mirror of
https://forge.apps.education.fr/blender-edutech/jumeaux-numeriques.git
synced 2024-01-27 06:56:18 +01:00
736 lines
33 KiB
Python
736 lines
33 KiB
Python
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import importlib
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import math
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import time
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import sys
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import webbrowser
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import threading # Multithreading
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###############################################################################
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# porcou.py
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# @title: Commandes pour le portail coulissant
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# @project: Blender-EduTech
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2022 Philippe Roy
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# @license: GNU GPL
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#
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# Commandes déclenchées par le simulateur (sml) pour le modèle du portail coulissant (sml_*)
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#
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# Ce simulateur est un environnement 3D programmable en Python.
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# Il est destiné à la découverte de la programmation de système pluritechnique.
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#
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###############################################################################
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# Import dynamique du fichier Python élève
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sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
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importlib.invalidate_caches()
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porcou_cmd = importlib.import_module('porcou_cmd')
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# Récupérer la scène UPBGE
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scene = bge.logic.getCurrentScene()
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# print("Objets de la scene : ", scene.objects)
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# Couleurs
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couleur_magenta = [0.800, 0.005, 0.315,1] # bouton non activable : magenta
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couleur_orange = [0.799, 0.130, 0.063,1] # bouton activable : orange
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couleur_blanc = [0.8, 0.8, 0.8, 1] # bouton focus : blanc
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couleur_jaune = [0.8, 0.619, 0.021, 1] # bouton activé : jaune
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couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
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couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
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couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
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couleur_lien_hl = [0.8, 0.005, 0.315, 1] # majenta
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# Constantes UPBGE
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
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###############################################################################
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# Actionneurs
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###############################################################################
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# Action du simulateur pour le clignotant
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def sml_clignotant (cont):
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if scene.objects['Systeme']['run']:
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obj = cont.owner
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if obj['actif'] and scene.objects['Led allumee'].visible == False:
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scene.objects['Led allumee'].setVisible(True,False)
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scene.objects['Led'].setVisible(False,False)
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# print ("Clignotant allumée")
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if obj['actif']==False and scene.objects['Led allumee'].visible == True:
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scene.objects['Led'].setVisible(True,False)
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scene.objects['Led allumee'].setVisible(False,False)
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# print ("Clignotant éteint")
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# Action du simulateur pour le moteur
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def sml_moteur (cont):
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if scene.objects['Systeme']['run']:
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obj = cont.owner
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pas_rot = math.pi/7 # z = 14
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pas = 2.35619/0.3 # pas echelle 1:1 = 2.35619 -> pas à l'échelle de la maquette (0,3) : 2.35619/0.3 = 7,85396
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vitesse = 0.05
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engrenage_obj = scene.objects['Engrenage']
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portail_obj = scene.objects['Portail']
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if obj['actif_ouvrir']:
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# print (scene.objects['Portail'].worldPosition.x)
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engrenage_obj.applyRotation((0, 0, -pas_rot*vitesse), True)
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portail_obj.applyMovement((-pas*vitesse, 0, 0), True)
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# else:
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if obj['actif_fermer']:
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# print (scene.objects['Portail'].worldPosition.x)
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engrenage_obj.applyRotation((0, 0, pas_rot*vitesse), True)
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portail_obj.applyMovement((pas*vitesse, 0, 0), True)
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###############################################################################
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# Capteurs fin de course
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###############################################################################
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# Etat capteur fin de course portail ouvert
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def sml_fdc_ouvert (cont):
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if scene.objects['Systeme']['run'] :
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obj = cont.owner
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obj_etat=obj['actif']
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obj_microrupteur=scene.objects['Microrupteur fdc ouvert']
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# Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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if scene.objects['Portail'].localPosition.x <= 0 and obj['actif'] == False :
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obj['actif'] = True
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if scene.objects['Portail'].localPosition.x > 0 and obj_microrupteur['actif'] == False and obj['actif'] == True :
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obj['actif'] = False
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#Forçage
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if obj_microrupteur['actif'] == True:
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obj['actif'] = True
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#Couleurs
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if obj['actif'] == True and obj_microrupteur.color !=couleur_jaune:
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obj_microrupteur.color =couleur_jaune
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if obj['actif'] == False :
