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18 Commits

Author SHA1 Message Date
5dc815e440 Merge branch 'main' of https://git.lab-ouest.org/Epitech/T-VIR-901_EpiLeARn 2024-02-15 10:29:25 +01:00
1a2e96357a nique toi 2024-02-15 10:29:17 +01:00
bddd04413e Merge pull request 'update README.md' (#14) from develop into main
Reviewed-on: #14
2024-02-02 16:56:43 +01:00
71f04dc4d5 Merge pull request 'develop' (#12) from develop into main
Reviewed-on: #12
2024-02-02 16:43:28 +01:00
7084fcaa30 Merge pull request 'Prise en compte du module factory pour créer et afficher des gameobjects dynamiquement' (#11) from feature/molecule into develop
Reviewed-on: #11
Reviewed-by: Clement <clement@jo85.com>
2024-02-02 16:43:00 +01:00
c779e6348b update README.md 2024-02-02 15:54:57 +01:00
a642cc0a38 ajout de l'atom factory 2024-02-02 15:29:49 +01:00
91e3d2e28a Merge pull request 'feature/AtomesFactory' (#13) from feature/AtomesFactory into develop
Reviewed-on: #13
Reviewed-by: Nicolas <nicolas.sansd@gmail.com>
2024-02-02 15:03:43 +01:00
9c5f5b15fb Merge remote-tracking branch 'origin/develop' into feature/molecule
# Conflicts:
#	Assets/script/AtomeFactory.cs
2024-02-02 14:09:36 +01:00
27ce4e14a8 Merge remote-tracking branch 'origin/develop' into feature/AtomesFactory 2024-02-02 14:02:05 +01:00
9b7b156d7b add 3D atome 2024-02-02 14:33:35 +01:00
f7a2cc4c88 Add factory for animated Atome 2024-01-26 12:03:56 +01:00
f4be67ca29 Création du prefab et script de l'atom + ajout du lock mode 2024-01-19 10:07:10 +01:00
58782722d3 rajout de la gestion d'animation + des factory 2024-01-18 16:28:39 +01:00
cb0396e23c Merge pull request 'feat: liaison entre les molécules et couleur' (#9) from feat/molecule/bons into develop
Reviewed-on: #9
Reviewed-by: Mathis <mathis.ragot@epitech.eu>
2024-01-18 14:47:23 +01:00
9de97ad486 Merge remote-tracking branch 'origin/develop' into feature/molecule
# Conflicts:
#	Assets/script/MoleculeFactory.cs
2024-01-18 13:53:20 +01:00
8ca1aa7ad8 Ajout de composants et de leurs markers 2024-01-18 13:45:04 +01:00
e5a1e71788 Prise en compte du module factory pour créer et afficher des gameobjects dynamiquement 2024-01-12 15:41:11 +01:00
57 changed files with 5032 additions and 939 deletions

