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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import twin # Bibliothèque de l'environnement 3D des jumeaux numériques
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import math
import time
###############################################################################
# porcou.py
# @title: Commandes pour le portail coulissant
# @project: Blender-EduTech
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2023 Philippe Roy
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# @license: GNU GPL
###############################################################################
# Récupérer la scène UPBGE
scene = bge . logic . getCurrentScene ( )
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# Configuration des variables publiques
# 'nom_variable' :
# - Objet 3D : [nom de l'objet 3D, propriété du stockage de la valeur (activate ou activated_real)]
# - Configuration de la broche : [nom de la propriété stockant l'object broche (pyfirmata), type de broche par défaut('d','a' ou 'p'), 'mode de la broche par défaut ('i' ou 'o')]
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# - Configuration du graphique : ['marque', 'type de ligne', 'couleur', linewidth]] (Codification de Matplotlib)
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#
# 'nom_variable_r' est la valeur réelle de la variable (valeur numérique) 'nom_variable' issue du jumelage numérique.
# Dans ce cas, il n'y a pas configuration de broche car elle est présente sur la variable 'nom_variable'.
# Ce distinguo ne concerne que les entrées, les sorties réelles sont forcées par les sorties numériques et vice-versa.
public_vars = {
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' t ' : [ [ ' System ' , ' time ' ] , [ ] , [ ] ] ,
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' bp_ext ' : [ [ ' Bp cote rue ' , ' activated ' ] , [ ' pin ' , ' d ' , ' i ' ] , [ ' . ' , ' - ' , ' green ' , 1 ] ] ,
' bp_ext_r ' : [ [ ' Bp cote rue ' , ' activated_real ' ] , [ ] , [ ' . ' , ' -- ' , ' green ' , 1 ] ] ,
' bp_int ' : [ [ ' Bp cote cour ' , ' activated ' ] , [ ' pin ' , ' d ' , ' i ' ] , [ ' . ' , ' - ' , ' darkgreen ' , 1 ] ] ,
' bp_int_r ' : [ [ ' Bp cote cour ' , ' activated_real ' ] , [ ] , [ ' . ' , ' -- ' , ' darkgreen ' , 1 ] ] ,
' fdc_o ' : [ [ ' Microrupteur fdc ouvert ' , ' activated ' ] , [ ' pin ' , ' d ' , ' i ' ] , [ ' . ' , ' - ' , ' orange ' , 1 ] ] ,
' fdc_o_r ' : [ [ ' Microrupteur fdc ouvert ' , ' activated_real ' ] , [ ] , [ ' . ' , ' -- ' , ' orange ' , 1 ] ] ,
' fdc_f ' : [ [ ' Microrupteur fdc ferme ' , ' activated ' ] , [ ' pin ' , ' d ' , ' i ' ] , [ ' . ' , ' - ' , ' darkorange ' , 1 ] ] ,
' fdc_f_r ' : [ [ ' Microrupteur fdc ferme ' , ' activated_real ' ] , [ ] , [ ' . ' , ' -- ' , ' darkorange ' , 1 ] ] ,
' mot_o ' : [ [ ' Moteur ' , ' open ' ] , [ ' pin_open ' , ' d ' , ' o ' ] , [ ' . ' , ' - ' , ' violet ' , 1 ] ] ,
' mot_f ' : [ [ ' Moteur ' , ' close ' ] , [ ' pin_close ' , ' d ' , ' o ' ] , [ ' . ' , ' - ' , ' darkviolet ' , 1 ] ] ,
' mot_angle ' : [ [ ' Moteur ' , ' alpha ' ] , [ ] , [ ' . ' , ' - ' , ' blue ' , 1 ] ] ,
' mot_vitesse ' : [ [ ' Moteur ' , ' speed ' ] , [ ] , [ ' . ' , ' - ' , ' darkblue ' , 1 ] ] ,
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' mot_pas ' : [ [ ' Moteur ' , ' step ' ] , [ ] , [ ] ] ,
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' portail_x ' : [ [ ' Portail ' , ' x ' ] , [ ] , [ ' . ' , ' - ' , ' turquoise ' , 1 ] ] ,
' portail_vitesse ' : [ [ ' Portail ' , ' speed ' ] , [ ] , [ ' . ' , ' - ' , ' darkturquoise ' , 1 ] ] ,
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' portail_pas ' : [ [ ' Portail ' , ' step ' ] , [ ] , [ ] ] ,
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' gyr ' : [ [ ' Led ' , ' activated ' ] , [ ' pin ' , ' d ' , ' . ' ] , [ ' . ' , ' - ' , ' gold ' , 1 ] ] ,
' ir_emet ' : [ [ ' Emetteur IR ' , ' activated ' ] , [ ' pin ' , ' d ' , ' o ' ] , [ ' . ' , ' - ' , ' red ' , 1 ] ] ,
' ir_recep ' : [ [ ' Recepteur IR ' , ' activated ' ] , [ ' pin ' , ' d ' , ' i ' ] , [ ' . ' , ' - ' , ' darkred ' , 1 ] ] ,
' ir_recep_r ' : [ [ ' Recepteur IR ' , ' activated_real ' ] , [ ] , [ ' . ' , ' -- ' , ' darkred ' , 1 ] ] }
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# Couleurs
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color_passive = ( 0.800 , 0.005 , 0.315 , 1 ) # bouton non activable : magenta
color_active = ( 0.799 , 0.130 , 0.063 , 1 ) # bouton activable : orange
color_hl = ( 0.8 , 0.8 , 0.8 , 1 ) # bouton focus : blanc
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color_activated = ( 0.8 , 0.619 , 0.021 , 1 ) # bouton activé numériquement uniquement : jaune
color_activated_real = ( 0.799 , 0.031 , 0.038 , 1 ) # élément activé physiquement uniquement : rouge (hors clic)
color_activated_dbl = ( 0.246 , 0.687 , 0.078 , 1 ) # élément activé physiquement et numériquement : vert clair
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# Constantes UPBGE
JUST_ACTIVATED = bge . logic . KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge . logic . KX_INPUT_JUST_RELEASED