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if obj_microrupteur['MO'] == True and obj_microrupteur.color !=couleur_blanc:
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obj_microrupteur.color =couleur_blanc
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if obj_microrupteur['MO'] == False and obj_microrupteur.color !=couleur_orange:
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obj_microrupteur.color =couleur_orange
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# Etat capteur fin de course portail fermé
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def sml_fdc_ferme (cont):
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if scene.objects['Systeme']['run'] :
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obj = cont.owner
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obj_etat=obj['actif']
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obj_microrupteur=scene.objects['Microrupteur fdc ferme']
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# Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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if scene.objects['Portail'].localPosition.x >= 218 and obj['actif'] == False :
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obj['actif'] = True
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if scene.objects['Portail'].localPosition.x < 218 and obj_microrupteur['actif'] == False and obj['actif'] == True :
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obj['actif'] = False
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#Forçage
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if obj_microrupteur['actif'] == True:
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obj['actif'] = True
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#Couleurs
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if obj['actif'] == True and obj_microrupteur.color !=couleur_jaune:
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obj_microrupteur.color =couleur_jaune
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if obj['actif'] == False :
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if obj_microrupteur['MO'] == True and obj_microrupteur.color !=couleur_blanc:
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obj_microrupteur.color =couleur_blanc
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if obj_microrupteur['MO'] == False and obj_microrupteur.color !=couleur_orange:
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obj_microrupteur.color =couleur_orange
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# Forçage capteur fin de course avec la souris
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def sml_microrupteur (cont):
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if scene.objects['Systeme']['run'] :
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sml_click(cont, cont.owner)
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###############################################################################
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# Capteurs barrage
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###############################################################################
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# Emetteur IR
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def sml_emet_ir (cont):
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if scene.objects['Systeme']['run'] :
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obj = cont.owner
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obj_emetteur_ir=scene.objects['Emetteur IR']
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obj_recepteur_ir=scene.objects['Recepteur IR']
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if obj['actif'] and scene.objects['Emetteur IR Led allumee'].visible == False:
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scene.objects['Emetteur IR Led allumee'].setVisible(True,False)
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scene.objects['Emetteur IR Led'].setVisible(False,False)
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obj_emetteur_ir.color = couleur_orange
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obj_recepteur_ir.color = couleur_orange
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if obj['actif']==False and scene.objects['Emetteur IR Led allumee'].visible == True:
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
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obj_emetteur_ir.color = couleur_magenta
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obj_recepteur_ir.color = couleur_magenta
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# Recepteur IR
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def sml_recep_ir (cont):
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if scene.objects['Systeme']['run'] and scene.objects['Module emetteur IR']['actif'] :
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obj = cont.owner
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sml_click(cont, scene.objects['Module recepteur IR'])
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if scene.objects['Module recepteur IR']['actif']==True :
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scene.objects['Emetteur IR'].color = couleur_jaune
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scene.objects['Recepteur IR'].color = couleur_jaune
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###############################################################################
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# Boutons poussoirs
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###############################################################################
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# Gestion du click sur les éléments cliquables
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def sml_click(cont, obj_activation):
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obj = cont.owner
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if cont.sensors['MO'].status == JUST_ACTIVATED :
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obj.color = couleur_blanc
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obj['MO']=True
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if cont.sensors['Click'].status == JUST_ACTIVATED and scene.objects['Systeme']['manip_mode']==0:
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if obj['MO']:
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obj_activation['actif'] = True
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obj.color = couleur_jaune
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if cont.sensors['MO'].status == JUST_RELEASED :
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obj['MO']=False
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if cont.sensors['Click'].status == ACTIVATE :
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obj.color = couleur_jaune
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else:
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obj.color = couleur_orange
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if cont.sensors['Click'].status == JUST_RELEASED:
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obj_activation['actif'] = False
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obj.color = couleur_blanc
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if cont.sensors['MO'].status != ACTIVATE :
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obj.color = couleur_orange
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# Bouton pousssoir coté rue
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def sml_bp_rue (cont):
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if scene.objects['Systeme']['run'] :
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sml_click(cont, scene.objects['Module bouton cote rue'])
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# Bouton pousssoir coté cour
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def sml_bp_cour (cont):
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if scene.objects['Systeme']['run'] :
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sml_click(cont, scene.objects['Module bouton cote cour'])
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###############################################################################
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# Cycle
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###############################################################################
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# Initialisation du cycle de fonctionnement normal
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# Le moteur est géré en continue.
