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} public void DeleteObject(Fact fact) diff --git a/Assets/Scripts/InteractionEngine/ZZZ_CompletionDemo.cs b/Assets/Scripts/InteractionEngine/ZZZ_CompletionDemo.cs new file mode 100644 index 0000000000000000000000000000000000000000..e5861bbfee5640f94f022d18f960faf6277ba414 --- /dev/null +++ b/Assets/Scripts/InteractionEngine/ZZZ_CompletionDemo.cs @@ -0,0 +1,162 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using static CommunicationEvents; + +public class ZZZ_CompletionDemo : MonoBehaviour +{ + private GameObject FactRepresentation; + private RaycastHit point1; + private RaycastHit point2; + private RaycastHit point3; + private AngleFact angle1; + + public FactManager FactManager; + + // Start is called before the first frame update + void Start() + { + //Default FactRepresenation = Sphere-Prefab for Points + this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Sphere", typeof(GameObject)); + if (FactManager == null) FactManager = GameObject.FindObjectOfType<FactManager>(); + + point1 = new RaycastHit(); + point1.normal = new Vector3(0.0f, 1.0f, 0.0f); + point1.point = new Vector3(4.1f, 0.0f, 7.6f); + + point2 = new RaycastHit(); + point2.normal = new Vector3(0.0f, 1.0f, 0.0f); + point2.point = new Vector3(2.6f, 0.0f, 2.2f); + + point3 = new RaycastHit(); + point3.normal = new Vector3(0.0f, 1.0f, 0.0f); + point3.point = new Vector3(2.6f, 6.3f, 2.2f); + + angle1 = new AngleFact(); + angle1.Id = 3; + angle1.Pid1 = 0; + angle1.Pid2 = 1; + angle1.Pid3 = 2; + } + + // Update is called once per frame + void Update() + { + + } + + public void CompletionDemo() { + CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point1, 0)); + CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point2, 1)); + CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point3, 2)); + + StartCoroutine(SpawnAngleCoroutine()); + + } + + IEnumerator SpawnAngleCoroutine() + { + yield return new WaitUntil(() => Facts.Count >= 3); + + StartCoroutine(SpawnAngleAndAnimate(angle1)); + } + + //Spawn an angle: point with id = angleFact.Pid2 is the point where the angle gets applied + IEnumerator SpawnAngleAndAnimate(AngleFact angleFact) + { + + Vector3 point1 = (Facts[angleFact.Pid1] as PointFact).Point; + 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)); + GameObject angle = GameObject.Instantiate(FactRepresentation); + + //Place the Angle at position of point2 + angle.transform.position = point2; + + //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))); + + //Make the Angle as long as length + length of the half-circle + v3T.x = (tempProjection).magnitude * angleGoFactorTriangleToCircle; + + //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; + 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)); + } + 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); + + 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.fontSize = angle.GetComponentInChildren<TextMeshPro>().fontSize * angle.transform.GetChild(0).transform.GetChild(0).localScale.x; + } + + angle.GetComponentInChildren<FactObject>().Id = angleFact.Id; + angleFact.Representation = angle; + //Test + Animator temp = angle.GetComponentInChildren<Animator>(); + temp.SetTrigger("animateHint"); + + CommunicationEvents.parameterDisplayHint.Invoke("∠ABC"); + + yield return new WaitForSeconds(7); + + GameObject.Destroy(angle); + } +} diff --git a/Assets/Scripts/InteractionEngine/ZZZ_CompletionDemo.cs.meta b/Assets/Scripts/InteractionEngine/ZZZ_CompletionDemo.cs.meta new file mode 100644 index 0000000000000000000000000000000000000000..ab0e077712d35933ea5e97d1cc334609f5e9e37b --- /dev/null +++ b/Assets/Scripts/InteractionEngine/ZZZ_CompletionDemo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f471110eb1ee16418760feafa2a9bd0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/InventoryStuff/Scroll.cs b/Assets/Scripts/InventoryStuff/Scroll.cs index 7239d379acec0cc0b9527c4f6137147824ab2a14..c05787a2b9829814f6d1ffa27a40998ae470aa0a 100644 --- a/Assets/Scripts/InventoryStuff/Scroll.cs +++ b/Assets/Scripts/InventoryStuff/Scroll.cs @@ -105,6 +105,22 @@ public override String getType() } } + public class ScrollDynamicInfo + { + public Scroll original; + public Scroll rendered; + //public List<List<ScrollAssignmentsToBeImplemented>> completions + public Boolean valid; + public ScrollApplicationCheckingError[] errors; + } + + public class ScrollApplicationCheckingError + { + public String kind; + public string msg; + public MMTTerm fact; + } + } diff --git a/Assets/Scripts/InventoryStuff/ScrollDetails.cs b/Assets/Scripts/InventoryStuff/ScrollDetails.cs index d3e1698ea4b1e48b560e1adb348d7c2e99a344b2..4aa022d5dbc63d35e8641ecc34f668fc8504d2cc 100644 --- a/Assets/Scripts/InventoryStuff/ScrollDetails.cs +++ b/Assets/Scripts/InventoryStuff/ScrollDetails.cs @@ -44,6 +44,8 @@ void Start() _scrollDescriptionField = this.gameObject.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>(); + CommunicationEvents.parameterDisplayHint.AddListener(animateScrollParameter); + } public void setScroll(Scroll s) @@ -75,6 +77,13 @@ public void setScroll(Scroll s) } + public void animateScrollParameter(string label) + { + var obj = ParameterDisplays.Find(x => x.transform.GetChild(0).GetComponent<RenderedScrollFact>().Label == label); + Animator temp = obj.GetComponentInChildren<Animator>(); + temp.SetTrigger("animateHint"); + } + public void magicButton() { List<Scroll.ScrollFact> pushoutFacts = sendView(); @@ -90,27 +99,7 @@ public void magicButton() private List<Scroll.ScrollFact> sendView() { - Fact tempFact; - List<List<System.Object>> assignmentList = new List<List<System.Object>>(); - - for(int i = 0; i < ParameterDisplays.Count; i++) { - List<System.Object> listEntry = new List<System.Object>(); - tempFact = ParameterDisplays[i].GetComponentInChildren<DropHandling>().currentFact; - if (tempFact != null) - { - listEntry.Add(new JSONManager.URI(this.scroll.requiredFacts[i].@ref.uri)); - listEntry.Add(new JSONManager.OMS(tempFact.backendURI)); - } - else - { - listEntry.Add(new JSONManager.URI(this.scroll.requiredFacts[i].@ref.uri)); - listEntry.Add(null); - } - assignmentList.Add(listEntry); - } - - Scroll.FilledScroll filledScroll = new Scroll.FilledScroll(this.scroll.@ref, assignmentList); - string body = Scroll.ToJSON(filledScroll); + string body = prepareScrollAssignments(); UnityWebRequest www = UnityWebRequest.Put(CommunicationEvents.ServerAdress+"/scroll/apply", body); www.method = UnityWebRequest.kHttpVerbPOST; @@ -144,4 +133,30 @@ private void readPushout(List<Scroll.ScrollFact> pushoutFacts) CommunicationEvents.PushoutFactEvent.Invoke(newFact); } } + + private string prepareScrollAssignments() + { + Fact tempFact; + List<List<System.Object>> assignmentList = new List<List<System.Object>>(); + + for (int i = 0; i < ParameterDisplays.Count; i++) + { + List<System.Object> listEntry = new List<System.Object>(); + tempFact = ParameterDisplays[i].GetComponentInChildren<DropHandling>().currentFact; + if (tempFact != null) + { + listEntry.Add(new JSONManager.URI(this.scroll.requiredFacts[i].@ref.uri)); + listEntry.Add(new JSONManager.OMS(tempFact.backendURI)); + } + else + { + listEntry.Add(new JSONManager.URI(this.scroll.requiredFacts[i].@ref.uri)); + listEntry.Add(null); + } + assignmentList.Add(listEntry); + } + + Scroll.FilledScroll filledScroll = new Scroll.FilledScroll(this.scroll.@ref, assignmentList); + return Scroll.ToJSON(filledScroll); + } }