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Commit e9407b54 authored by Richard Marcus's avatar Richard Marcus
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Merge remote-tracking branch 'origin/mmt-anbindung'

parents a87a13b6 0d88a870
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with 2137 additions and 551 deletions
......@@ -41,39 +41,20 @@ void Update()
PointFact AddPointFact(RaycastHit hit, int id)
{
Facts.Insert(id, new PointFact
{
Id = id,
Point = hit.point,
Normal = hit.normal
});
Facts.Insert(id, new PointFact(id, hit.point, hit.normal));
return Facts.Find(x => x.Id == id) as PointFact;
}
LineFact AddLineFact(int pid1, int pid2, int id)
{
Facts.Insert(id, new LineFact
{
Id = id,
Pid1 = pid1,
Pid2 = pid2
});
Facts.Insert(id, new LineFact(id,pid1,pid2));
return Facts.Find(x => x.Id == id) as LineFact;
}
AngleFact AddAngleFact(int pid1, int pid2, int pid3, int id)
{
Facts.Insert(id, new AngleFact
{
Id = id,
Pid1 = pid1,
Pid2 = pid2,
Pid3 = pid3
});
Facts.Insert(id, new AngleFact(id,pid1,pid2,pid3));
return Facts.Find(x => x.Id == id) as AngleFact;
}
......
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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 string format(float t) {
return t.ToString("0.0000").Replace(',', '.');
}
}
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"":" +format(P.x) + @"," + @"""b"":" + format(P.y) + @","+@"""c"":" + format(P.y) + "}";
Debug.Log(body);
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;
float v = (pf1.Point - pf2.Point).magnitude;
string body = @"{ ""pointA"":""" + p1URI + @"""," + @"""pointB"":""" + p2URI + @"""," + @"""value"":" + format(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;
float v = Vector3.Angle((pf1.Point - pf2.Point), (pf3.Point - pf2.Point));
if (Mathf.Abs(v - 90.0f) < 0.01) v = 90.0f;
Debug.Log("angle: " + v);
string body = @"{" +
@"""left"":""" + pf1.backendURI + @"""," +
@"""middle"":""" + pf2.backendURI + @"""," +
@"""right"":""" + pf3.backendURI + @"""," +
@"""value"":" + format(v) +
"}";
Debug.Log(body);
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 3 Point-Facs that are on one line
public int Pid1, Pid2, Pid3;
//Id's of the Point , and the Id of the Line it sits on
public int Pid1, Lid2;
}
......@@ -53,7 +53,7 @@ public void Update()
//@John before: hit.point
Debug.Log(this.transform.position);
//Debug.Log(this.transform.position);
if (this.lineDrawingActivated)
UpdateLineDrawing(this.transform.position);
......
......@@ -34,7 +34,7 @@ void Update()
if(Physics.Raycast(ray, out Hit, 30f, layerMask)){
Debug.Log(Hit.transform.tag);
// Debug.Log(Hit.transform.tag);
if (Hit.collider.transform.CompareTag("SnapZone"))
{
Hit.point = Hit.collider.transform.position;
......
......@@ -47,6 +47,9 @@ public void UpdateDisplay2()
}
}
string getLetter(int Id) {
return ((Char)(64 + Id + 1)).ToString();
}
private GameObject CreateDisplay(Transform transform, Fact fact)
{
......@@ -55,8 +58,8 @@ private GameObject CreateDisplay(Transform transform, Fact fact)
case LineFact f:
{
var obj = Instantiate(prefab_Distance, Vector3.zero, Quaternion.identity, transform);
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = "" + CommunicationEvents.Facts[f.Pid1].Id;
obj.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>().text = "" + CommunicationEvents.Facts[f.Pid2].Id;
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = "" + getLetter( CommunicationEvents.Facts[f.Pid1].Id);
obj.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>().text = "" + getLetter(CommunicationEvents.Facts[f.Pid2].Id );
obj.GetComponent<FactWrapper>().fact = f;
return obj;
}
......@@ -64,9 +67,9 @@ private GameObject CreateDisplay(Transform transform, Fact fact)
case AngleFact f:
{
var obj = Instantiate(prefab_Angle, Vector3.zero, Quaternion.identity, transform);
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = "" + CommunicationEvents.Facts[f.Pid1].Id;
obj.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>().text = "" + CommunicationEvents.Facts[f.Pid2].Id;
obj.transform.GetChild(2).gameObject.GetComponent<TextMeshProUGUI>().text = "" + CommunicationEvents.Facts[f.Pid3].Id;
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = "" + getLetter(CommunicationEvents.Facts[f.Pid1].Id);
obj.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>().text = "" + getLetter(CommunicationEvents.Facts[f.Pid2].Id);
obj.transform.GetChild(2).gameObject.GetComponent<TextMeshProUGUI>().text = "" + getLetter(CommunicationEvents.Facts[f.Pid3].Id);
obj.GetComponent<FactWrapper>().fact = f;
return obj;
}
......@@ -74,7 +77,7 @@ private GameObject CreateDisplay(Transform transform, Fact fact)
case PointFact f:
{
var obj = Instantiate(prefab_Point, Vector3.zero, Quaternion.identity, transform);
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = "" + f.Id;
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = "" + getLetter(f.Id );
obj.GetComponent<FactWrapper>().fact = f;
return obj;
}
......
