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; 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, _ => null, }; return func?.Invoke(fact); } 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 Vector3 forwoard = (from + to).normalized; Vector3 up = Vector3.Cross(to, from); if (up.sqrMagnitude < Math3d.vectorPrecission) { //Angle is 180° (or 0°) Vector3 arbitary = up == Vector3.forward ? Vector3.right : Vector3.forward; up = Vector3.Cross(arbitary, to); forwoard = to; } else forwoard = Vector3.Cross(forwoard, up); //Place the Angle at position of point2 angle.transform.SetPositionAndRotation(point2, Quaternion.LookRotation(forwoard, 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 void DeleteObject(Fact fact) { GameObject factRepresentation = fact.Representation; 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); } }