Verified Commit a64ce8eb authored by Sebastian Höffner's avatar Sebastian Höffner
Browse files

Moving the cup with iTween

parent a58dae6b
...@@ -13,8 +13,6 @@ public class SceneControllerEditor : Editor ...@@ -13,8 +13,6 @@ public class SceneControllerEditor : Editor
{ {
private bool showLabels = false; private bool showLabels = false;
public SemanticBehaviour[] semanticBehaviours;
private JSONArray sceneJson; private JSONArray sceneJson;
private JSONArray instructionJson; private JSONArray instructionJson;
...@@ -27,32 +25,32 @@ public class SceneControllerEditor : Editor ...@@ -27,32 +25,32 @@ public class SceneControllerEditor : Editor
public override void OnInspectorGUI() public override void OnInspectorGUI()
{ {
SceneController sc = (SceneController) target; SceneController sc = (SceneController) target;
base.DrawDefaultInspector(); if (sc.semanticBehaviours == null || GUILayout.Button("Refresh list of semantic labels"))
{
sc.semanticBehaviours = sc.FindSemanticLabels();
}
this.ImportInstruction(sc); EditorGUILayout.Space();
base.DrawDefaultInspector();
ImportInstruction(sc);
EditorGUILayout.Space(); EditorGUILayout.Space();
this.ExportContext(sc); ExportContext(sc);
EditorGUILayout.Space(); EditorGUILayout.Space();
this.ShowSemanticLabels(sc); ShowSemanticLabels(sc);
} }
private void ShowSemanticLabels(SceneController sc) private void ShowSemanticLabels(SceneController sc)
{ {
showLabels = EditorGUILayout.BeginFoldoutHeaderGroup(showLabels, "Semantic labels"); showLabels = EditorGUILayout.BeginFoldoutHeaderGroup(showLabels, "Semantic labels");
if (showLabels) if (showLabels)
{ {
if (this.semanticBehaviours == null || GUILayout.Button("Refresh list of semantic labels")) foreach (SemanticBehaviour sb in sc.semanticBehaviours)
{
FindSemanticLabels();
}
foreach (SemanticBehaviour sb in this.semanticBehaviours)
{ {
string label = sb.GetComponent<InstanceIdentifier>().name; string label = sb.GetComponent<InstanceIdentifier>().name;
// Fill dict
if (sb.is_a.Count() > 0) if (sb.is_a.Count() > 0)
{ {
label += $" a {sb.is_a.Split('#')[1]}"; label += $" a {sb.is_a.Split('#')[1]}";
...@@ -69,7 +67,7 @@ public class SceneControllerEditor : Editor ...@@ -69,7 +67,7 @@ public class SceneControllerEditor : Editor
string exportFile = EditorGUILayout.TextField("Export Context File", "Assets/DLU/Resources/context.json"); string exportFile = EditorGUILayout.TextField("Export Context File", "Assets/DLU/Resources/context.json");
if (sceneJson == null) if (sceneJson == null)
{ {
sceneJson = this.GenerateContextJSON(); sceneJson = GenerateContextJSON(sc);
} }
if (GUILayout.Button("Export to file")) if (GUILayout.Button("Export to file"))
{ {
...@@ -87,22 +85,13 @@ public class SceneControllerEditor : Editor ...@@ -87,22 +85,13 @@ public class SceneControllerEditor : Editor
EditorGUILayout.TextArea(sc.instruction == null ? "" : sc.instruction.ToString()); EditorGUILayout.TextArea(sc.instruction == null ? "" : sc.instruction.ToString());
} }
public void FindSemanticLabels()
{
this.semanticBehaviours = GameObject.FindObjectsOfType<SemanticBehaviour>();
}
public JSONArray GenerateContextJSON() public JSONArray GenerateContextJSON(SceneController sc)
{ {
if (this.semanticBehaviours == null)
{
FindSemanticLabels();
}
Dictionary<string, JSONObject> sceneDict = new Dictionary<string, JSONObject>(); Dictionary<string, JSONObject> sceneDict = new Dictionary<string, JSONObject>();
JSONArray sceneArray = new JSONArray(); JSONArray sceneArray = new JSONArray();
foreach (SemanticBehaviour sb in this.semanticBehaviours) foreach (SemanticBehaviour sb in sc.semanticBehaviours)
{ {
JSONObject jsonObject = null; JSONObject jsonObject = null;
string name = sb.GetComponent<InstanceIdentifier>().name; string name = sb.GetComponent<InstanceIdentifier>().name;
......
