoint3
v3T.z = (tempPoint3 - tempPoint1).magnitude / angle.transform.GetChild(0).GetChild(0).localScale.z;
//Change Scale/Rotation of the Line-GameObject without affecting Scale of the Text
angle.transform.GetChild(0).localScale = v3T;
//Rotate so that the rotation points from point2 to the middle of point3 and point1
angle.transform.GetChild(0).rotation = Quaternion.FromToRotation(Vector3.right, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)));
//Now the rotation around that direction must also be adjusted
//We calculate the Angle not with Vector3.Angle() because it only returns absolute angle-values
float signedAngle = Mathf.Atan2(Vector3.Dot((Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Cross(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)), Vector3.Dot(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)) * Mathf.Rad2Deg;
angle.transform.rotation = Quaternion.FromToRotation(Vector3.right, (Vector3.Lerp((point1 - point2).normalized, (point3 - point2).normalized, 0.5f)));
float signedAngle = Mathf.Atan2(Vector3.Dot((Vector3.Lerp((point1 - point2).normalized, (point3 - point2).normalized, 0.5f)), Vector3.Cross(angle.transform.GetChild(0).forward.normalized, (point1 - point3).normalized)), Vector3.Dot(angle.transform.GetChild(0).forward.normalized, (point1 - point3).normalized)) * Mathf.Rad2Deg;
if (signedAngle < 0)
{
angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint3 - tempPoint1).normalized));
angle.transform.RotateAround(point2, (Vector3.Lerp((point1 - point2).normalized, (point3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (point3 - point1).normalized));
}
else
angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized));
//string letter = ((Char)(64 + angleFact.Id + 1)).ToString();
//Don't need next line anymore: Cause Text is now not above, but in the centre of the angle
//angle.GetComponentInChildren<TextMeshPro>().transform.localPosition = new Vector3((0.5f * tempProjection).x, angle.GetComponentInChildren<TextMeshPro>().transform.localPosition.y, (0.5f * tempProjection).z);
angle.transform.RotateAround(point2, (Vector3.Lerp((point1 - point2).normalized, (point3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (point1 - point3).normalized));
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.Abs(Math.Round(Vector3.Angle((point1 - point2).normalized, (point3 - point2).normalized), 1)) + "°";
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>().Id = angleFact.Id;
angleFact.Representation = angle;
return angleFact;
......
using UnityEngine;
using static GlobalSettings;
[RequireComponent(typeof(MeshRenderer))]
public class MeshRendererHintAnimation : MonoBehaviour
{
public MeshRenderer meshRendererToChange;
private MeshRenderer meshRendererToChange;
private Color meshRendererToChangeDefaultColor;
private Color animationStartColor;
......@@ -16,7 +17,7 @@ public class MeshRendererHintAnimation : MonoBehaviour
// Start is called before the first frame update
void Start()
{
if (meshRendererToChange != null)
meshRendererToChange = this.GetComponent<MeshRenderer>();
meshRendererToChangeDefaultColor = meshRendererToChange.material.color;
updateAnimationParameters();
......
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