jumeaux-numeriques/twin.py

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import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import webbrowser
import math
import xml.etree.ElementTree as ET # Creating/parsing XML file
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import jumeau_doc # Documentation
import jumeau_about # About
###############################################################################
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# jumeau.py
# @title: Bibliothèque générale du l'environnement 3D pour le développement de jumeau numérique
# @project: Blender-EduTech
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
#
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# Cet environnement 3D est programmable en Python. Il est destiné à la découverte de la programmation de système pluritechnologique.
#
###############################################################################
# UPBGE scene
eevee = bpy.context.scene.eevee
scene = bge.logic.getCurrentScene()
# print("Objets de la scene : ", scene.objects)
# Config file
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jumeau_config = ET.parse('jumeau_config.xml')
jumeau_config_tree = jumeau_config.getroot()
# Couleurs
color_cmd = [0.8, 0.8, 0.8, 1] # Blanc
color_cmd_hl = [0.8, 0.619, 0.021, 1] # Jaune
color_rep_enabled = [0.8, 0.8, 0.8, 1] # Blanc
color_rep_disabled = [0, 0, 0, 1] # Noir
# Constantes
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
###############################################################################
# Gestion du clavier
###############################################################################
# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
def keyboard(cont):
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obj = scene.objects['System']
keyboard = bge.logic.keyboard
# Touche ESC
if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue:
# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
screen_width = bge.render.getWindowWidth()
screen_height = bge.render.getWindowHeight()
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jumeau_config_tree[0][0].text=str(screen_width)
jumeau_config_tree[0][1].text=str(screen_height)
buffer_xml = ET.tostring(jumeau_config_tree)
with open("jumeau_config.xml", "wb") as f:
f.write(buffer_xml)
# Sortir
bge.logic.endGame()
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
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:
manip_reset()
# Touche Space -> Play et Pause
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
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if scene.objects['System']['anim'] == True:
# anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
else:
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# anim_play()
scene.objects['Play'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
###############################################################################
# Commandes
###############################################################################
##
# Initialisation des commandes
##
def cmd_init():
# Fichier de config (screen size : data/config/screen/width-> [0][0].text, height-> [0][1].text)
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bge.render.setWindowSize(int(jumeau_config_tree[0][0].text),int(jumeau_config_tree[0][1].text))
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Reset-view-Hl'].setVisible(False,False)
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scene.objects['Doc-cmd-Hl'].setVisible(False,False)
scene.objects['About-cmd-Hl'].setVisible(False,False)
##
# Highlight des commandes
##
def cmd_hl(cont):
obj = cont.owner
# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['System']['manip_mode']==0:
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
obj.setVisible(False,True)
scene.objects[obj.name+'-Hl'].setVisible(True,True)
# obj.color = color_cmd_hl
# Play et pause
if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['System']['anim'] == True:
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
else:
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(True,False)
# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['System']['manip_mode']==0:
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
scene.objects[obj.name+'-Hl'].setVisible(False,True)
obj.setVisible(True,True)
# Play et pause
if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['System']['anim'] == True:
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
else:
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
##
# Click sur les commandes
##
def cmd_click(cont):
obj = cont.owner
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['System']['manip_mode']==0:
# Play et pause
if obj.name=="Pause" or obj.name=="Run":
# Pause
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if scene.objects['System']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(True,False)
else:
# Play
anim_play()
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
# Reset-colors
if obj.name=="Reset-colors" :
color_reset()
# Reset-view
if obj.name=="Reset-view" :
manip_reset()
# About
if obj.name=="About-cmd" :
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if scene.objects['System']['anim'] == True: # Rendu meilleur en pause
scene.objects['About']['anim']= True
anim_pause()
else:
scene.objects['About']['anim'] = False
cine_about.open()
# Aide
if obj.name=="Help-cmd" :
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if scene.objects['System']['anim'] == True: # Rendu meilleur en pause
scene.objects['Doc']['anim']= True
anim_pause()
else:
scene.objects['Doc']['anim'] = False
cine_doc.open()