ACTIVATE = bge . logic . KX_INPUT_ACTIVE
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
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###############################################################################
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# Initialisation de la scène
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###############################################################################
def init ( cont ) :
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if cont . sensors [ ' Init ' ] . positive == False : # 1 seule fois
return False
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twin . manip_init ( ) # Manipulation du modèle 3D
twin . cmd_init ( ) # Commandes
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# Brochage
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for pin in public_vars :
if public_vars [ pin ] [ 1 ] != [ ] :
scene . objects [ public_vars [ pin ] [ 0 ] [ 0 ] ] [ public_vars [ pin ] [ 1 ] [ 0 ] ] = None
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# Mémorisation de la position et orientation des composants du système
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
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# Groupe de focus pour les actionneurs
twin . cycle_def_focusgroup ( [ [ " Moteur " , " blue " ] ,
[ " Reducteur " , " blue " ] ,
[ " Pattes moteur " , " blue " ] ,
[ " Engrenage " , " blue-dark " ] ,
[ " Engrennage patte " , " blue-dark " ] ,
[ " Engrenage vis1 " , " grey " ] ,
[ " Engrenage vis2 " , " grey " ] ,
[ " Engrenage vis3 " , " grey " ] ] , " Moteur : mot_o(True | False), mot_f(True | False) " )
twin . cycle_def_focusgroup ( [ [ " Led " , " led_yellow " ] ] , " Gyrophare : gyr(True | False) " )
# Focus sur les boutons et capteurs
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scene . objects [ ' Bp cote cour ' ] [ ' description ' ] = " Bouton poussoir coté cour : bp_int() "
scene . objects [ ' Bp cote rue ' ] [ ' description ' ] = " Bouton poussoir coté rue : bp_ext() "
scene . objects [ ' Microrupteur fdc ouvert ' ] [ ' description ' ] = " Capteur fin de course portail ouvert : fdc_o() "
scene . objects [ ' Microrupteur fdc ferme ' ] [ ' description ' ] = " Capteur fin de course portail fermé : fdc_f() "
scene . objects [ ' Emetteur IR ' ] [ ' description ' ] = " Capteur barrage IR (absence d \" obstacle) : ir_recep() "
scene . objects [ ' Recepteur IR ' ] [ ' description ' ] = " Capteur barrage IR (absence d \" obstacle) : ir_recep() "
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system_init ( ) # Initialisation du système
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scene . objects [ ' System ' ] [ ' plot_proc ' ] = None # Initialisation du processus plot
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def get_public_vars ( ) :
return public_vars
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###############################################################################
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# Actionneurs
###############################################################################
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##
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# Moteur et portail
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##
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def mot ( cont ) :
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if scene . objects [ ' System ' ] [ ' run ' ] :
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fps = 60 # frame per second
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obj = cont . owner
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obj_engrenage = scene . objects [ ' Engrenage ' ]
obj_portail = scene . objects [ ' Portail ' ]
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# Réducteur
r = 1 / 100 # Rapport de réduction
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# Crémaillaire
pas_dent = 7.85 # 7.85 mm soit 2.35 m (bender)
z = 14 # nb dents
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obj [ ' step ' ] = obj [ ' speed_setting ' ] / fps # Vitesse du moteur numérique : 1,3 rad /s par défaut
obj_engrenage [ ' step ' ] = obj [ ' step ' ] * r
obj_portail [ ' step ' ] = obj_engrenage [ ' step ' ] * ( pas_dent * z ) / ( 2 * math . pi )
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# Ouvrir
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if obj [ ' open ' ] :
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# Physique
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obj_engrenage . applyRotation ( ( 0 , 0 , - obj_engrenage [ ' step ' ] ) , True )
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obj [ ' alpha ' ] = obj [ ' alpha ' ] - obj [ ' step ' ]
if scene . objects [ ' System ' ] [ ' time ' ] != obj [ ' last_time ' ] :
obj [ ' speed ' ] = ( - obj [ ' step ' ] ) / ( scene . objects [ ' System ' ] [ ' time ' ] - obj [ ' last_time ' ] )
obj_portail . applyMovement ( ( - obj_portail [ ' step ' ] , 0 , 0 ) , True )