using UnityEngine; using UnityEngine;
using SimpleJSON; using SimpleJSON;
using System.IO; using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace dlu namespace dlu
{ {
public class SceneController : MonoBehaviour public class SceneController : MonoBehaviour
{ {
public string importInstructionFile = "Assets/DLU/Resources/instruction.json";
[HideInInspector] [HideInInspector]
public JSONArray instruction = null; public JSONArray instruction = null;
public string importInstructionFile = "Assets/DLU/Resources/instruction.json"; private SemanticBehaviour[] _semanticBehaviours;
private Dictionary<string, GameObject> sceneDict; // = new Dictionary<string, GameObject>();
[HideInInspector]
public SemanticBehaviour[] semanticBehaviours {
get
{
return this._semanticBehaviours;
}
set
{
sceneDict = new Dictionary<string, GameObject>();
foreach (SemanticBehaviour sb in value)
{
sceneDict[sb.GetComponent<InstanceIdentifier>().name] = sb.gameObject;
}
this._semanticBehaviours = value;
}
}
public void Start() public void Start()
{ {
if (this.instruction == null) if (instruction == null)
{ {
this.instruction = LoadInstruction(this.importInstructionFile); instruction = LoadInstruction(importInstructionFile);
} }
if (semanticBehaviours == null)
{
semanticBehaviours = FindSemanticLabels();
}
StartCoroutine(EvaluateInstruction());
} }
public JSONArray LoadInstruction(string json) public JSONArray LoadInstruction(string json)
{ {
return JSON.Parse(File.ReadAllText(json)) as JSONArray; return JSON.Parse(File.ReadAllText(json)) as JSONArray;
} }
public SemanticBehaviour[] FindSemanticLabels()
{
return GameObject.FindObjectsOfType<SemanticBehaviour>();
}
public IEnumerator EvaluateInstruction()
{
Dictionary<string, JSONObject> taskDict = new Dictionary<string, JSONObject>();
JSONObject task = null;
// Populate quick access dict and search for task
foreach (JSONObject jo in instruction)
{
taskDict[jo["name"]] = jo;
if (task == null && jo.HasKey("classifies"))
{
task = jo;
Debug.Log($"Task identified: {task}");
}
}
// If no task is found, stop
if (task == null)
{
Debug.LogError("No task found!");
yield return null;
}
else // if task is found, execute actions
{
foreach (JSONNode action in task["classifies"])
{
yield return ExecuteAction(action, taskDict);
}
}
}
public IEnumerator ExecuteAction(string actionName, Dictionary<string, JSONObject> taskDict)
{
JSONObject action = taskDict[actionName];
Debug.Log($"Performing action {actionName}: {action}");
List<string> participants = new List<string>();
foreach (JSONNode participant in action["hasParticipant"])
{
Debug.Log($"Participant: {participant}");
foreach(JSONNode is_a in taskDict[participant]["is_a"])
{
if (is_a != "http://www.ontologydesignpatterns.org/ont/dul/DUL.owl#PhysicalAgent")
{
participants.Add(participant);
}
}
}
foreach (string participant in participants)
{
GameObject targetGO = new GameObject($"Target of {participant}");
Vector3 position = taskDict[participant]["components"]["transform"]["position"];
Quaternion orientation = taskDict[participant]["components"]["transform"]["orientation"];
targetGO.transform.SetPositionAndRotation(position, orientation);
double speed = taskDict[participant]["components"].HasKey("speed") ? taskDict[participant]["components"]["speed"].AsDouble : 1.0;
Hashtable arguments = new Hashtable();
arguments["name"] = actionName;
arguments["position"] = targetGO.transform;
arguments["speed"] = speed;
iTween.MoveTo(sceneDict[participant], arguments);
}
yield return null;
}
} }
} }
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iTween can be used with all scripting languages that Unity supports including JavaScript, C# and Boo. To install iTween create a folder named "Plugins" in your project's assets (if you are using C# the location of iTween does not matter as long as it is inside your assets folder).
For complete documentation, examples and information visit: http://itween.pixelplacement.com
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using UnityEngine;
using System.Collections;
public class MoveSample : MonoBehaviour
{
void Start(){
iTween.MoveBy(gameObject, iTween.Hash("x", 2, "easeType", "easeInOutExpo", "loopType", "pingPong", "delay", .1));
}
}
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using UnityEngine;
using System.Collections;
public class RotateSample : MonoBehaviour
{
void Start(){
iTween.RotateBy(gameObject, iTween.Hash("x", .25, "easeType", "easeInOutBack", "loopType", "pingPong", "delay", .4));
}
}
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