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def cycle_init (cont):
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# Clignotant
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scene.objects['Module led']['actif']=False
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scene.objects['Led allumee'].setVisible(False,False)
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scene.objects['Led'].setVisible(True,False)
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# Emetteur IR
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scene.objects['Module emetteur IR']['actif']=False
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scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR'].color = couleur_magenta
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scene.objects['Recepteur IR'].color = couleur_magenta
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# Mise en route et pause du cycle
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def cycle_run (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Systeme']['manip_mode']==0:
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# Pause
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if scene.objects['Systeme']['run'] == True:
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scene.objects['Systeme']['run']=False
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(True,False)
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else:
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# Run
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scene.objects['Systeme']['run']=True
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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if scene.objects['Systeme']['thread_run']==False: # Lancement du thread utilisateur
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scene.objects['Stop'].setVisible(True,False)
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importlib.reload(porcou_cmd) # Lecture dynamique du script python (risque de Segfault de Blender)
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porcou_cmd.start()
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# Arrêt et réinitialisation du cycle
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def cycle_stop (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Systeme']['manip_mode']==0:
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# Arrêt du thread utilisateur
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scene.objects['Systeme']['run']=False
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scene.objects['Systeme']['thread_run']=False
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porcou_cmd.stop()
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# Grille à l'état initial
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# applyRotationTo(scene.objects['Systeme'], 0, 0, 0)
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scene.objects['Portail'].worldPosition.x = scene.objects['Portail']['init_lx']
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scene.objects['Portail'].worldPosition.y = scene.objects['Portail']['init_ly']
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scene.objects['Portail'].worldPosition.z = scene.objects['Portail']['init_lz']
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# Moteur à l'état initial
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rres=0.001 # resolution rotation
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obj1=scene.objects['Engrenage']
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while (obj1.localOrientation.to_euler().y) > 1.1*rres :
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obj1.applyRotation((0, 0, -rres), True)
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while (obj1.localOrientation.to_euler().y) < -1.1*rres :
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obj1.applyRotation((0, 0, rres), True)
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# Led à l'état initial
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scene.objects['Led'].setVisible(True,False)
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scene.objects['Led allumee'].setVisible(False,False)
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# Capteur barrage IR