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@ -1,8 +1,11 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class ActiveScoppedElements : MonoBehaviour
{
@ -13,19 +16,40 @@ public class ActiveScoppedElements : MonoBehaviour
public GameObject obj;
}
public enum AnimationState
{
IDLE,
GORIGHT,
GOLEFT
}
// Start is called before the first frame update
public TextAsset jsonFile;
public TextAsset atomJsonFile;
public HashSet<String> actives = new HashSet<String>();
public HashSet<GameObject> InstantiatesObject = new HashSet<GameObject>();
public HashSet<GameObject> AtomInstantiatesObjects = new HashSet<GameObject>();
public TextMeshProUGUI textToUpdate;
public TextMeshProUGUI objectInstantiateText;
public ObjectToInstantiate[] objectToInstantiates;
public HashSet<GameObject> DisableGameObjects = new HashSet<GameObject>();
public GameObject[] InformationObjs;
public GameObject[] DebugObjs;
private AnimationState _animationState = AnimationState.IDLE;
private float _animationSpeed = 1.0f;
public GameObject atomPrefabToInstantiate;
private bool IsLock = false;
private AtomeFactory _atomFactory;
void Start()
{
_atomFactory = new AtomeFactory(this.atomJsonFile);
Debug.Log("AtomFactory created !");
/*if (button != null)
{
button.onClick.AddListener(this.Center);
}*/
if (this.textToUpdate != null)
{
textToUpdate.text = "Scanner des Markers...";
@ -39,7 +63,91 @@ public class ActiveScoppedElements : MonoBehaviour
{
actives.Add(name);
RefreshText();
RefreshAtom();
RefreshAtom(name, true);
}
}
public void Center()
{
Debug.Log("Center called !");
foreach (var obj in InstantiatesObject)
{
if (Camera.main == null)
{
throw new Exception("NO MAIN CAMERA DEFINED ");
}
Vector3 cameraPosition = Camera.main.transform.position;
// Obtenez la rotation de la caméra sans inclure la rotation autour de l'axe Y
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
//var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
obj.transform.position = position;
obj.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
obj.transform.rotation = cameraRotation;
}
}
public void onClickStopAnimation()
{
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
this._animationState = AnimationState.IDLE;
foreach (var obj in InstantiatesObject)
{
obj.transform.rotation = cameraRotation;
}
}
public void onClickPauseAnimation()
{
this._animationState = AnimationState.IDLE;
}
public void onClickStartAnimation()
{
this._animationState = AnimationState.GORIGHT;
}
public void onClickRightAnimation()
{
this._animationState = AnimationState.GORIGHT;
}
public void onClickGoLeftAnimation()
{
this._animationState = AnimationState.GOLEFT;
}
public void onClickSpeedUp()
{
this._animationSpeed += 0.5f;
}
public void onClickSpeedDown()
{
this._animationSpeed -= 0.5f;
}
public void onClickToggleLockMode()
{
this.IsLock = !this.IsLock;
}
void Update()
{
if (this._animationState == AnimationState.GORIGHT)
{
foreach (var obj in InstantiatesObject)
{
obj.transform.Rotate(0, this._animationSpeed, 0, Space.Self);
/*Vector3 position = obj.GetComponent<SphereCollider>().bounds.center;
obj.transform.RotateAround(position, new Vector3(0, 0.1f, 0), 30 * Time.deltaTime);*/
}
}
}
@ -50,71 +158,220 @@ public class ActiveScoppedElements : MonoBehaviour
this.textToUpdate.text = String.Join(", ", this.actives);
}
}
private void RefreshAtom()
static IEnumerable<string> GetPermutations(List<string> list)
{
foreach (var objt in objectToInstantiates)
if (list.Count == 1)
{
if (objt.elements.TrueForAll((s => actives.Contains(s))))
{
foreach (var objName in objt.elements)
{
var a = GameObject.Find("OBJ_" + objName);
if (a != null)
