using System; using System.Collections; using TMPro; using UnityEngine; using static CommunicationEvents; using static GlobalBehaviour; public class FactSpawner : MonoBehaviour { public GameObject Sphere, Line, Ray, Angle, Ring, Circle; void Start() { AddFactEvent.AddListener(SpawnFactRepresentation_Wrapped); RemoveFactEvent.AddListener(DeleteObject); 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, CircleFact => SpawnRingAndCircle, _ => null, }; return func?.Invoke(fact); //TODO check if the above breaks anything //return fact switch //{ // PointFact pointFact => SpawnPoint, // LineFact lineFact => SpawnLine, // AngleFact angleFact => SpawnAngle, // RayFact rayFact => SpawnRay, // CircleFact circleFact => SpawnRingAndCircle, // _ => null, //}; } public Fact SpawnPoint(Fact pointFact) { PointFact fact = ((PointFact)pointFact); GameObject point = GameObject.Instantiate(Sphere); point.transform.position = fact.Point; point.transform.up = fact.Normal; point.GetComponentInChildren<TextMeshPro>().text = fact.Label; point.GetComponent<FactObject>().URI = fact.Id; fact.Representation = point; return fact; } 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; //Change FactRepresentation to Line 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; lineFact.Representation = line; 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; //Change FactRepresentation to Line 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; 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 var v3T = angle.transform.localScale; v3T = new Vector3(length, v3T.y, length); Vector3 up = Vector3.Cross(to, from); //Place the Angle at position of point2 angle.transform.SetPositionAndRotation(point2, Quaternion.LookRotation(Vector3.Cross((from+to).normalized,up), up)); //Set text of angle 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; } //Generate angle mesh 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 Fact SpawnRingAndCircle(Fact fact) { var ringAndCircleGO = new GameObject("RingAndCircle"); _ = SpawnRing(fact, ringAndCircleGO.transform); var circleFact = SpawnCircle(fact, ringAndCircleGO.transform); //TODO check whether this is necessary? // this.FactRepresentation = ringAndCircleGO; circleFact.Representation = ringAndCircleGO; return circleFact; } public Fact SpawnRing(Fact fact, Transform parent = null) { CircleFact circleFact = (CircleFact)fact; PointFact middlePointFact = StageStatic.stage.factState[circleFact.Pid1] as PointFact; PointFact basePointFact = StageStatic.stage.factState[circleFact.Pid2] as PointFact; Vector3 middlePoint = middlePointFact.Point; Vector3 normal = circleFact.normal; float radius = circleFact.radius; //Change FactRepresentation to Ring //TODO check whether this is necessary? //this.FactRepresentation = Ring; //GameObject ring = Instantiate(FactRepresentation, parent); GameObject ring = GameObject.Instantiate(Ring,parent); var tori = ring.GetComponentsInChildren<TorusGenerator>(); var tmpText = ring.GetComponentInChildren<TextMeshPro>(); var FactObj = ring.GetComponentInChildren<FactObject>(); //Move Ring to middlePoint ring.transform.position = middlePoint; //Rotate Ring according to normal if (normal.y < 0) // if normal faces downwards use inverted normal instead ring.transform.up = -normal; else ring.transform.up = normal; //Set radii foreach (var torus in tori) torus.torusRadius = radius; string text = $"○{middlePointFact.Label}"; tmpText.text = text; ////move TMP Text so it is on the edge of the circle //tmpText.rectTransform.position = tmpText.rectTransform.position - new Vector3(0, 0, -radius); FactObj.URI = circleFact.Id; circleFact.Representation = ring; return circleFact; } public Fact SpawnCircle(Fact fact, Transform parent = null) { CircleFact circleFact = (CircleFact)fact; PointFact middlePointFact = StageStatic.stage.factState[circleFact.Pid1] as PointFact; PointFact basePointFact = StageStatic.stage.factState[circleFact.Pid2] as PointFact; Vector3 middlePoint = middlePointFact.Point; Vector3 normal = circleFact.normal; float radius = circleFact.radius; //TODO check whether this is necessary //Change FactRepresentation to Ring // this.FactRepresentation = Circle; GameObject circle = Instantiate(Circle, parent); var FactObj = circle.GetComponentInChildren<FactObject>(); //Move Circle to middlePoint circle.transform.position = middlePoint; //Rotate Circle according to normal if (normal.y < 0) // if normal faces downwards use inverted normal instead circle.transform.up = -normal; else circle.transform.up = normal; //Set radius circle.transform.localScale = new Vector3(radius, circle.transform.localScale.y, radius); FactObj.URI = circleFact.Id; circleFact.Representation = circle; return circleFact; } public void DeleteObject(Fact fact) { GameObject factRepresentation = fact.Representation; print("Deleting: " + fact.Representation?.name); 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); } }