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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(); + } +} diff --git a/Assets/Scripts/CircleSegmentGenerator.cs.meta b/Assets/Scripts/CircleSegmentGenerator.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..27ac6289d88a385cc4a140220af981a9e169a27d --- /dev/null +++ b/Assets/Scripts/CircleSegmentGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a607442cfe796274da703e1c9ebe4f39 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/InteractionEngine/FactSpawner.cs b/Assets/Scripts/InteractionEngine/FactSpawner.cs index 186d029e0998e17ee86deee7ea869fc133d3b11a..e71545e3919722723df22df647bf8b32c66953b6 100644 --- a/Assets/Scripts/InteractionEngine/FactSpawner.cs +++ b/Assets/Scripts/InteractionEngine/FactSpawner.cs @@ -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)); + 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)); - //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); - 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; diff --git a/Assets/Scripts/InteractionEngine/MeshRendererHintAnimation.cs b/Assets/Scripts/InteractionEngine/MeshRendererHintAnimation.cs index 2b7753f4f14ee11832af839a648df3afe39e9f11..f11ef71b1aec40fb97be9da76788e53176c1d5cb 100644 --- a/Assets/Scripts/InteractionEngine/MeshRendererHintAnimation.cs +++ b/Assets/Scripts/InteractionEngine/MeshRendererHintAnimation.cs @@ -1,9 +1,10 @@ using UnityEngine; using static GlobalSettings; +[RequireComponent(typeof(MeshRenderer))] public class MeshRendererHintAnimation : MonoBehaviour { - public MeshRenderer meshRendererToChange; + private MeshRenderer meshRendererToChange; private Color meshRendererToChangeDefaultColor; private Color animationStartColor; @@ -16,8 +17,8 @@ public class MeshRendererHintAnimation : MonoBehaviour // Start is called before the first frame update void Start() { - if (meshRendererToChange != null) - meshRendererToChangeDefaultColor = meshRendererToChange.material.color; + meshRendererToChange = this.GetComponent<MeshRenderer>(); + meshRendererToChangeDefaultColor = meshRendererToChange.material.color; updateAnimationParameters(); }