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jumeau.py
464
jumeau.py
@ -16,7 +16,7 @@ import jumeau_about # About
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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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# Cette environnement 3D est programmable en Python. Il est destiné à la découverte de la programmation de système pluritechnologique.
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# Cet environnement 3D est programmable en Python. Il est destiné à la découverte de la programmation de système pluritechnologique.
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#
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###############################################################################
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@ -26,8 +26,8 @@ scene = bge.logic.getCurrentScene()
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# print("Objets de la scene : ", scene.objects)
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# Config file
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cine_config = ET.parse('cine_config.xml')
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cine_config_tree = cine_config.getroot()
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jumeau_config = ET.parse('jumeau_config.xml')
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jumeau_config_tree = jumeau_config.getroot()
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# Couleurs
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color_cmd = [0.8, 0.8, 0.8, 1] # Blanc
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@ -47,7 +47,7 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
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def keyboard(cont):
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obj = scene.objects['Mecanism']
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obj = scene.objects['System']
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keyboard = bge.logic.keyboard
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# Touche ESC
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@ -56,10 +56,10 @@ def keyboard(cont):
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# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
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screen_width = bge.render.getWindowWidth()
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screen_height = bge.render.getWindowHeight()
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cine_config_tree[0][0].text=str(screen_width)
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cine_config_tree[0][1].text=str(screen_height)
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buffer_xml = ET.tostring(cine_config_tree)
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with open("cine_config.xml", "wb") as f:
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jumeau_config_tree[0][0].text=str(screen_width)
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jumeau_config_tree[0][1].text=str(screen_height)
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buffer_xml = ET.tostring(jumeau_config_tree)
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with open("jumeau_config.xml", "wb") as f:
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f.write(buffer_xml)
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# Sortir
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@ -93,37 +93,15 @@ def keyboard(cont):
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# Touche Space -> Play et Pause
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
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if scene.objects['Mecanism']['anim'] == True:
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anim_pause()
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if scene.objects['System']['anim'] == True:
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# anim_pause()
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Play'].setVisible(True,False)
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else:
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anim_play()
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# anim_play()
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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# Touche H -> Cacher l'objet (hide)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
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color_num(8)
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# Touche de 1 à 8 -> Couleur de 1 à 8
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
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color_num(1)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
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color_num(2)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
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color_num(3)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
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color_num(4)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
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color_num(5)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
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color_num(6)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
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color_num(7)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
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color_num(8)
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###############################################################################
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# Commandes
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###############################################################################
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@ -134,15 +112,12 @@ def keyboard(cont):
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def cmd_init():
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# Fichier de config (screen size : data/config/screen/width-> [0][0].text, height-> [0][1].text)
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bge.render.setWindowSize(int(cine_config_tree[0][0].text),int(cine_config_tree[0][1].text))
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bge.render.setWindowSize(int(jumeau_config_tree[0][0].text),int(jumeau_config_tree[0][1].text))
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Reset-colors-Hl'].setVisible(False,False)
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scene.objects['Reset-view-Hl'].setVisible(False,False)
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scene.objects['Help-cmd-Hl'].setVisible(False,False)
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scene.objects['Doc-cmd-Hl'].setVisible(False,False)
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scene.objects['About-cmd-Hl'].setVisible(False,False)