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
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scene.objects['Emetteur IR'].color = couleur_magenta
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scene.objects['Recepteur IR'].color = couleur_magenta
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# I/O à l'état initial
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scene.objects['Module led']['actif']=False
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scene.objects['Ensemble moteur']['actif_ouvrir']=False
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scene.objects['Ensemble moteur']['actif_fermer']=False
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scene.objects['Capteur fdc ouvert']['actif'] =True
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scene.objects['Capteur fdc ferme']['actif'] =False
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scene.objects['Module emetteur IR']['actif'] =False
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scene.objects['Module recepteur IR']['actif'] =False
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scene.objects['Module bouton cote rue']['actif'] =False
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scene.objects['Module bouton cote cour']['actif'] =False
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# Fin naturelle du cycle
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def cycle_fin (cont):
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# Arrêt du thread utilisateur
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scene.objects['Systeme']['run']=False
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scene.objects['Systeme']['thread_run']=False
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porcou_cmd.stop()
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# Grille à l'état initial
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# applyRotationTo(scene.objects['Systeme'], 0, 0, 0)
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scene.objects['Portail'].worldPosition.x = scene.objects['Portail']['init_lx']
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scene.objects['Portail'].worldPosition.y = scene.objects['Portail']['init_ly']
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scene.objects['Portail'].worldPosition.z = scene.objects['Portail']['init_lz']
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# Moteur à l'état initial
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rres=0.001 # resolution rotation
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obj1=scene.objects['Engrenage']
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while (obj1.localOrientation.to_euler().y) > 1.1*rres :
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obj1.applyRotation((0, 0, -rres), True)
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while (obj1.localOrientation.to_euler().y) < -1.1*rres :
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obj1.applyRotation((0, 0, rres), True)
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# Led à l'état initial
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scene.objects['Led'].setVisible(True,False)
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scene.objects['Led allumee'].setVisible(False,False)
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# Capteur barrage IR
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
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scene.objects['Emetteur IR'].color = couleur_magenta
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scene.objects['Recepteur IR'].color = couleur_magenta
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# I/O à l'état initial
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scene.objects['Module led']['actif']=False
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|||
|
scene.objects['Ensemble moteur']['actif_ouvrir']=False
|
|||
|
scene.objects['Ensemble moteur']['actif_fermer']=False
|
|||
|
scene.objects['Capteur fdc ouvert']['actif'] =True
|
|||
|
scene.objects['Capteur fdc ferme']['actif'] =False
|
|||
|
scene.objects['Module emetteur IR']['actif'] =False
|
|||
|
scene.objects['Module recepteur IR']['actif'] =False
|
|||