{
a.SetActive(false);
DisableGameObjects.Add(a);
}
}
// Obtenez la position de la caméra
Vector3 cameraPosition = Camera.main.transform.position;
// Obtenez la rotation de la caméra sans inclure la rotation autour de l'axe Y
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
instantiatedObj.name = "[N] " + objt.obj.name;
InstantiatesObject.Add(instantiatedObj);
this.OnInstantiateObject(instantiatedObj);
Debug.Log("Instantiate " + instantiatedObj.name);
}
else
{
var a = InstantiatesObject.FirstOrDefault(s => s.name == ("[N] " + objt.obj.name));
if (a != null)
{
Debug.Log("Destroy " + a.name);
InstantiatesObject.Remove(a);
OnDestroyObject(a);
Destroy(a);
foreach (var disableGameObject in DisableGameObjects)
{
disableGameObject.SetActive(true);
}
DisableGameObjects.Clear();
}
}
}
if (InstantiatesObject.Count > 0)
{
objectInstantiateText.text = String.Join(", ", InstantiatesObject.Select((s) => s.name));
// Cas de base : une seule chaîne
yield return list[0];
}
else
{
// Récursion pour obtenir les permutations du reste de la liste
foreach (var item in list)
{
var remaining = new List<string>(list);
remaining.Remove(item);
foreach (var subPermutation in GetPermutations(remaining))
{
// Concaténer l'élément actuel avec les permutations du reste
yield return item + subPermutation;
}
}
}
}
private void DisableAllMarkerModel()
{
foreach (var o in GameObject.FindGameObjectsWithTag("OBJ"))
{
o.SetActive(false);
DisableGameObjects.Add(o);
}
}
private void EnableAllMarkerModel()
{
foreach (var o in DisableGameObjects)
{
o.SetActive(true);
}
DisableGameObjects.Clear();
}
private GameObject FindGameObjectWithFormula()
{
var factory = MoleculeFactory.getInstrance(this.jsonFile);
factory.setAtomFactory(this._atomFactory);
Debug.Log("ACTIVES ELEMENTS:");
Debug.Log(this.actives);
foreach (var formula in GetPermutations(this.actives.ToList()))
{
Debug.Log("FORMULA: " + String.Join("", formula));
if (factory.hasMolecule(String.Join("", formula)))
{
return factory.createMolecule(String.Join("", formula));
}
}
return null;
}
private String GetFormula()
{
var factory = MoleculeFactory.getInstrance(this.jsonFile);
factory.setAtomFactory(this._atomFactory);
foreach (var formula in GetPermutations(this.actives.ToList()))
{
Debug.Log("FORMULA: " + String.Join("", formula));
if (factory.hasMolecule(String.Join("", formula)))
{
return String.Join("", formula);
}
}
return null;
}
private void RenderAtom(String elementName, bool toAdd)
{
var cleanedElement = CleanStringOfDigits(elementName);
if (!toAdd)
{
try
{
var a = AtomInstantiatesObjects.First(t => t.name == ("ATOM_" + cleanedElement));
if (a != null)
{
AtomInstantiatesObjects.Remove(a);
Destroy(a);
Debug.Log("AtomInstantiatesObjects.Remove(a) called !");
return;
}
}
catch (Exception ex)
{
Debug.Log("pas trouvé");
return;
}
}
var atomObject = GameObject.Find(elementName);
if (atomObject == null) {
Debug.Log("atomObject=null");
return;
}
if (atomObject.transform.childCount >= 1) {
//atomObject.transform.GetChild(0).GetComponent<GameObject>().SetActive(true);
Debug.Log("Object already created !");
return;
}
var factory = MoleculeFactory.getInstrance(this.jsonFile);
factory.setAtomFactory(this._atomFactory);
if (!factory.GetAtomFactory().hasAtome(cleanedElement))
{
Debug.Log("No atom found with this formula '" + cleanedElement + "'");
return;
}
var obj = this._atomFactory.createAnimatedAtome(cleanedElement);
obj.name = "ATOM_" + cleanedElement;
obj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
obj.transform.localPosition = new Vector3(0, 0, 0);
obj.transform.SetParent(atomObject.transform, false);
obj.transform.rotation = cameraRotation;