......@@ -4,10 +4,12 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.Networking;
public class DisplayScrolls : MonoBehaviour
{
public Scroll[] scrolls;
public GameObject[] ScrollButtons;
public GameObject ScrollPrefab;
public GameObject DetailScreen;
......@@ -23,22 +25,9 @@ public class DisplayScrolls : MonoBehaviour
// Update is called once per frame
void Update()
{
// UpdateDisplay();
}
public void UpdateDisplay()
{
/* for( int i = 0; i< inventory.Scrolls.Count; i++){
if(! inventory.Scrolls[i].isDisplayed){
var item = inventory.Scrolls[i].item;
var obj = Instantiate(item.IconPrefab, Vector3.zero, Quaternion.identity, transform);
obj.GetComponent<RectTransform>().localPosition = GetPosition(i);
inventory.Scrolls[i].isDisplayed = true;
}
}
*/
}
public Vector3 GetPosition(int i)
{
......@@ -47,32 +36,56 @@ public Vector3 GetPosition(int i)
[System.Serializable]
class ScrollArrayWrapper{
public Scroll[] scrolls;
public Scroll[] Scrolls;
};
// Start is called before the first frame update
void Start()
{
//get Scrolls from Backend;
//TODO REST-Call instead of Json-File
string path = "Mock-Scrolls.json";
string jsonString = File.ReadAllText(path);
//string path = "Mock-Scrolls.json";
//string jsonString = File.ReadAllText(path);
//buildScrollSelection(jsonString);
StartCoroutine(getScrollsfromServer());
}
IEnumerator getScrollsfromServer() {
UnityWebRequest request = UnityWebRequest.Get("localhost:8081/scroll/list");
yield return request.Send();
if (request.isNetworkError || request.isHttpError)
{
Debug.LogError(request.error);
}
else
{
string jsonString = request.downloadHandler.text;
buildScrollSelection(jsonString);
}
}
void buildScrollSelection(string jsonString) {
jsonString = jsonString.Replace(System.Environment.NewLine, "");
jsonString = jsonString.Replace("\t", "");
ScrollArrayWrapper scrollsRead = new ScrollArrayWrapper();
scrollsRead = (ScrollArrayWrapper)JsonUtility.FromJson(jsonString, scrollsRead.GetType());
this.scrolls = scrollsRead.scrolls;
this.scrolls = scrollsRead.Scrolls;
ScrollButtons = new GameObject[this.scrolls.Length];
//Build Selection-GUI of Scrolls
for (int i = 0; i < this.scrolls.Length; i++) {
for (int i = 0; i < this.scrolls.Length; i++)
{
var obj = Instantiate(ScrollPrefab, Vector3.zero, Quaternion.identity, transform);
obj.GetComponent<RectTransform>().localPosition = GetPosition(i);
obj.GetComponent<ScrollClickedScript>().scroll = this.scrolls[i];
obj.GetComponent<ScrollClickedScript>().DetailScreen = this.DetailScreen;
obj.transform.GetChild(0).gameObject.GetComponent<TextMeshProUGUI>().text = this.scrolls[i].label;
ScrollButtons[i] = obj;
}
this.DetailScreen.GetComponent<ScrollDetails>().setScroll(this.scrolls[0]);
}
}
}
......@@ -6,15 +6,17 @@
public class DropHandling : MonoBehaviour, IDropHandler
{
GameObject current;
public Fact currentFact;
public void OnDrop(PointerEventData eventData){
Debug.Log(eventData.pointerDrag + "was dropped on "+ gameObject.name);
Destroy(current);
current = Instantiate(eventData.pointerDrag,Vector3.zero, Quaternion.identity);
current.transform.SetParent(gameObject.transform, false);
GameObject scrollShow = gameObject.transform.parent.gameObject;
PythagorasScript pythagorasScript = scrollShow.GetComponent<PythagorasScript>();
var fact = ((FactWrapper)current.GetComponent<FactWrapper>()).fact;
pythagorasScript.putFact(gameObject.name, fact);
//PythagorasScript pythagorasScript = scrollShow.GetComponent<PythagorasScript>();
currentFact = eventData.pointerDrag.GetComponent<FactWrapper>().fact;