obj_portail [ ' x ' ] = obj_portail [ ' x ' ] - obj_portail [ ' step ' ] # Echelle pris en compte par le scale de 'System' : 0,3)
if scene . objects [ ' System ' ] [ ' time ' ] != obj [ ' last_time ' ] :
obj_portail [ ' speed ' ] = - obj_portail [ ' step ' ] / ( scene . objects [ ' System ' ] [ ' time ' ] - obj [ ' last_time ' ] )
obj [ ' last_time ' ] = scene . objects [ ' System ' ] [ ' time ' ]
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# Modele 3D -> Arduino
if scene . objects [ ' System ' ] [ ' twins ' ] :
if scene . objects [ ' Moteur ' ] [ ' pin_o ' ] is not None :
if scene . objects [ ' Moteur ' ] [ ' pin_f ' ] is not None :
scene . objects [ ' Moteur ' ] [ ' pin_f ' ] . write ( 0 )
scene . objects [ ' Moteur ' ] [ ' pin_o ' ] . write ( 1 )
# Fermer
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# else: # Pas de priorité
if obj [ ' close ' ] :
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# Physique
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obj_engrenage . applyRotation ( ( 0 , 0 , obj_engrenage [ ' step ' ] ) , True )
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obj [ ' alpha ' ] = obj [ ' alpha ' ] + obj [ ' step ' ]
if scene . objects [ ' System ' ] [ ' time ' ] != obj [ ' last_time ' ] :
obj [ ' speed ' ] = ( obj [ ' step ' ] ) / ( scene . objects [ ' System ' ] [ ' time ' ] - obj [ ' last_time ' ] )
obj_portail . applyMovement ( ( obj_portail [ ' step ' ] , 0 , 0 ) , True )
obj_portail [ ' x ' ] = obj_portail [ ' x ' ] + obj_portail [ ' step ' ] # Echelle pris en compte par le scale de 'System' : 0,3)
if scene . objects [ ' System ' ] [ ' time ' ] != obj [ ' last_time ' ] :
obj_portail [ ' speed ' ] = obj_portail [ ' step ' ] / ( scene . objects [ ' System ' ] [ ' time ' ] - obj [ ' last_time ' ] )
obj [ ' last_time ' ] = scene . objects [ ' System ' ] [ ' time ' ]
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# Modele 3D -> Arduino
if scene . objects [ ' System ' ] [ ' twins ' ] :
if scene . objects [ ' Moteur ' ] [ ' pin_f ' ] is not None :
if scene . objects [ ' Moteur ' ] [ ' pin_o ' ] is not None :
scene . objects [ ' Moteur ' ] [ ' pin_o ' ] . write ( 0 )
scene . objects [ ' Moteur ' ] [ ' pin_f ' ] . write ( 1 )
# Arrêrer
if obj [ ' open ' ] == False and obj [ ' close ' ] == False :
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# Physique
obj [ ' speed ' ] = 0
obj_portail [ ' speed ' ] = 0
obj [ ' last_time ' ] = scene . objects [ ' System ' ] [ ' time ' ]
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# Modele 3D -> Arduino
if scene . objects [ ' System ' ] [ ' twins ' ] :
if scene . objects [ ' Moteur ' ] [ ' pin_f ' ] is not None :
if scene . objects [ ' Moteur ' ] [ ' pin_o ' ] is not None :
scene . objects [ ' Moteur ' ] [ ' pin_o ' ] . write ( 0 )
scene . objects [ ' Moteur ' ] [ ' pin_f ' ] . write ( 0 )
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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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##
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def fdc_o ( cont ) :
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if scene . objects [ ' System ' ] [ ' run ' ] :
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obj = cont . owner
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# Arduino -> Modele 3D
if scene . objects [ ' System ' ] [ ' twins ' ] :
if obj [ ' pin ' ] is not None :
if obj [ ' pin ' ] . read ( ) == True and obj [ ' activated_real ' ] == False :
obj [ ' activated_real ' ] = True
if obj [ ' pin ' ] . read ( ) == False and obj [ ' activated_real ' ] == True :
obj [ ' activated_real ' ] = False
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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 [ ' activated ' ] == False :
obj [ ' activated ' ] = True
if scene . objects [ ' Portail ' ] . localPosition . x > 0 and obj [ ' activated ' ] == True :
obj [ ' activated ' ] = False
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# Forçage par clic
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if obj [ ' click ' ] == True :
obj [ ' activated ' ] = True
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# Couleurs
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twin . cycle_sensitive_color ( obj )
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##
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# Etat capteur fin de course portail fermé
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##
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def fdc_f ( cont ) :
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if scene . objects [ ' System ' ] [ ' run ' ] :
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obj = cont . owner
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# Arduino -> Modele 3D
if scene . objects [ ' System ' ] [ ' twins ' ] :
if obj [ ' pin ' ] is not None :
if obj [ ' pin ' ] . read ( ) == True and obj [ ' activated_real ' ] == False :
obj [ ' activated_real ' ] = True
if obj [ ' pin ' ] . read ( ) == False and obj [ ' activated_real ' ] == True :