|
scene.objects['Module bouton cote rue']['actif'] =False
|
|||
|
scene.objects['Module bouton cote cour']['actif'] =False
|
|||
|
|
|||
|
|
|||
|
# Arret du thread zombie par forçage des entrées
|
|||
|
# def cfn_thread_zombie (cont):
|
|||
|
# obj = cont.owner
|
|||
|
# forcg=obj['thread_forcg']
|
|||
|
# if obj['thread_run'] == False and obj['thread_alive'] == True:
|
|||
|
# print ("Thread zombie : forçage ", forcg)
|
|||
|
# porcou_cmd.stop()
|
|||
|
|
|||
|
# # 0001
|
|||
|
# if forcg ==0:
|
|||
|
# scene.objects['Capteur fdc ouvert']['actif']=True
|
|||
|
# scene.objects['Capteur fdc ferme']['actif']=False
|
|||
|
# scene.objects['Module bouton cote rue']['actif']=False
|
|||
|
# scene.objects['Module bouton cote cour']['actif']=False
|
|||
|
|
|||
|
# # 0010
|
|||
|
# if forcg ==1:
|
|||
|
# scene.objects['Capteur fdc ouvert']['actif']=False
|
|||
|
# scene.objects['Capteur fdc ferme']['actif']=True
|
|||
|
# scene.objects['Module bouton cote rue']['actif']=False
|
|||
|
# scene.objects['Module bouton cote cour']['actif']=False
|
|||
|
|
|||
|
# # 0100
|
|||
|
# if forcg ==2:
|
|||
|
# scene.objects['Capteur fdc ouvert']['actif']=False
|
|||
|
# scene.objects['Capteur fdc ferme']['actif']=False
|
|||
|
# scene.objects['Module bouton cote rue']['actif']=True
|
|||
|
# scene.objects['Module bouton cote cour']['actif']=False
|
|||
|
|
|||
|
# # 1000
|
|||
|
# if forcg ==3:
|
|||
|
# scene.objects['Capteur fdc ouvert']['actif']=False
|
|||
|
# scene.objects['Capteur fdc ferme']['actif']=False
|
|||
|
# scene.objects['Module bouton cote rue']['actif']=False
|
|||
|
# scene.objects['Module bouton cote cour']['actif']=True
|
|||
|
|
|||
|
# # Combinaison suivante
|
|||
|
# forcg +=1
|
|||
|
# if forcg==4:
|
|||
|
# forcg=0
|
|||
|
# obj['thread_forcg']= forcg
|
|||
|
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Commandes
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Init
|
|||
|
def cmd_init():
|
|||
|
scene.objects['Systeme']['run']=False
|
|||
|
scene.objects['Run-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Pause'].setVisible(False,False)
|
|||
|
scene.objects['Pause-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Stop'].setVisible(False,False)
|
|||
|
scene.objects['Stop-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Raz-vue-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Aide-cmd-Hl'].setVisible(False,False)
|
|||
|
|
|||
|
# Le highlight des commandes
|
|||
|
def cmd_hl(cont):
|
|||
|
obj = cont.owner
|
|||
|
|
|||
|
# Activation
|
|||
|
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Systeme']['manip_mode']==0:
|
|||
|
if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl":
|
|||
|
obj.setVisible(False,True)
|
|||
|
scene.objects[obj.name+'-Hl'].setVisible(True,True)
|
|||
|
|
|||
|
# Run et pause
|
|||
|
if obj.name=="Pause" or obj.name=="Run":
|
|||
|
if scene.objects['Systeme']['run'] == True:
|
|||
|
scene.objects['Pause'].setVisible(False,False)
|
|||
|
scene.objects['Pause-Hl'].setVisible(True,False)
|
|||
|
else:
|
|||
|
scene.objects['Run'].setVisible(False,False)
|
|||
|
scene.objects['Run-Hl'].setVisible(True,False)
|
|||
|
|
|||
|
# Stop
|
|||
|
if obj.name=="Stop":
|
|||
|
if scene.objects['Systeme']['thread_run']==True:
|
|||
|
scene.objects['Stop'].setVisible(False,False)
|
|||
|
scene.objects['Stop-Hl'].setVisible(True,False)
|
|||
|
|
|||
|
# Désactivation
|
|||
|
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Systeme']['manip_mode']==0:
|
|||
|
if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl":
|
|||
|
scene.objects[obj.name+'-Hl'].setVisible(False,True)
|
|||
|
obj.setVisible(True,True)
|
|||
|
|
|||
|
# Run et pause
|
|||
|
if obj.name=="Pause" or obj.name=="Run":
|
|||
|
if scene.objects['Systeme']['run'] == True:
|
|||
|
scene.objects['Pause-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Pause'].setVisible(True,False)
|
|||
|
else:
|
|||
|
scene.objects['Run-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Run'].setVisible(True,False)
|
|||
|
|
|||
|
# Stop
|
|||
|
if obj.name=="Stop":
|
|||
|
if scene.objects['Systeme']['thread_run']==True:
|
|||
|
scene.objects['Stop-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Stop'].setVisible(True,False)
|
|||
|