Debug.Log("recieved Fact: " + currentFact.backendURI);
//pythagorasScript.putFact(gameObject.name, fact);
}
}
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......@@ -7,8 +7,10 @@
public class Declaration
{
public string name;
public string type;
public string isProof;
public string value;
public string identifier;
public string description;
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.Networking;
using System.Runtime.Serialization.Json;
using System.Text;
using System.Xml.Linq;
public class ScrollDetails : MonoBehaviour
{
public GameObject cursor;
public GameObject parameterDisplayPrefab;
public Scroll scroll;
public int x_Start;
public int y_Start;
public int y_Paece_Between_Items;
public GameObject[] ParameterDisplays;
public string situationTheory = "http://BenniDoes.Stuff?SituationTheory";
public Vector3 GetPosition(int i)
{
return new Vector3(x_Start, y_Start + i * (-y_Paece_Between_Items), 0f);
}
// Start is called before the first frame update
void Start()
{
......@@ -19,7 +38,201 @@ void Update()
}
public void setScroll(Scroll s) {
Transform scrollView = gameObject.transform.GetChild(2);
Transform viewport = scrollView.GetChild(0);
this.scroll = s;
Debug.Log(s);
//wipe out old Displays
for (int i = 0; i < this.ParameterDisplays.Length; i++) {
Destroy(ParameterDisplays[i]);
}
this.ParameterDisplays = new GameObject[s.declarations.Length];
for (int i = 0; i < s.declarations.Length; i++) {
var obj = Instantiate(parameterDisplayPrefab, Vector3.zero, Quaternion.identity, transform);
obj.GetComponent<RectTransform>().localPosition = GetPosition(i);
obj.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>().text = s.declarations[i].description;
obj.transform.SetParent(viewport);
this.ParameterDisplays[i] = obj;
}
gameObject.transform.GetChild(1).gameObject.GetComponent<TextMeshProUGUI>().text = s.description;
}
public void magicButton() {
string view = sendView();
if (view.Equals(FAIL)) {
Debug.Log("DAS HAT NICHT GEKLAPPT");
//TODO: hier ne Art PopUp, wo drin steht, dass das nicht geklappt hat
return;
}
string ret = pushout(view);
Debug.Log(ret);
}
string FAIL = "FAIL";
class ViewResponse {
public string view;
}
private string sendView() {
string jsonRequest = @"{";
jsonRequest = jsonRequest + @" ""from"":""" + this.scroll.problemTheory + @""", ";
jsonRequest = jsonRequest + @" ""to"":""" + this.situationTheory + @""", ";
jsonRequest = jsonRequest + @" ""mappings"": { ";
for (int i = 0; i < ParameterDisplays.Length; i++)
{
Fact fact_i = ParameterDisplays[i].GetComponentInChildren<DropHandling>().currentFact;
var drophandler = ParameterDisplays[i].GetComponentInChildren<DropHandling>();
Declaration decl_i = scroll.declarations[i];
jsonRequest = jsonRequest + @" """ + decl_i.identifier + @""":""" + fact_i.backendURI + @""",";
if (decl_i.value != null && fact_i.backendValueURI != null)
{
jsonRequest = jsonRequest + @" """ + decl_i.value + @""":""" + fact_i.backendValueURI + @""",";
}
}
//removing the last ','
jsonRequest = jsonRequest.Substring(0, jsonRequest.Length - 1);
jsonRequest = jsonRequest + "}}";
UnityWebRequest www = UnityWebRequest.Put("localhost:8081/view/add", jsonRequest);
www.method = UnityWebRequest.kHttpVerbPOST;
var async = www.Send();
while (!async.isDone) { }
if (www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
return FAIL;
}
else
{
string answer = www.downloadHandler.text;
return JsonUtility.FromJson<ViewResponse>(answer).view;
}
}
class PushoutReturn {
public string newSituation;
public PushoutFact[] outputs;