AtomInstantiatesObjects.Add(obj);
//var obj = Instantiate(atomPrefabToInstantiate, new Vector3(0, 0, 0), Quaternion.identity);
//AtomPrefab objPrefab = obj.GetComponent<AtomPrefab>();
//AtomeInformation info = factory.GetAtomFactory().createAtome(cleanedElement);
//objPrefab.Render(info);
}
private void RefreshAtom(String elementName, bool toAdd)
{
var objToFind = FindGameObjectWithFormula();
if (objToFind != null)
{
Debug.Log("Object to instantiate found !");
if (Camera.main == null)
{
throw new Exception("NO MAIN CAMERA DEFINED ");
}
foreach (var atomInstantiatesObject in AtomInstantiatesObjects)
{
Destroy(atomInstantiatesObject);
}
AtomInstantiatesObjects.Clear();
Vector3 cameraPosition = Camera.main.transform.position;
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
objToFind.transform.position = position;
objToFind.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
objToFind.transform.rotation = cameraRotation;
MeshRenderer meshRenderer = objToFind.GetComponent<MeshRenderer>();
if (meshRenderer != null)
{
float sizeInDirection = meshRenderer.bounds.size.x; // Pour la hauteur, ajustez selon votre besoin
Debug.Log("SizeInDirection: " + sizeInDirection);
objToFind.transform.position -= objToFind.transform.right * sizeInDirection * 0.175f;
}
Debug.Log("RefreshAtom(): Created " + objToFind.name);
objToFind.name = "[N] " + objToFind.name;
InstantiatesObject.Add(objToFind);
this.OnInstantiateObject(objToFind);
Debug.Log("Instantiate " + objToFind.name);
DisableAllMarkerModel();
} else {
foreach (var o in InstantiatesObject) {
Destroy(o);
OnDestroyObject(o);
}
InstantiatesObject.Clear();
EnableAllMarkerModel();
RenderAtom(elementName, toAdd);
}
if (InstantiatesObject.Count > 0 && objectInstantiateText != null) {
objectInstantiateText.text = String.Join(", ", InstantiatesObject.Select((s) => s.name));
} else if (objectInstantiateText != null) {
objectInstantiateText.text = "En attente...";
}
}
private void SetMoleculeInfo(String formula)
{
if (formula == null) {
return;
}
var factory = MoleculeFactory.getInstrance(this.jsonFile);
factory.setAtomFactory(this._atomFactory);
Molecule mol = factory.GetMoleculeByFormula(formula);
var descriptionGO = GameObject.Find("TXT_DESC").GetComponent<TextMeshProUGUI>();
var atomNbGO = GameObject.Find("TXT_ATOM_NB").GetComponent<TextMeshProUGUI>();
var symGO = GameObject.Find("TXT_SYM").GetComponent<TextMeshProUGUI>();
var nameGO = GameObject.Find("TXT_NAME").GetComponent<TextMeshProUGUI>();
nameGO.text = mol.name;
symGO.text = mol.formula;
descriptionGO.text = "Masse moleculaire: ";
atomNbGO.text = mol.atoms.Length + " Atomes";
}
private void OnInstantiateObject(GameObject obj)
{
foreach (var informationObj in InformationObjs)
{
informationObj.SetActive(true);
}
SetMoleculeInfo(GetFormula());
foreach (var debugObj in DebugObjs)
{
debugObj.SetActive(false);
@ -132,17 +389,36 @@ public class ActiveScoppedElements : MonoBehaviour
debugObj.SetActive(true);
}
}
private string CleanStringOfNonDigits( string s )
{
if (string.IsNullOrEmpty(s)) return s;
StringBuilder sb = new StringBuilder(s.Length) ;
for (int i = 0; i < s.Length; ++i)
{
char c = s[i];
if ( c < '0' ) continue ;
if ( c > '9' ) continue ;
sb.Append(s[i]);
}
string cleaned = sb.ToString();
return cleaned;
}
private string CleanStringOfDigits(string s)
{
return new String(s.Where(Char.IsLetter).ToArray());
}
public void RemoveUnscoppedElement(String elementName)
{
if (this.IsLock)
{
return;
}
Debug.Log("Removed " + elementName);
actives.Remove(elementName);
RefreshText();
RefreshAtom();
}
void Update()
{
RefreshAtom(elementName, false);
}
}