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Gestion du clavier
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl, Orbit (0),
|
|||
|
def mode(cont):
|
|||
|
obj = cont.owner
|
|||
|
keyboard = bge.logic.keyboard
|
|||
|
|
|||
|
# Shift -> mode 1 : Pan (clic milieu)
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
|||
|
obj['manip_mode']=1
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
|||
|
obj['manip_mode']=1
|
|||
|
|
|||
|
# Ctrl -> mode 2 : Zoom (clic milieu)
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
|||
|
obj['manip_mode']=2
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
|||
|
obj['manip_mode']=2
|
|||
|
|
|||
|
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
|
|||
|
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
|||
|
obj['manip_mode']=0
|
|||
|
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
|||
|
obj['manip_mode']=0
|
|||
|
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
|||
|
obj['manip_mode']=0
|
|||
|
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
|||
|
obj['manip_mode']=0
|
|||
|
|
|||
|
# Touche Home -> Reset de la vue
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
|
|||
|
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
|
|||
|
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
|
|||
|
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
|
|||
|
applyRotationTo(scene.objects['Systeme'], 0, 0, 0)
|
|||
|
|
|||
|
# Touche F5 -> Run et Pause
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue:
|
|||
|
if scene.objects['Systeme']['run'] == True:
|
|||
|
scene.objects['Systeme']['run']=False
|
|||
|
scene.objects['Pause'].setVisible(False,False)
|
|||
|
scene.objects['Run'].setVisible(True,False)
|
|||
|
else:
|
|||
|
scene.objects['Systeme']['run']=True
|
|||
|
scene.objects['Run'].setVisible(False,False)
|
|||
|
scene.objects['Pause'].setVisible(True,False)
|
|||
|
if scene.objects['Systeme']['thread_run']==False: # Lancement du thread utilisateur
|
|||
|
scene.objects['Stop'].setVisible(True,False)
|
|||
|
importlib.reload(porcou_cmd) # Lecture dynamique du script python
|
|||
|
porcou_cmd.start()
|
|||
|
|
|||
|
# Touche F6 -> Stop / Init
|
|||
|
if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue:
|
|||
|
if scene.objects['Systeme']['thread_run']==True:
|
|||
|
|
|||
|
# Arrêt du thread utilisateur
|
|||
|
scene.objects['Systeme']['run']=False
|
|||
|
scene.objects['Systeme']['thread_run']=False
|
|||
|
porcou_cmd.stop()
|
|||
|
|
|||
|
# Commandes
|
|||
|
scene.objects['Pause'].setVisible(False,False)
|
|||
|
scene.objects['Run'].setVisible(True,False)
|
|||
|
scene.objects['Stop'].setVisible(False,False)
|
|||
|
scene.objects['Stop-Hl'].setVisible(False,False)
|
|||
|
|
|||
|
# Grille à l'état initial
|
|||
|
# applyRotationTo(scene.objects['Systeme'], 0, 0, 0)
|
|||
|
scene.objects['Portail'].worldPosition.x = scene.objects['Portail']['init_lx']
|
|||
|
scene.objects['Portail'].worldPosition.y = scene.objects['Portail']['init_ly']
|
|||
|
scene.objects['Portail'].worldPosition.z = scene.objects['Portail']['init_lz']
|
|||
|
|
|||
|
# Moteur à l'état initial
|
|||
|
rres=0.001 # resolution rotation
|
|||
|
obj1=scene.objects['Engrenage']
|
|||
|
while (obj1.localOrientation.to_euler().y) > 1.1*rres :
|
|||
|
obj1.applyRotation((0, 0, -rres), True)
|
|||
|
while (obj1.localOrientation.to_euler().y) < -1.1*rres :
|
|||
|
obj1.applyRotation((0, 0, rres), True)
|
|||
|
|
|||
|
# Led à l'état initial
|
|||
|
scene.objects['Led'].setVisible(True,False)
|
|||
|
scene.objects['Led allumee'].setVisible(False,False)
|
|||
|
|
|||
|
# Capteur barrage IR
|
|||
|
scene.objects['Emetteur IR Led'].setVisible(True,False)
|
|||
|
scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
|
|||
|
scene.objects['Emetteur IR'].color = couleur_magenta
|
|||
|
scene.objects['Recepteur IR'].color = couleur_magenta
|
|||
|
|
|||
|
# I/O à l'état initial
|
|||
|
scene.objects['Module led']['actif']=False
|
|||
|
scene.objects['Ensemble moteur']['actif_ouvrir']=False
|
|||
|
scene.objects['Ensemble moteur']['actif_fermer']=False
|
|||
|
scene.objects['Capteur fdc ouvert']['actif'] =True
|
|||
|
scene.objects['Capteur fdc ferme']['actif'] =False
|
|||
|
scene.objects['Module emetteur IR']['actif'] =False
|
|||
|