}
[System.Serializable]
public class PushoutFact {
// generic class to make a common Supertype for all PushoutResponses
public string uri;
public string value;
public string a;
public string b;
public string c;
public string pointA;
public string pointB;
public string left;
public string middle;
public string right;
public bool isVector() {
return a != null &&
b != null &&
c != null &&
pointA == null &&
pointB == null &&
value == null &&
left == null &&
middle == null &&
right == null;
}
public bool isDistance()
{
return a == null &&
b == null &&
c == null &&
pointA != null &&
pointB != null &&
value != null &&
left == null &&
middle == null &&
right == null;
}
public bool isAngle()
{
return a == null &&
b == null &&
c == null &&
pointA == null &&
pointB == null &&
value != null &&
left != null &&
middle != null &&
right != null;
}
}
private string pushout(string view) {
string path = "localhost:8081/pushout?";
path = path + "problem=" + this.scroll.problemTheory + "&";
path = path + "solution=" + this.scroll.solutionTheory + "&";
path = path + "view=" + view;
UnityWebRequest www = UnityWebRequest.Get(path);
var async = www.Send();
while (!async.isDone) { }
if (www.isNetworkError || www.isHttpError)
{
Debug.Log(www.error);
//TODO: hier ne Art PopUp, wo drin steht, dass das nicht geklappt hat
return FAIL;
}
else
{
string answer = www.downloadHandler.text;
readPushout(answer);
return "true";
//return answer;
//TODO Parse Anwser from JSON TO FACTS...
}
}
private void readPushout(string txt) {
Debug.Log(txt);
PushoutReturn ret = JsonUtility.FromJson<PushoutReturn>(txt);
this.situationTheory = ret.newSituation;
FactManager factManager = cursor.GetComponent<FactManager>();
for (int i = 0; i < ret.outputs.Length; i++) {
PushoutFact f = ret.outputs[i];
if (f.isVector()) {
float a = float.Parse(f.a);
float b = float.Parse(f.b);
float c = float.Parse(f.c);
int id = factManager.GetFirstEmptyID();
PointFact pf = new PointFact(id, a, b, c, f.uri);
CommunicationEvents.Facts.Insert(id, pf);
CommunicationEvents.AddFactEvent.Invoke(pf);
}
if (f.isDistance()) {
int id = factManager.GetFirstEmptyID();
int pid1 = getIdforBackendURI(f.pointA);
int pid2 = getIdforBackendURI(f.pointB);
LineFact lf = new LineFact(id, pid1, pid2, f.uri, f.value);
CommunicationEvents.Facts.Insert(id, lf);
CommunicationEvents.AddFactEvent.Invoke(lf);
}
if (f.isAngle()){
int id = factManager.GetFirstEmptyID();
int pid1 = getIdforBackendURI(f.left);
int pid2 = getIdforBackendURI(f.middle);
int pid3 = getIdforBackendURI(f.right);
AngleFact af = new AngleFact(id, pid1, pid2, pid3, f.uri, f.value);
CommunicationEvents.Facts.Insert(id, af);
CommunicationEvents.AddFactEvent.Invoke(af);
}
}
}
private int getIdforBackendURI(string uri) {
return CommunicationEvents.Facts.Find(x => x.backendURI.Equals(uri)).Id;
}
}
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# UFrameIT
the new unity-based implementation of FrameIT
to make things work, pleas follow the following steps:
- download the whole mathhub directory:
https://drive.google.com/open?id=1Vd7nHCRRRSo6NnvgDSz98V6lOdIm92KA
- download the FrameIt-MMT-Server.jar :
https://drive.google.com/open?id=12aCu3LgXUuv96TAKL705BK9_45ytrv4q
- call :
java -jar FrameIt-MMT-Server.jar < path to mathhub-dir > 8081
- press play in Unity:
have fun
The Code of the Server is hosted here:
https://github.com/bBoesl/UFrameTt_Server
The FrameIt-Specific MMT files can be found here:
https://github.com/bBoesl/UFrameIt-MMT
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