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for i in range (1, 9):
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scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,False)
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##
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# Highlight des commandes
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@ -152,7 +127,7 @@ def cmd_hl(cont):
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obj = cont.owner
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['System']['manip_mode']==0:
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if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
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obj.setVisible(False,True)
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scene.objects[obj.name+'-Hl'].setVisible(True,True)
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@ -160,7 +135,7 @@ def cmd_hl(cont):
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# Play et pause
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if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['Mecanism']['anim'] == True:
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if scene.objects['System']['anim'] == True:
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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else:
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@ -168,14 +143,14 @@ def cmd_hl(cont):
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scene.objects['Play-Hl'].setVisible(True,False)
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['System']['manip_mode']==0:
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if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
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scene.objects[obj.name+'-Hl'].setVisible(False,True)
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obj.setVisible(True,True)
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# Play et pause
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if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['Mecanism']['anim'] == True:
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if scene.objects['System']['anim'] == True:
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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else:
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@ -188,12 +163,12 @@ def cmd_hl(cont):
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def cmd_click(cont):
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obj = cont.owner
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['System']['manip_mode']==0:
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# Play et pause
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if obj.name=="Pause" or obj.name=="Run":
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# Pause
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if scene.objects['Mecanism']['anim'] == True:
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if scene.objects['System']['anim'] == True:
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anim_pause()
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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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@ -215,7 +190,7 @@ def cmd_click(cont):
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# About
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if obj.name=="About-cmd" :
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if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
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if scene.objects['System']['anim'] == True: # Rendu meilleur en pause
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scene.objects['About']['anim']= True
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anim_pause()
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else:
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@ -224,88 +199,13 @@ def cmd_click(cont):
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# Aide
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if obj.name=="Help-cmd" :
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if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
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if scene.objects['System']['anim'] == True: # Rendu meilleur en pause
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scene.objects['Doc']['anim']= True
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anim_pause()
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else:
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scene.objects['Doc']['anim'] = False
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cine_doc.open()
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###############################################################################
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# Animation
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###############################################################################
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# Initialisation de l'animation -> Play
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def anim_init():
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start = 1
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end = 250
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_LOOP
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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scene.objects['Mecanism']['anim'] = True
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# Animation en pause (bas niveau)
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def anim_pause():
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layer = 0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects['Mecanism']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
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scene.objects[objet].stopAction(layer)
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scene.objects['Mecanism']['anim'] = False
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# Animation en pseudo-pause
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# Play d'une frame pour remettre les pièces en place (après-éclatement)
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def anim_play1frame():
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start = scene.objects['Mecanism']['anim_frame']
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end = scene.objects['Mecanism']['anim_frame']+1
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mecanism']['anim_frame'] = end
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# Reprise de l'animation (bas niveau)
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def anim_play():
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start = scene.objects['Mecanism']['anim_frame']
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end = 250
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mecanism']['anim'] = True
