using UnityEngine; using UnityEngine.Networking; public abstract class Fact { public int Id; public GameObject Representation; public string backendURI; public string backendValueURI; // supposed to be null, for Facts without values eg. Points, OpenLines, OnLineFacts... } public class AddFactResponse { //class to Read AddFact Responses. public string factUri; public string factValUri; public static AddFactResponse sendAdd(string path, string body) { Debug.Log(body); //Put constructor parses stringbody to byteArray internally (goofy workaround) UnityWebRequest www = UnityWebRequest.Put(path, body); www.method = UnityWebRequest.kHttpVerbPOST; www.SetRequestHeader("Content-Type", "application/json"); AsyncOperation op = www.Send(); while (!op.isDone) { } if (www.isNetworkError || www.isHttpError) { Debug.Log(www.error); return null; } else { string answer = www.downloadHandler.text; return JsonUtility.FromJson<AddFactResponse>(answer); } } } //I am not sure if we ever need to attach these to an object, so one script for all for now... public class PointFact : Fact { public Vector3 Point; public Vector3 Normal; public PointFact(int i,Vector3 P, Vector3 N) { this.Id = i; this.Point = P; this.Normal = N; string body = @"{ ""a"":" +P.x + @"," + @"""b"":" +P.y + @","+@"""c"":" + P.z + "}"; AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/vector", body); this.backendURI = res.factUri; } public PointFact(int i, float a, float b, float c, string uri) { this.Id = i; this.Point = new Vector3(a,b,c); this.Normal = new Vector3(0,1,0); this.backendURI = uri; } } public class OpenLineFact : Fact { //an infinite Line through the Points Pid1 and Pid2 public int Pid1, Pid2; } public class LineFact : Fact { //Id's of the 2 Point-Facts that are connected public int Pid1, Pid2; //only for temporary Use of LineFacts. public LineFact() { } public LineFact(int i, int pid1, int pid2) { this.Id = i; this.Pid1 = pid1; this.Pid2 = pid2; PointFact pf1 = CommunicationEvents.Facts.Find((x => x.Id == pid1)) as PointFact; PointFact pf2 = CommunicationEvents.Facts.Find((x => x.Id == pid2)) as PointFact; string p1URI = pf1.backendURI; string p2URI = pf2.backendURI; double v = (pf1.Point - pf2.Point).magnitude; string body = @"{ ""pointA"":""" + p1URI + @"""," + @"""pointB"":""" + p2URI + @"""," + @"""value"":" + v + "}"; AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/distance", body); this.backendURI = res.factUri; this.backendValueURI = res.factValUri; } public LineFact(int i, int pid1, int pid2, string uri, string valuri) { this.Id = i; this.Pid1 = pid1; this.Pid2 = pid2; this.backendURI = uri; this.backendValueURI = valuri; } } public class AngleFact : Fact { //Id's of the 3 Point-Facts, where Pid2 is the point, where the angle is public int Pid1, Pid2, Pid3; //only for temporary Use of AngleFacts public AngleFact() { } public AngleFact(int i, int pid1, int pid2, int pid3) { this.Id = i; this.Pid1 = pid1; this.Pid2 = pid2; this.Pid3 = pid3; PointFact pf1 = CommunicationEvents.Facts.Find((x => x.Id == pid1)) as PointFact; PointFact pf2 = CommunicationEvents.Facts.Find((x => x.Id == pid2)) as PointFact; PointFact pf3 = CommunicationEvents.Facts.Find((x => x.Id == pid3)) as PointFact; double v = Vector3.Angle((pf1.Point - pf2.Point), (pf1.Point - pf2.Point)); string body = @"{" + @"""left"":""" + pf1.backendURI + @"""," + @"""middle"":""" + pf2.backendURI + @"""," + @"""right"":""" + pf3.backendURI + @"""," + @"""value"":" + v + "}"; AddFactResponse res = AddFactResponse.sendAdd("localhost:8081/fact/add/angle", body); this.backendURI = res.factUri; this.backendValueURI = res.factValUri; } public AngleFact(int i, int pid1, int pid2, int pid3, string uri, string valuri) { this.Id = i; this.Pid1 = pid1; this.Pid2 = pid2; this.Pid3 = pid3; this.backendURI = uri; this.backendValueURI = valuri; } } public class OnLineFact : Fact { //Id's of the Point , and the Id of the Line it sits on public int Pid1, Lid2; }