scene.objects['Module recepteur IR']['actif'] =False
|
|||
|
scene.objects['Module bouton cote rue']['actif'] =False
|
|||
|
scene.objects['Module bouton cote cour']['actif'] =False
|
|||
|
|
|||
|
# Touche F7 -> Mode pas à pas (FIXME)
|
|||
|
# if JUST_ACTIVATED in keyboard.inputs[bge.events.F7KEY].queue:
|
|||
|
# if scene.objects['Systeme']['run'] == False:
|
|||
|
# scene.objects['Systeme']['run']=True
|
|||
|
# # porcou_cmd.main()
|
|||
|
# scene.objects['Systeme']['run']=False
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Manipulation 3D du système
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Mémorisation de la position et orientation initiales du modèle 3D et de la caméra
|
|||
|
def manip_init(cont):
|
|||
|
scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
|
|||
|
scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
|
|||
|
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
|
|||
|
scene.objects['Systeme']['init_lx']=scene.objects['Systeme'].worldPosition.x
|
|||
|
scene.objects['Systeme']['init_ly']=scene.objects['Systeme'].worldPosition.y
|
|||
|
scene.objects['Systeme']['init_lz']=scene.objects['Systeme'].worldPosition.z
|
|||
|
scene.objects['Systeme']['init_rx']=scene.objects['Systeme'].worldOrientation.to_euler().x
|
|||
|
scene.objects['Systeme']['init_ry']=scene.objects['Systeme'].worldOrientation.to_euler().y
|
|||
|
scene.objects['Systeme']['init_rz']=scene.objects['Systeme'].worldOrientation.to_euler().z
|
|||
|
scene.objects['Portail']['init_lx']=scene.objects['Portail'].worldPosition.x
|
|||
|
scene.objects['Portail']['init_ly']=scene.objects['Portail'].worldPosition.y
|
|||
|
scene.objects['Portail']['init_lz']=scene.objects['Portail'].worldPosition.z
|
|||
|
scene.objects['Engrenage']['init_rx']=scene.objects['Engrenage'].worldOrientation.to_euler().x
|
|||
|
scene.objects['Engrenage']['init_ry']=scene.objects['Engrenage'].worldOrientation.to_euler().y
|
|||
|
scene.objects['Engrenage']['init_rz']=scene.objects['Engrenage'].worldOrientation.to_euler().z
|
|||
|
|
|||
|
# Atteindre une orientation (bas niveau)
|
|||
|
def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
|
|||
|
rres=0.001 # resolution rotation
|
|||
|
|
|||
|
# x
|
|||
|
if rx is not None:
|
|||
|
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
|
|||
|
if obj.worldOrientation.to_euler().x-rx > rres:
|
|||
|
obj.applyRotation((-rres, 0, 0), Local)
|
|||
|
if rx-obj.worldOrientation.to_euler().x > rres:
|
|||
|
obj.applyRotation((rres, 0, 0), Local)
|
|||
|
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
|
|||
|
|
|||
|
# y
|
|||
|
if ry is not None:
|
|||
|
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
|
|||
|
if obj.worldOrientation.to_euler().y-ry > rres:
|
|||
|
obj.applyRotation((0, -rres, 0), Local)
|
|||
|
if ry-obj.worldOrientation.to_euler().y > rres:
|
|||
|
obj.applyRotation((0, rres, 0), Local)
|
|||
|
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
|
|||
|
|
|||
|
# z
|
|||
|
if rz is not None:
|
|||
|
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
|
|||
|
if obj.worldOrientation.to_euler().z-rz > rres:
|
|||
|
obj.applyRotation((0, 0, -rres), Local)
|
|||
|
if rz-obj.worldOrientation.to_euler().z > rres:
|
|||
|
obj.applyRotation((0, 0, rres), Local)
|
|||
|
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
|
|||
|
|
|||
|
# Reset de la manipulation de la vue
|
|||
|
def manip_reset(cont):
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Systeme']['manip_mode']==0:
|
|||
|
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
|
|||
|
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
|
|||
|
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
|
|||
|
applyRotationTo(scene.objects['Systeme'], 0, 0, 0)
|
|||
|
|
|||
|
# Position de départ pour la manipulation de la vue
|
|||
|
def manip_start(cont):
|
|||
|
obj = cont.owner
|
|||
|
obj['click_x']=cont.sensors['ClickM'].position[0]
|
|||
|
obj['click_y']=cont.sensors['ClickM'].position[1]
|
|||
|
|
|||
|
# Cacher le cercle de la manipulation Orbit
|
|||
|
def manip_stop(cont):
|
|||
|
scene.objects['Orbit'].setVisible(False,False)
|
|||
|
|
|||
|
# Manipulation du modèle ou de la caméra
|
|||
|
def manip(cont):
|
|||
|
obj = cont.owner
|
|||
|
sensibilite_orbit=0.0005
|
|||
|
