using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using static CommunicationEvents; public class ZZZ_CompletionDemo : MonoBehaviour { private GameObject FactRepresentation; private RaycastHit point1; private RaycastHit point2; private RaycastHit point3; private AngleFact angle1; public FactManager FactManager; // Start is called before the first frame update void Start() { //Default FactRepresenation = Sphere-Prefab for Points this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Sphere", typeof(GameObject)); if (FactManager == null) FactManager = GameObject.FindObjectOfType<FactManager>(); point1 = new RaycastHit(); point1.normal = new Vector3(0.0f, 1.0f, 0.0f); point1.point = new Vector3(4.1f, 0.0f, 7.6f); point2 = new RaycastHit(); point2.normal = new Vector3(0.0f, 1.0f, 0.0f); point2.point = new Vector3(2.6f, 0.0f, 2.2f); point3 = new RaycastHit(); point3.normal = new Vector3(0.0f, 1.0f, 0.0f); point3.point = new Vector3(2.6f, 6.3f, 2.2f); angle1 = new AngleFact(); angle1.Id = 3; angle1.Pid1 = 0; angle1.Pid2 = 1; angle1.Pid3 = 2; } // Update is called once per frame void Update() { } public void CompletionDemo() { CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point1, 0)); CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point2, 1)); CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point3, 2)); StartCoroutine(SpawnAngleCoroutine()); } IEnumerator SpawnAngleCoroutine() { yield return new WaitUntil(() => Facts.Count >= 3); StartCoroutine(SpawnAngleAndAnimate(angle1)); } //Spawn an angle: point with id = angleFact.Pid2 is the point where the angle gets applied IEnumerator SpawnAngleAndAnimate(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 = 1.33f;// 1.27f; //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 //We calculate the Angle not with Vector3.Angle() because it only returns absolute angle-values float signedAngle = Mathf.Atan2(Vector3.Dot((Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Cross(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)), Vector3.Dot(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)) * Mathf.Rad2Deg; if (signedAngle < 0) { 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)); } else angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)); //string letter = ((Char)(64 + angleFact.Id + 1)).ToString(); //Don't need next line anymore: Cause Text is now not above, but in the centre of the angle //angle.GetComponentInChildren<TextMeshPro>().transform.localPosition = new Vector3((0.5f * tempProjection).x, angle.GetComponentInChildren<TextMeshPro>().transform.localPosition.y, (0.5f * tempProjection).z); 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.Abs(Math.Round(Vector3.Angle((point1 - point2).normalized, (point3 - point2).normalized), 1)) + "°"; t.fontSize = angle.GetComponentInChildren<TextMeshPro>().fontSize * angle.transform.GetChild(0).transform.GetChild(0).localScale.x; } angle.GetComponentInChildren<FactObject>().Id = angleFact.Id; angleFact.Representation = angle; //Test Animator temp = angle.GetComponentInChildren<Animator>(); temp.SetTrigger("animateHint"); CommunicationEvents.parameterDisplayHint.Invoke("∠ABC"); yield return new WaitForSeconds(7); GameObject.Destroy(angle); } }