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AlignText.cs

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  • FactManager.cs 3.15 KiB
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using TMPro;
    using UnityEngine;
    using static CommunicationEvents;
    
    public class FactManager : MonoBehaviour
    {
        private List<int> NextEmpties = new List<int>();
    
        // Start is called before the first frame update
        void Start()
        {
            NextEmpties.Add(0);
        }
    
        //TODO! communicate success
        public static Fact AddFactIfNotFound(Fact fact, out bool exists, bool samestep)
        {
            return Facts[Facts.Add(fact, out exists, samestep)];
        }
    
        public PointFact AddPointFact(RaycastHit hit, int id, bool samestep = false)
        {
            return (PointFact) AddFactIfNotFound(new PointFact(id, hit.point, hit.normal), out bool obsolete, samestep);
        }
    
        public PointFact AddPointFact(int id, Vector3 point, Vector3 normal, bool samestep = false)
        {
            return (PointFact) AddFactIfNotFound(new PointFact(id, point, normal), out bool obsolete, samestep);
        }
    
        public OnLineFact AddOnLineFact(int pid, int lid, int id, bool samestep = false)
        {
            return (OnLineFact)AddFactIfNotFound(new OnLineFact(id, pid, lid), out bool obsolete, samestep);
        }
    
        public LineFact AddLineFact(int pid1, int pid2, int id, bool samestep = false)
        {
            return (LineFact)AddFactIfNotFound(new LineFact(id, pid1, pid2), out bool obsolete, samestep);
        }
    
        public RayFact AddRayFact(int pid1, int pid2, int id, bool samestep = false)
        {
            RayFact rayFact = (RayFact)AddFactIfNotFound(new RayFact(id, pid1, pid2), out bool exists, samestep);
            if (exists)
                return rayFact;
    
            //Add all PointFacts on Ray as OnLineFacts
            PointFact rayP1 = (PointFact)Facts[rayFact.Pid1];
            PointFact rayP2 = (PointFact)Facts[rayFact.Pid2];
            int layerMask = LayerMask.GetMask("Point");
            RaycastHit[] hitsA = Physics.RaycastAll(rayP1.Point,  rayFact.Dir, Mathf.Infinity, layerMask);
            RaycastHit[] hitsB = Physics.RaycastAll(rayP2.Point, -rayFact.Dir, Mathf.Infinity, layerMask);
    
            void AddHitIfOnLine(RaycastHit hit)
            {
                if (Math3d.IsPointApproximatelyOnLine(rayP1.Point, rayFact.Dir, hit.transform.position))
                {
                    AddOnLineFact(hit.transform.gameObject.GetComponent<FactObject>().Id, rayFact.Id, GetFirstEmptyID(), true);
                }
            }
    
            foreach (RaycastHit hit in hitsA)
                AddHitIfOnLine(hit);
    
            foreach (RaycastHit hit in hitsB)
                AddHitIfOnLine(hit);
    
            // for good measure
            AddOnLineFact(rayFact.Pid1, rayFact.Id, GetFirstEmptyID(), true);
            AddOnLineFact(rayFact.Pid2, rayFact.Id, GetFirstEmptyID(), true);
    
            return rayFact;
        }
    
    
        public AngleFact AddAngleFact(int pid1, int pid2, int pid3, int id, bool samestep = false)
        {
            return (AngleFact)AddFactIfNotFound(new AngleFact(id, pid1, pid2, pid3), out bool obsolete, samestep);
        }
    
        public int GetFirstEmptyID()
        {
            NextEmpties.Sort();
    
            int id = NextEmpties[0];
            NextEmpties.RemoveAt(0);
            if (NextEmpties.Count == 0)
                NextEmpties.Add(id + 1);
    
            Debug.Log("place fact at " + id);
    
            return id;
        }
    }