using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using static CommunicationEvents; public class FactManager : MonoBehaviour { //TODO! communicate success/ failure public static Fact AddFactIfNotFound(Fact fact, out bool exists, bool samestep) { return LevelFacts[LevelFacts.Add(fact, out exists, samestep)]; } public PointFact AddPointFact(RaycastHit hit, bool samestep = false) { return (PointFact) AddFactIfNotFound(new PointFact(hit.point, hit.normal, LevelFacts), out bool obsolete, samestep); } public PointFact AddPointFact(Vector3 point, Vector3 normal, bool samestep = false) { return (PointFact) AddFactIfNotFound(new PointFact(point, normal, LevelFacts), out bool obsolete, samestep); } public OnLineFact AddOnLineFact(string pid, string lid, bool samestep = false) { return (OnLineFact)AddFactIfNotFound(new OnLineFact(pid, lid, LevelFacts), out bool obsolete, samestep); } public LineFact AddLineFact(string pid1, string pid2, bool samestep = false) { return (LineFact)AddFactIfNotFound(new LineFact(pid1, pid2, LevelFacts), out bool obsolete, samestep); } public RayFact AddRayFact(string pid1, string pid2, bool samestep = false) { RayFact rayFact = (RayFact)AddFactIfNotFound(new RayFact(pid1, pid2, LevelFacts), out bool exists, samestep); if (exists) return rayFact; //Add all PointFacts on Ray as OnLineFacts PointFact rayP1 = (PointFact)LevelFacts[rayFact.Pid1]; PointFact rayP2 = (PointFact)LevelFacts[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>().URI, rayFact.Id, true); } } foreach (RaycastHit hit in hitsA) AddHitIfOnLine(hit); foreach (RaycastHit hit in hitsB) AddHitIfOnLine(hit); // for good measure AddOnLineFact(rayFact.Pid1, rayFact.Id, true); AddOnLineFact(rayFact.Pid2, rayFact.Id, true); return rayFact; } public AngleFact AddAngleFact(string pid1, string pid2, string pid3, bool samestep = false) { return (AngleFact)AddFactIfNotFound(new AngleFact(pid1, pid2, pid3, LevelFacts), out bool obsolete, samestep); } }