obj [ ' activated_real ' ] = False
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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 [ ' activated ' ] == False :
obj [ ' activated ' ] = True
if scene . objects [ ' Portail ' ] . localPosition . x < 218 and obj [ ' activated ' ] == True :
obj [ ' activated ' ] = False
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# Forçage par clic
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if obj [ ' click ' ] == True :
obj [ ' activated ' ] = True
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# Couleurs
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twin . cycle_sensitive_color ( obj )
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###############################################################################
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# Capteur barrage
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###############################################################################
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##
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# Emetteur IR
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##
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def ir_emet ( cont ) :
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if scene . objects [ ' System ' ] [ ' run ' ] :
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obj = cont . owner
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# Mouse over
if obj [ ' mo ' ] == True and obj [ ' click ' ] == False and obj . color != color_hl :
obj . color = color_hl
return
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# Passif
if obj [ ' active ' ] == False and obj . color != color_passive :
obj . color = color_passive
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scene . objects [ ' Emetteur IR Led ' ] . setVisible ( True , False )
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scene . objects [ ' Emetteur IR Led-on ' ] . setVisible ( False , False )
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scene . objects [ ' Recepteur IR ' ] [ ' active ' ] = False
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# Modele 3D -> Arduino
if scene . objects [ ' System ' ] [ ' twins ' ] :
if scene . objects [ ' Emetteur IR ' ] [ ' pin ' ] is not None :
scene . objects [ ' Emetteur IR ' ] [ ' pin ' ] . write ( 0 )
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return
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# Active
if obj [ ' active ' ] :
# Allumage
if scene . objects [ ' Emetteur IR Led-on ' ] . visible == False :
scene . objects [ ' Emetteur IR Led-on ' ] . setVisible ( True , False )
scene . objects [ ' Emetteur IR Led ' ] . setVisible ( False , False )
obj . color = color_active
scene . objects [ ' Recepteur IR ' ] [ ' active ' ] = True
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# Modele 3D -> Arduino
if scene . objects [ ' System ' ] [ ' twins ' ] :
if scene . objects [ ' Emetteur IR ' ] [ ' pin ' ] is not None :
scene . objects [ ' Emetteur IR ' ] [ ' pin ' ] . write ( 1 )
# Forçage par clic
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if obj [ ' click ' ] == True :
obj [ ' activated ' ] = True
scene . objects [ ' Recepteur IR ' ] [ ' activated ' ] = True
# Couleurs
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# FIXME : à faire
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if obj [ ' activated ' ] == True and obj . color != color_activated :
obj . color = color_activated
if obj [ ' activated ' ] == False :
if obj [ ' mo ' ] == True and obj . color != color_hl :
obj . color = color_hl
if obj [ ' mo ' ] == False and obj . color != color_active :
obj . color = color_active
##
# Récepteur IR
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# FIXME : Modele 3D -> Arduino à faire
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##
def ir_recep ( cont ) :
if scene . objects [ ' System ' ] [ ' run ' ] :
obj = cont . owner
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# Mouse over
if obj [ ' mo ' ] == True and obj [ ' click ' ] == False and obj . color != color_hl :
obj . color = color_hl
return
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# Passif
if obj [ ' active ' ] == False and obj . color != color_passive :
obj . color = color_passive
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return
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# Active
if obj [ ' active ' ] :
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# Forçage par clic
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if obj [ ' click ' ] == True :
obj [ ' activated ' ] = True
scene . objects [ ' Emetteur IR ' ] [ ' activated ' ] = True
# Couleurs
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# FIXME : à faire
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if obj [ ' activated ' ] == True and obj . color != color_activated :
obj . color = color_activated
if obj [ ' activated ' ] == False :
if obj [ ' mo ' ] == True and obj . color != color_hl :
obj . color = color_hl