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# Play en continu
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def anim_boucle(cont):
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if scene.objects['Mecanism']['anim'] == True and scene.objects[scene.objects['Mecanism']['objects_anim'][0]].isPlayingAction(0) == False:
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start = 1
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end = 250
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_LOOP
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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###############################################################################
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# Manipulation du mécanisme
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###############################################################################
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@ -327,21 +227,6 @@ def circle (center, radius, color):
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bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
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ang += ang_step
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# def circle (center, radius, color):
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# ang = 0
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# ang_step = 0.1
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# ang_cam = (25.1 * 2 * math.pi)*(1/360)
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# while ang< 2 * math.pi:
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# x0 = center[0]+float(radius*math.cos(ang))
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# y0 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang))
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# z0 = center[2]+float(radius*math.sin(ang) - y0*math.tan(ang_cam))
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# x1 = center[0]+float(radius*math.cos(ang+ang_step))
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# y1 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang+ang_step))
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# z1 = center[2]+float(radius*math.sin(ang+ang_step) - y1*math.tan(ang_cam))
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# bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
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# ang += ang_step
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##
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# Initialisation de la vue 3D
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##
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@ -357,7 +242,7 @@ def manip_init():
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scene.objects['Doc'].setVisible(False,True)
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# Mémorisation de la position des composants
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for objet in scene.objects['Mecanism']['objects'] :
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for objet in scene.objects['System']['objects'] :
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scene.objects[objet]['init_lx']=scene.objects[objet].worldPosition.x
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scene.objects[objet]['init_ly']=scene.objects[objet].worldPosition.y
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scene.objects[objet]['init_lz']=scene.objects[objet].worldPosition.z
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@ -375,12 +260,12 @@ def manip_init():
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scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
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# Mémorisation de la position du modèle
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scene.objects['Mecanism']['init_lx']=scene.objects['Mecanism'].worldPosition.x
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scene.objects['Mecanism']['init_ly']=scene.objects['Mecanism'].worldPosition.y
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scene.objects['Mecanism']['init_lz']=scene.objects['Mecanism'].worldPosition.z
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scene.objects['Mecanism']['init_rx']=scene.objects['Mecanism'].worldOrientation.to_euler().x
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scene.objects['Mecanism']['init_ry']=scene.objects['Mecanism'].worldOrientation.to_euler().y
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scene.objects['Mecanism']['init_rz']=scene.objects['Mecanism'].worldOrientation.to_euler().z
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scene.objects['System']['init_lx']=scene.objects['System'].worldPosition.x
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scene.objects['System']['init_ly']=scene.objects['System'].worldPosition.y
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scene.objects['System']['init_lz']=scene.objects['System'].worldPosition.z
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scene.objects['System']['init_rx']=scene.objects['System'].worldOrientation.to_euler().x
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scene.objects['System']['init_ry']=scene.objects['System'].worldOrientation.to_euler().y
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scene.objects['System']['init_rz']=scene.objects['System'].worldOrientation.to_euler().z
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##
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# Atteindre une orientation (bas niveau)
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@ -424,36 +309,16 @@ def manip_reset():
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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applyRotationTo(scene.objects['Mecanism'], 0, 0, 0)
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scene.objects['Mecanism'].worldPosition.x = scene.objects['Mecanism']['init_lx']
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scene.objects['Mecanism'].worldPosition.y = scene.objects['Mecanism']['init_ly']
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scene.objects['Mecanism'].worldPosition.z = scene.objects['Mecanism']['init_lz']
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for objet in scene.objects['Mecanism']['objects'] :
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applyRotationTo(scene.objects['System'], 0, 0, 0)
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scene.objects['System'].worldPosition.x = scene.objects['System']['init_lx']
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scene.objects['System'].worldPosition.y = scene.objects['System']['init_ly']
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scene.objects['System'].worldPosition.z = scene.objects['System']['init_lz']
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for objet in scene.objects['System']['objects'] :