24
Assets/AtomPrefab.cs Normal file
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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AtomPrefab : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
public void Render(AtomeInformation info)
{
Debug.Log("Render from AtomPrefab !");
Debug.Log("+" + info.name);
}
// Update is called once per frame
void Update()
{
}
}

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8
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@ -0,0 +1,139 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class AtomeFactory : MonoBehaviour{
public TextAsset jsonFile;
private static AtomeFactory instance;
private AtomesInformation atomeInJson;
private Dictionary<string, AtomeInformation> AtomeDictionary;
public AtomeFactory(TextAsset jsonFile){
AtomeFactory.instance = this;
AtomeDictionary = new Dictionary<string, AtomeInformation>();
atomeInJson = JsonUtility.FromJson<AtomesInformation>(jsonFile.text);
foreach (var atome in atomeInJson.atomes){
AtomeDictionary.Add(atome.symbol, atome);
}
}
public static AtomeFactory getInstrance(){
if(AtomeFactory.instance == null){
Debug.LogError("no Json file");
}
return AtomeFactory.instance;
}
public static AtomeFactory getInstrance(TextAsset jsonFile){
if(AtomeFactory.instance == null){
AtomeFactory.instance = new AtomeFactory(jsonFile);
}
return AtomeFactory.instance;
}
public bool hasAtome(String symbol)
{
return AtomeDictionary.ContainsKey(symbol);
}
public AtomeInformation createAtome(string symbol){
if(!AtomeDictionary.ContainsKey(symbol)){
Debug.LogError("Atome does not existe in json");
return null;
}
AtomeInformation atome = AtomeDictionary[symbol];
return atome;
}
public GameObject createAnimatedAtome(string symbol) {
if(!AtomeDictionary.ContainsKey(symbol)){
Debug.LogError("Atome does not existe in json");
return null;
}
AtomeInformation atomeinfo = AtomeDictionary[symbol];
GameObject Parent = new GameObject(atomeinfo.name);
int ElectronsNumber = atomeinfo.protons;
//Symbol
GameObject atome = CreateSymbolAnimation(atomeinfo);
atome.transform.parent = Parent.transform;
//Electrons
for (int i = 1; ElectronsNumber > 0; i++) {
int nbrElectronLayer = 2 * (i * i);
GameObject electrons = CreateElectronsAnimation(Mathf.Min(ElectronsNumber, nbrElectronLayer), (float)i);
electrons.transform.parent = Parent.transform;
ElectronsNumber -= nbrElectronLayer;
}
//rajouter electron == protons
return Parent;
}
private GameObject DrawCircle(float orbitRadius)
{
GameObject orbitCircle = new GameObject("Orbit Circle");
LineRenderer lineRenderer = orbitCircle.AddComponent<LineRenderer>();
lineRenderer.useWorldSpace = false;
lineRenderer.widthMultiplier = 0.03f; // Ajustez l'épaisseur de la ligne si nécessaire.
lineRenderer.positionCount = 100 + 1;
//Add Color
Color myColor = new Color(0, 0, 1, 1);
ColorUtility.TryParseHtmlString("#7F7F7F", out myColor);
orbitCircle.GetComponent<Renderer>().material.color = myColor;
for (int i = 0; i <= 100; i++)
{
float angle = i * 2 * Mathf.PI / 100;
float x = Mathf.Cos(angle) * orbitRadius;
float y = Mathf.Sin(angle) * orbitRadius;
lineRenderer.SetPosition(i, new Vector3(x, 0f, y));
}
return orbitCircle;
}
private GameObject CreateSymbolAnimation(AtomeInformation info) {
//Create GameObject
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
//Add information
sphere.name = info.symbol;
sphere.transform.position = new Vector3(0, 0, 0);
//Add Color
Color myColor = new Color(0, 0, 1, 1);
ColorUtility.TryParseHtmlString(info.representation.color, out myColor);
sphere.GetComponent<Renderer>().material.color = myColor;
return sphere;
}
private GameObject CreateElectronsAnimation(int electrons, float layer) {
GameObject ParentLayer = new GameObject("Electrons");
for (int i = 0; i < electrons; i++) {
float angle = i * Mathf.PI * 2 / electrons;
float x = Mathf.Cos(angle) * layer;
float z = Mathf.Sin(angle) * layer;
float y = 0f;
GameObject electron = GameObject.CreatePrimitive(PrimitiveType.Sphere);
electron.name = "Electron" + i;
electron.transform.position = new Vector3(x, y, z);
electron.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
electron.transform.parent = ParentLayer.transform;
}
GameObject orbit = DrawCircle(layer);
orbit.transform.parent = ParentLayer.transform;
return ParentLayer;
}
}