if obj [ ' mo ' ] == False and obj . color != color_active :
obj . color = color_active
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###############################################################################
# Système
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###############################################################################
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##
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# Initialisation du système
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##
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def system_init ( ) :
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system_reset ( )
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##
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# Réinitialisation du système
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##
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def system_reset ( ) :
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# Grille à l'état initial
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scene . objects [ ' Portail ' ] . worldPosition . x = scene . objects [ ' Portail ' ] [ ' init_lx ' ] - scene . objects [ ' System ' ] [ ' init_lx ' ] + scene . objects [ ' System ' ] . worldPosition . x
scene . objects [ ' Portail ' ] . worldPosition . y = scene . objects [ ' Portail ' ] [ ' init_ly ' ] - scene . objects [ ' System ' ] [ ' init_ly ' ] + scene . objects [ ' System ' ] . worldPosition . y
scene . objects [ ' Portail ' ] . worldPosition . z = scene . objects [ ' Portail ' ] [ ' init_lz ' ] - scene . objects [ ' System ' ] [ ' init_lz ' ] + scene . objects [ ' System ' ] . worldPosition . z
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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 ' ]
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 )
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# Gyrophare à l'état initial
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scene . objects [ ' Led ' ] . setVisible ( True , False )
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scene . objects [ ' Led-on ' ] . setVisible ( False , False )
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# Capteur barrage IR
scene . objects [ ' Emetteur IR Led ' ] . setVisible ( True , False )
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scene . objects [ ' Emetteur IR Led-on ' ] . setVisible ( False , False )
scene . objects [ ' Emetteur IR ' ] . color = color_passive
scene . objects [ ' Recepteur IR ' ] . color = color_passive
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# I/O à l'état initial
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scene . objects [ ' Led ' ] [ ' activated ' ] = False
scene . objects [ ' Moteur ' ] [ ' open ' ] = False
scene . objects [ ' Moteur ' ] [ ' close ' ] = False
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scene . objects [ ' Moteur ' ] [ ' alpha ' ] = 0
scene . objects [ ' Moteur ' ] [ ' speed ' ] = 0
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scene . objects [ ' Moteur ' ] [ ' speed_setting ' ] = 125.6 # Vitesse du moteur numérique : 125.6 rad /s ( 20 tr / s )
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scene . objects [ ' Moteur ' ] [ ' step ' ] = 0
scene . objects [ ' Portail ' ] [ ' x ' ] = 0
scene . objects [ ' Portail ' ] [ ' speed ' ] = 0
scene . objects [ ' Portail ' ] [ ' step ' ] = 0
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scene . objects [ ' Microrupteur fdc ouvert ' ] [ ' activated ' ] = False
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scene . objects [ ' Microrupteur fdc ouvert ' ] [ ' activated_real ' ] = False
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scene . objects [ ' Microrupteur fdc ferme ' ] [ ' activated ' ] = False
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scene . objects [ ' Microrupteur fdc ferme ' ] [ ' activated_real ' ] = False
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scene . objects [ ' Bp cote cour ' ] [ ' activated ' ] = False
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scene . objects [ ' Bp cote cour ' ] [ ' activated_real ' ] = False
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scene . objects [ ' Bp cote rue ' ] [ ' activated ' ] = False
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scene . objects [ ' Bp cote rue ' ] [ ' activated_real ' ] = False
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scene . objects [ ' Emetteur IR ' ] [ ' activated ' ] = False
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scene . objects [ ' Emetteur IR ' ] [ ' activated_real ' ] = False
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scene . objects [ ' Emetteur IR ' ] [ ' active ' ] = False
scene . objects [ ' Recepteur IR ' ] [ ' activated ' ] = False
scene . objects [ ' Recepteur IR ' ] [ ' active ' ] = False
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scene . objects [ ' Recepteur IR ' ] [ ' activated_real ' ] = True # Absence d'obstacle -> True, présence d'obstacle -> False