sensibilite_pan=0.005
|
|||
|
sensibilite_zoom=0.01
|
|||
|
delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
|
|||
|
delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
|
|||
|
|
|||
|
# Orbit (1280 * 720 px)
|
|||
|
if obj['manip_mode']==0:
|
|||
|
scene.objects['Orbit'].color=couleur_cmd
|
|||
|
scene.objects['Orbit'].setVisible(True,False)
|
|||
|
dist_orbit = math.sqrt(((1280/2)-obj['click_x'])**2+((720/2)-obj['click_y'])**2)
|
|||
|
if dist_orbit<235 : # Orbit sur x et z
|
|||
|
n=10
|
|||
|
pas_x=(delta_x*40*sensibilite_orbit)/n
|
|||
|
pas_y=(((1280/2)-cont.sensors['DownM'].position[0])+((720/2)-cont.sensors['DownM'].position[1]))*0.005
|
|||
|
pas_z=(delta_y*40*sensibilite_orbit)/n
|
|||
|
for i in range (n):
|
|||
|
bge.render.drawLine([scene.objects['Orbit'].worldPosition.x+pas_x*i, scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*i)/n)), scene.objects['Orbit'].worldPosition.z-pas_z*i],
|
|||
|
[scene.objects['Orbit'].worldPosition.x+pas_x*(i+1), scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*(i+1))/n)), scene.objects['Orbit'].worldPosition.z-pas_z*(i+1)],
|
|||
|
[0.8, 0.619, 0.021])
|
|||
|
scene.objects['Systeme'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
|||
|
else: # Orbit sur y
|
|||
|
scene.objects['Orbit'].color=couleur_cmd_hl
|
|||
|
if abs(delta_x) >= abs(delta_y):
|
|||
|
scene.objects['Systeme'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
|||
|
else:
|
|||
|
scene.objects['Systeme'].applyRotation((0, delta_y*sensibilite_orbit, 0), True)
|
|||
|
|
|||
|
# Pan
|
|||
|
if obj['manip_mode']==1: # Shift
|
|||
|
scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
|
|||
|
|
|||
|
# Zoom
|
|||
|
if obj['manip_mode']==2: # Ctrl
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
|
|||
|
|
|||
|
# Manipulation du modèle ou de la caméra
|
|||
|
def manip_wheel(cont):
|
|||
|
obj = cont.owner
|
|||
|
sensibilite_wheel = 20
|
|||
|
if cont.sensors['WheelUp'].positive:
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
|
|||
|
if cont.sensors['WheelDown'].positive:
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Aide
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Ouvrir la page d'aide
|
|||
|
def aide(cont):
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
|||
|
# scene.replace('Scene-Aide') # Bug Eevee -> même scene mais camera différente
|
|||
|
scene.active_camera=scene.objects['Aide-Camera']
|
|||
|
scene.objects['Apropos-Lien_projet'].color= couleur_lien
|
|||
|
scene.objects['Apropos-Lien_maquette'].color= couleur_lien
|
|||
|
scene.objects['Apropos-Lien_a4'].color= couleur_lien
|
|||
|
scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
|||
|
scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
|||
|
scene.objects['Apropos-Lien_cc'].color= couleur_lien
|
|||
|
scene.objects['Apropos-Lien_gpl'].color= couleur_lien
|
|||
|
|
|||
|
# Fermer la page d'aide
|
|||
|
def aide_fermer(cont):
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
|||
|
# bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente
|
|||
|
scene.active_camera=scene.objects['Camera']
|
|||
|
|
|||
|
# Aller sur les liens
|
|||
|
def aide_apropos(cont):
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
|||
|
obj = cont.owner
|
|||
|
if obj.name == "Apropos-Lien_maquette" :
|
|||
|
webbrowser.open('https://www.a4.fr/wiki/')
|
|||
|
if obj.name == "Apropos-Lien_projet" :
|
|||
|
webbrowser.open('https://gitlab.com/blender-edutech')
|
|||
|
if obj.name == "Apropos-Lien_a4" :
|
|||
|
webbrowser.open('https://www.a4.fr')
|
|||
|
if obj.name == "Apropos-Lien_blender" :
|
|||
|
webbrowser.open('https://blender.org')
|
|||
|
if obj.name == "Apropos-Lien_upbge" :
|
|||
|
webbrowser.open('https://upbge.org')
|
|||
|
if obj.name == "Apropos-Lien_cc" :
|
|||
|
webbrowser.open('https://creativecommons.org/licenses/by-sa/4.0/')
|
|||
|
if obj.name == "Apropos-Lien_gpl" :
|
|||
|
webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html')
|
|||
|
|
|||
|
# Le highlight des liens
|
|||
|
def aide_apropos_hl(cont):
|
|||
|
if cont.sensors['MO'].status == JUST_ACTIVATED :
|
|||
|
obj = cont.owner
|
|||
|
obj.color = couleur_lien_hl
|
|||
|
if cont.sensors['MO'].status == JUST_RELEASED :
|
|||
|
obj = cont.owner
|
|||
|
obj.color = couleur_lien
|