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scene.objects[objet].setVisible(True,False)
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scene.objects[objet].restorePhysics()
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if objet+"_Lines.GP" in scene.objects:
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scene.objects[objet+"_Lines.GP"].setVisible(True,False)
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# Retour après éclatement
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if scene.objects['Mecanism']['expld'] ==True:
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print ("retour explod")
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scene.objects['Mecanism']['expld'] = False
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expld_val = scene.objects['Mecanism']['expld_val'] # Retour après éclatement avec la valeur d'éclatement
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sensibilite=0.005
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objects = scene.objects['Mecanism']['objects']
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for object in objects :
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ecla_x, ecla_y,ecla_z = 0,0,0
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if 'ecla_x' in scene.objects[object]:
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ecla_x = scene.objects[object]['ecla_x']
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if 'ecla_y' in scene.objects[object]:
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ecla_y = scene.objects[object]['ecla_y']
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if 'ecla_z' in scene.objects[object]:
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ecla_z = scene.objects[object]['ecla_z']
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scene.objects[object].applyMovement((-expld_val*sensibilite*ecla_x, -expld_val*sensibilite*ecla_y , -expld_val*sensibilite*ecla_z), False)
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scene.objects['Mecanism']['expld_val'] = 0.00
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if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
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anim_play1frame()
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##
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# Position de départ pour la manipulation de la vue
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##
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@ -501,45 +366,17 @@ def manip(cont):
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bge.render.drawLine([x0+pas_x*i, y0+abs(pas_y*math.sin((3.14*i)/n)), z0-pas_z*i],
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[x0+pas_x*(i+1), y0+abs(pas_y*math.sin((3.14*(i+1))/n)), z0-pas_z*(i+1)],
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[0.8, 0.619, 0.021])
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scene.objects['Mecanism'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
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scene.objects['System'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
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else: # Orbit sur y
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circle ([x0,y0,z0], 5, color_cmd_hl)
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if abs(delta_x) >= abs(delta_y):
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scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
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scene.objects['System'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
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else:
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scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
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||||
|
||||
|
||||
# FIXME : Détecter le sens (trigo ou horaire)
|
||||
# print ("cont.sensors['DownM'].position[0]", cont.sensors['DownM'].position[0])
|
||||
# print ("cont.sensors['DownM'].position[1]", cont.sensors['DownM'].position[1])
|
||||
# print ("delta_x", delta_x)
|
||||
# print ("delta_y", delta_y)
|
||||
# # if delta_x != 0 and delta_y != 0:
|
||||
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x))*(delta_y/abs(delta_y)))
|
||||
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x))*(delta_y/abs(delta_y)), 0), False)
|
||||
# # elif delta_y != 0:
|
||||
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_y/abs(delta_y)))
|
||||
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_y/abs(delta_y)), 0), False)
|
||||
# # elif delta_x != 0:
|
||||
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x)))
|
||||
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x)), 0), False)
|
||||
# if abs(delta_x) >= abs(delta_y):
|
||||
# scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
|
||||
# # if cont.sensors['DownM'].position[1] > height /2:
|
||||
# # scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
|
||||
# # else:
|
||||
# # scene.objects['Mecanism'].applyRotation((0, -delta_x*sensibilite_orbit, 0), False)
|
||||
# else:
|
||||
# scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
||||
# # if cont.sensors['DownM'].position[0] > width /2:
|
||||
# # scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
||||
# # else:
|
||||
# # scene.objects['Mecanism'].applyRotation((0, -delta_y*sensibilite_orbit, 0), False)
|
||||
scene.objects['System'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
||||
|
||||
# Pan
|
||||
if obj['manip_mode']==1: # Shift
|
||||
scene.objects['Mecanism'].applyMovement((delta_x*sensibilite_pan, -delta_y*sensibilite_pan, -delta_y*sensibilite_pan), False)
|
||||
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
|
||||
@ -558,230 +395,3 @@ def manip_wheel(cont):
|
||||
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
|
||||
if cont.sensors['WheelDown'].positive:
|
||||
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
|
||||
|
||||
###############################################################################
|
||||
# Eclaté
|
||||
###############################################################################
|
||||
|
||||
# Position de départ pour l'éclatement de la vue
|
||||
def expld_start(cont):
|
||||
if scene.objects['Mecanism']['manip_mode']==1:
|
||||
obj = cont.owner
|
||||
obj['click_x']=cont.sensors['Click'].position[0]
|
||||
obj['click_y']=cont.sensors['Click'].position[1]
|
||||
|
||||
# Déplacement des composants en vue eclatée
|
||||
def expld(cont):
|
||||
obj = cont.owner
|
||||
sensibilite=0.005
|
||||
delta=(cont.sensors['Down'].position[0]-obj['click_x'])+(cont.sensors['Down'].position[1]-obj['click_y'])
|
||||
objects = scene.objects['Mecanism']['objects']
|
||||
if obj['manip_mode']==1: # Shift
|
||||
scene.objects['Mecanism']['expld'] =True
|
||||
scene.objects['Mecanism']['expld_val'] =scene.objects['Mecanism']['expld_val']+delta
|
||||
|
||||
# Déplacement dans le repère du mécanisme
|
||||
x_axis = scene.objects['Mecanism'].orientation.col[0]
|
||||