View File

@ -1,49 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class AtomeFactory : MonoBehaviour{
public TextAsset jsonFile;
private static AtomeFactory instance;
private AtomesInformation atomeInJson;
private Dictionary<string, AtomeInformation> AtomeDictionary;
public AtomeFactory(TextAsset jsonFile){
AtomeFactory.instance = this;
AtomeDictionary = new Dictionary<string, AtomeInformation>();
atomeInJson = JsonUtility.FromJson<AtomesInformation>(jsonFile.text);
foreach (var atome in atomeInJson.atomes){
AtomeDictionary.Add(atome.symbol, atome);
}
}
public static AtomeFactory getInstrance(){
if(AtomeFactory.instance == null){
Debug.LogError("no Json file");
}
return AtomeFactory.instance;
}
public static AtomeFactory getInstrance(TextAsset jsonFile){
if(AtomeFactory.instance == null){
AtomeFactory.instance = new AtomeFactory(jsonFile);
}
return AtomeFactory.instance;
}
public AtomeInformation createAtome(string symbol){
if(!AtomeDictionary.ContainsKey(symbol)){
Debug.LogError("Atome does not existe in json");
}
AtomeInformation atome = AtomeDictionary[symbol];
return atome;
}
}

View File

@ -11,14 +11,14 @@ class MoleculeFactoryTester: MonoBehaviour {
public TextAsset atomJson;
void Start(){
MoleculeFactory factory = MoleculeFactory.getInstrance(this.moleculeJson);
/*MoleculeFactory factory = MoleculeFactory.getInstrance(this.moleculeJson);
AtomeFactory atomeFactory = AtomeFactory.getInstrance(this.atomJson);
factory.setAtomFactory(atomeFactory);
GameObject mol = factory.createMolecule("O2");
GameObject mol2 = factory.createMolecule("H2O");
mol.transform.position = new Vector3(0,1,0);
GameObject mol3 = factory.createMolecule("C4H10");
mol3.transform.position = new Vector3(0,5,0);
mol3.transform.position = new Vector3(0,5,0);*/
//GameObject bon = GameOject.CreatePrimitive(PrimitiveType.)
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{
"molecules":[
{
"name": "Méthanal",
"formula": "CH2O",
"atoms": [
{
"element": "C",
"geometry": [0.0, 0.0, 0.0]
},
{
"element": "H2",
"geometry": [0.0, 1.0, 2.0]
},
{
"element": "O",
"geometry": [1.2, 0.0, 0.0]
}
],
"bonds": [
{"atoms": [0, 1], "order": 1},
{"atoms": [1, 2], "order": 1}
],
"properties": {
"molecularMass": 32.0,
"meltingPoint": -218.8,
"boilingPoint": -183.0
}
},
{
"name": "Dioxygène",
"formula": "O2",

View File

@ -2,8 +2,6 @@ using System;
using System.Collections.Generic;
using UnityEngine;
public class MoleculeFactory : MonoBehaviour{
public TextAsset jsonFile;
@ -38,15 +36,21 @@ public class MoleculeFactory : MonoBehaviour{
return MoleculeFactory.instance;
}
public Boolean hasMolecule(String formula)
{
return moleculesDictionary.ContainsKey(formula);
}
public GameObject createMolecule (string formula){
if(!moleculesDictionary.ContainsKey(formula)){
Debug.LogError("molecules does not existe in json");
}
Molecule molecule = moleculesDictionary[formula];
GameObject sortie = new GameObject(molecule.name);
foreach (Atom atom in molecule.atoms) {
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
var template = GameObject.Find("SPHERE");
var sphere = Instantiate(template, new Vector3(atom.geometry[0], atom.geometry[1], atom.geometry[2]), Quaternion.identity);
//GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.parent = sortie.transform;
sphere.name = atom.element;
sphere.transform.localPosition = new Vector3(atom.geometry[0], atom.geometry[1], atom.geometry[2]);
@ -70,10 +74,41 @@ public class MoleculeFactory : MonoBehaviour{
return sortie;
}
public Molecule GetMoleculeByFormula(String formula)
{
if (!hasMolecule(formula))
{
return null;
}
Molecule molecule = moleculesDictionary[formula];
return molecule;
}
public Dictionary<String, AtomeInformation> GetAtomsInfoByFormula(String formula)
{
if (!hasMolecule(formula))
{
return null;
}
Dictionary<String, AtomeInformation> dictionary = new Dictionary<string, AtomeInformation>();
Molecule molecule = moleculesDictionary[formula];
foreach (var atom in molecule.atoms)
{
dictionary.Add(atom.element, atomeFactory.createAtome(atom.element));
}
return dictionary;
}
public void setAtomFactory(AtomeFactory atomeFactory){
this.atomeFactory = atomeFactory;
}
public AtomeFactory GetAtomFactory()
{
return this.atomeFactory;
}
private GameObject CreateCylinderBetweenPoints(Vector3 start, Vector3 end, float width){
var offset = end - start;
var scale = new Vector3(width, offset.magnitude / 2.0f, width);

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# T-VIR-901
> Unity Editor version to use: Unity 2022.3.11f1
> Unity Editor version à utiliser: Unity 2022.3.11f1
## Installation
Github mirroir (https://github.com/EpitechMscProPromo2024/T-VIR-901-NAN_1)
## Configuration
## Accès à l'application
L'application est maintenant accessible sur le Play Store en tant qu'application bêta ouverte destinée aux testeurs internes. Pour y accéder, veuillez faire une demande pour être ajouté à la liste des testeurs bêta en contactant l'un des développeurs suivants :
- Nicolas SANS (nicolas.sansd@gmail.com)
- Mathis RAGOT (mathis.ragot@epitech.eu)
- Clément BOESMIER (clement.boesmier@epitech.eu)
- Gildas GONZALEZ (gildas.gonzalez@epitech.eu)
Une fois l'accès accordé, vous pouvez retrouver l'application en suivant ce lien :
https://play.google.com/store/apps/details?id=com.DefaultCompany.TVIR901
Lien des QRCodes pour afficher les molécules et atomes
https://drive.google.com/drive/folders/1DhQNkJQinPD4lftVDK2BHNPfEnNlAMOX?usp=sharing
## License