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Commit 12c2135b authored by John Schihada's avatar John Schihada
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Adjusted Angle-Prefab. Implemented Angle-GO Creation

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......@@ -233,7 +233,32 @@ public void OnHit(RaycastHit hit)
//Event for end of line-rendering in "ShinyThings"
CommunicationEvents.StopCurveDrawingEvent.Invoke(null);
//Create AngleFact
//TODO: CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact());
//Check if selected Lines are the same -> if true -> cancel
if (!(angleModeFirstLineSelected.Id == tempFact.Id))
{
//Check if selected Lines have a common Point = id2 for AngleFact
if (((LineFact)angleModeFirstLineSelected).Pid1 == ((LineFact)tempFact).Pid1)
{
CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((LineFact)angleModeFirstLineSelected).Pid2, ((LineFact)tempFact).Pid1, ((LineFact)tempFact).Pid2, GetFirstEmptyID()));
}
else if (((LineFact)angleModeFirstLineSelected).Pid1 == ((LineFact)tempFact).Pid2)
{
CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((LineFact)angleModeFirstLineSelected).Pid2, ((LineFact)tempFact).Pid2, ((LineFact)tempFact).Pid1, GetFirstEmptyID()));
}
else if (((LineFact)angleModeFirstLineSelected).Pid2 == ((LineFact)tempFact).Pid1)
{
CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((LineFact)angleModeFirstLineSelected).Pid1, ((LineFact)tempFact).Pid1, ((LineFact)tempFact).Pid2, GetFirstEmptyID()));
}
else if (((LineFact)angleModeFirstLineSelected).Pid2 == ((LineFact)tempFact).Pid2)
{
CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((LineFact)angleModeFirstLineSelected).Pid1, ((LineFact)tempFact).Pid2, ((LineFact)tempFact).Pid1, GetFirstEmptyID()));
}
else
{
//TODO: Hint that the selected Lines have no common point
}
}
this.angleModeIsFirstLineSelected = false;
this.angleModeFirstLineSelected = null;
}
......@@ -248,6 +273,7 @@ public void OnHit(RaycastHit hit)
}
else
{
//TODO: If Point was hit: Angle Drawing with Selecting 3 Points
if (this.angleModeIsFirstLineSelected)
{
//Deactivate CurveDrawing and first line selection
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......@@ -31,6 +31,9 @@ public void FactAction(Fact fact)
case LineFact lineFact:
SpawnLine(lineFact);
break;
case AngleFact angleFact:
SpawnAngle(angleFact);
break;
}
}
......@@ -93,6 +96,82 @@ public void SpawnLine(LineFact lineFact)
}
public void SpawnAngle(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 = 1.25f;
//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
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));
string letter = ((Char)(64 + angleFact.Id + 1)).ToString();
angle.GetComponentInChildren<TextMeshPro>().transform.localPosition = new Vector3((0.5f * tempProjection).x, angle.GetComponentInChildren<TextMeshPro>().transform.localPosition.y, (0.5f * tempProjection).z);
angle.GetComponentInChildren<TextMeshPro>().text = letter;
angle.GetComponentInChildren<FactObject>().Id = angleFact.Id;
//If a new Angle was spawned -> We are in CreateAngleMode -> Then we want the collider to be disabled
if (CommunicationEvents.ActiveToolMode != ToolMode.ExtraMode)
//Deactivate the Collider of the Angle itself
angle.transform.GetComponentInChildren<MeshCollider>().enabled = false;
angleFact.Representation = angle;
}
public void DeleteObject(Fact fact)
{
Debug.Log("delete obj of "+ fact.Id);
......
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