###############################################################################
# Manipulation du mécanisme
###############################################################################
##
# Dessiner une cercle (bas niveau)
##
def circle (center, radius, color):
ang = 0
ang_step = 0.1
while ang< 2 * math.pi:
x0 = center[0]+float(radius*math.cos(ang)*0.95)
y0 = center[1]
z0 = center[2]+float(radius*math.sin(ang))
x1 = center[0]+float(radius*math.cos(ang+ang_step)*0.95)
y1 = center[1]
z1 = center[2]+float(radius*math.sin(ang+ang_step))
bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
ang += ang_step
##
# Initialisation de la vue 3D
##
# def manip_init(cont):
def manip_init():
# Configuration du moteur de rendu
eevee.use_eevee_smaa = True
# Fenêtres
scene.objects['About'].setVisible(False,True)
scene.objects['Doc'].setVisible(False,True)
# Mémorisation de la position des composants
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for objet in scene.objects['System']['objects'] :
scene.objects[objet]['init_lx']=scene.objects[objet].worldPosition.x
scene.objects[objet]['init_ly']=scene.objects[objet].worldPosition.y
scene.objects[objet]['init_lz']=scene.objects[objet].worldPosition.z
if 'init_rx' in scene.objects[objet]:
scene.objects[objet]['init_rx'] = scene.objects[objet].worldOrientation.to_euler().x
if 'init_ry' in scene.objects[objet]:
scene.objects[objet]['init_ry'] = scene.objects[objet].worldOrientation.to_euler().y
if 'init_rz' in scene.objects[objet]:
scene.objects[objet]['init_rz'] = scene.objects[objet].worldOrientation.to_euler().z
# Mémorisation de la position de la caméra
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
# Mémorisation de la position du modèle
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scene.objects['System']['init_lx']=scene.objects['System'].worldPosition.x
scene.objects['System']['init_ly']=scene.objects['System'].worldPosition.y
scene.objects['System']['init_lz']=scene.objects['System'].worldPosition.z
scene.objects['System']['init_rx']=scene.objects['System'].worldOrientation.to_euler().x
scene.objects['System']['init_ry']=scene.objects['System'].worldOrientation.to_euler().y
scene.objects['System']['init_rz']=scene.objects['System'].worldOrientation.to_euler().z
##
# Atteindre une orientation (bas niveau)
##
def applyRotationTo(obj, rx=None, ry=None, rz=None):
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), True)
if rx-obj.worldOrientation.to_euler().x > rres:
obj.applyRotation((rres, 0, 0), True)
# 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), True)
if ry-obj.worldOrientation.to_euler().y > rres:
obj.applyRotation((0, rres, 0), True)
# 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), True)
if rz-obj.worldOrientation.to_euler().z > rres:
obj.applyRotation((0, 0, rres), True)
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
##
# Reset de la manipulation de la vue
##
def manip_reset():
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']
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applyRotationTo(scene.objects['System'], 0, 0, 0)
scene.objects['System'].worldPosition.x = scene.objects['System']['init_lx']
scene.objects['System'].worldPosition.y = scene.objects['System']['init_ly']
scene.objects['System'].worldPosition.z = scene.objects['System']['init_lz']
for objet in scene.objects['System']['objects'] :
scene.objects[objet].setVisible(True,False)
scene.objects[objet].restorePhysics()
if objet+"_Lines.GP" in scene.objects:
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
##
# 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]
##
# 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
if obj['manip_mode']==0:
x0 = scene.objects['Orbit'].worldPosition.x
y0 =scene.objects['Orbit'].worldPosition.y
z0 =scene.objects['Orbit'].worldPosition.z
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
dist_orbit_y_base=200 # Pour 1280 x 720
radius_orbit_y_base=5
diag_base= math.sqrt(1280**2+720**2)
diag= math.sqrt(width**2+height**2)
dist_orbit_y = dist_orbit_y_base*(diag/diag_base)
radius_orbit_y=radius_orbit_y_base*(diag/diag_base)
dist_orbit = math.sqrt(((width/2)-obj['click_x'])**2+((height/2)-obj['click_y'])**2)
if obj['click_y']> height/2 :
dist_orbit = dist_orbit+((math.sqrt(((height/2)-obj['click_y'])**2)/175)*25) # Correction des Y sous le centre ?
if dist_orbit<dist_orbit_y : # Orbit sur xz
circle ([x0,y0,z0], radius_orbit_y_base, color_cmd)
n=10
pas_x=(delta_x*40*sensibilite_orbit)/n
pas_y=(((width/2)-cont.sensors['DownM'].position[0])+((height/2)-cont.sensors['DownM'].position[1]))*0.005
pas_z=(delta_y*40*sensibilite_orbit)/n
for i in range (n):
bge.render.drawLine([x0+pas_x*i, y0+abs(pas_y*math.sin((3.14*i)/n)), z0-pas_z*i],
[x0+pas_x*(i+1), y0+abs(pas_y*math.sin((3.14*(i+1))/n)), z0-pas_z*(i+1)],
[0.8, 0.619, 0.021])
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scene.objects['System'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
else: # Orbit sur y
circle ([x0,y0,z0], 5, color_cmd_hl)
if abs(delta_x) >= abs(delta_y):
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scene.objects['System'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
else:
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scene.objects['System'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
# Pan
if obj['manip_mode']==1: # Shift
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scene.objects['System'].applyMovement((delta_x*sensibilite_pan, -delta_y*sensibilite_pan, -delta_y*sensibilite_pan), False)
# 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)
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
##
# Zoom
##
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)