y_axis = scene.objects['Mecanism'].orientation.col[1]
|
||||
z_axis = scene.objects['Mecanism'].orientation.col[2]
|
||||
for object in objects :
|
||||
ecla_x, ecla_y,ecla_z = 0,0,0
|
||||
if 'ecla_x' in scene.objects[object]:
|
||||
ecla_x = scene.objects[object]['ecla_x']
|
||||
if 'ecla_y' in scene.objects[object]:
|
||||
ecla_y = scene.objects[object]['ecla_y']
|
||||
if 'ecla_z' in scene.objects[object]:
|
||||
ecla_z = scene.objects[object]['ecla_z']
|
||||
scene.objects[object].applyMovement((delta*sensibilite*ecla_x*x_axis[0], delta*sensibilite*ecla_x*x_axis[1] , delta*sensibilite*ecla_x*x_axis[2]), False)
|
||||
scene.objects[object].applyMovement((delta*sensibilite*ecla_y*y_axis[0], delta*sensibilite*ecla_y*y_axis[1] , delta*sensibilite*ecla_y*y_axis[2]), False)
|
||||
scene.objects[object].applyMovement((delta*sensibilite*ecla_z*z_axis[0], delta*sensibilite*ecla_z*z_axis[1] , delta*sensibilite*ecla_z*z_axis[2]), False)
|
||||
|
||||
###############################################################################
|
||||
# Couleur
|
||||
###############################################################################
|
||||
|
||||
# Reset des couleurs du mécanisme
|
||||
def color_reset():
|
||||
colors_dict = scene.objects['Mecanism']['colors_dict']
|
||||
for object in scene.objects['Mecanism']['objects'] :
|
||||
scene.objects[object].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][object][0])].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][object][0])+'-Hl'].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
|
||||
|
||||
# Sélection couleur dans la palette avec son numéro de couleur (bas niveau)
|
||||
def color_num(num):
|
||||
for i in range (1, 9):
|
||||
scene.objects['Color-'+str(i)].worldScale=[0.125, 0.125, 0.125]
|
||||
scene.objects['Color-'+str(i)+"-Hl"].worldScale=[0.125, 0.125, 0.125]
|
||||
scene.objects['Color-'+str(num)].worldScale=[0.156, 0.156, 0.156]
|
||||
scene.objects['Color-'+str(num)+'-Hl'].worldScale=[0.156, 0.156, 0.156]
|
||||
scene.objects['Colors']['color_current']=num
|
||||
|
||||
# Clic sur la palette
|
||||
def color_click(cont):
|
||||
obj = cont.owner
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
||||
color_num(int(obj.name[6]))
|
||||
|
||||
# Highlight de la palette
|
||||
def color_hl(cont):
|
||||
if cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and "-Hl" not in hitObject .name:
|
||||
hitObject.setVisible(False,True)
|
||||
scene.objects[hitObject.name+'-Hl'].setVisible(True,True)
|
||||
# obj.color = color_cmd_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for i in range (1, 9):
|
||||
scene.objects['Color-'+str(i)].setVisible(True,True)
|
||||
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,True)
|
||||
|
||||
# Colorisation de la pièce
|
||||
def color_object(cont):
|
||||
if cont.sensors['Click'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
color_select = scene.objects['Colors']['color_current']
|
||||
if color_select != 0 and color_select != 8:
|
||||
colors = scene.objects['Mecanism']['colors']
|
||||
hitObject.color = colors[color_select-1][1]
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])].color = colors[color_select-1][1]
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Hl'].color = colors[color_select-1][1]
|
||||
if color_select == 8: # Couleur transparente -> disparition
|
||||
hitObject.setVisible(False,False)
|
||||
hitObject.suspendPhysics (True)
|
||||
if hitObject.name+"_Lines.GP" in scene.objects:
|
||||
scene.objects[hitObject.name+"_Lines.GP"].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Objets
|
||||
###############################################################################
|
||||
|
||||
# Initialisation du mécanisme
|
||||
def objects_init():
|
||||
|
||||
objects = scene.objects['Mecanism']['objects']
|
||||
objects_dict = scene.objects['Mecanism']['objects_dict']
|
||||
colors_dict = scene.objects['Mecanism']['colors_dict']
|
||||
|
||||
i=1
|
||||
for object in objects:
|
||||
|
||||
# Couleurs
|
||||
scene.objects[object].color = colors_dict[objects_dict[object][2]]
|
||||
|
||||
# Nomenclature
|
||||
scene.objects['Nomenclature-'+str(i)]['Text'] = objects_dict[object][1]
|
||||
scene.objects['Nomenclature-'+str(i)]['Object'] = objects[i-1]
|
||||
scene.objects['Nomenclature-'+str(i)].color = colors_dict[objects_dict[object][2]]
|
||||
scene.objects['Nomenclature-'+str(i)+'-Hl'].setVisible(False,False)
|
||||
scene.objects['Nomenclature-'+str(i)+'-Hl']['Text'] = objects_dict[object][1]
|
||||
scene.objects['Nomenclature-'+str(i)+'-Hl'].color = colors_dict[objects_dict[object][2]]
|
||||
scene.objects['Nomenclature-'+str(i)+'-Ot']['Text'] = objects_dict[object][1]
|
||||
scene.objects['Nomenclature-'+str(i)+'-Ot2']['Text'] = objects_dict[object][1]
|
||||
scene.objects['Nomenclature-'+str(i)+'-Ot2'].setVisible(False,False)
|
||||
|
||||
# Repères
|
||||
if len(objects_dict[object][3])>0:
|
||||
scene.objects['Rep-'+str(i)]['Object'] = objects[i-1]
|
||||
scene.objects['Rep-'+str(i)].color = color_rep_disabled
|
||||
scene.objects['Rep-'+str(i)+'-Hl'].setVisible(False,False)
|
||||
for j in range (len (objects_dict[object][3])):
|
||||
scene.objects[objects_dict[object][3][j]].setVisible(False,True)
|
||||
|
||||
i +=1
|
||||
|
||||
# Highlight de la pièce dans la nomenclature
|
||||
def object_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])].setVisible(False,False)
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Hl'].setVisible(True,False)
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Ot2'].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for objet in scene.objects['Mecanism']['objects'] :
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])].setVisible(True,False)
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])+'-Hl'].setVisible(False,False)
|
||||
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])+'-Ot2'].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Nomenclature
|
||||
###############################################################################
|
||||
|
||||
# Clic sur la nomenclature
|
||||
def nom_click(cont):
|
||||
name=cont.owner.name[:-7]
|
||||
obj = scene.objects[name]
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
||||
color_select = scene.objects['Colors']['color_current']
|
||||
|
||||
# Colorisation de la pièce par la nomenclature
|
||||
if color_select != 0 and color_select != 8:
|
||||
colors = scene.objects['Mecanism']['colors']
|
||||
obj.color = colors[color_select-1][1]
|
||||
scene.objects[name+'-Hl'].color = colors[color_select-1][1]
|
||||
scene.objects[obj['Object']].color = colors[color_select-1][1]
|
||||
if scene.objects[obj['Object']].visible==False:
|
||||
scene.objects[obj['Object']].setVisible(True,False)
|
||||
scene.objects[obj['Object']].restorePhysics()
|
||||
if obj['Object']+"_Lines.GP" in scene.objects:
|
||||
scene.objects[obj['Object']+"_Lines.GP"].setVisible(True,False)
|
||||
|
||||
# Couleur transparente -> disparition / apparition
|
||||
if color_select == 8:
|
||||
if scene.objects[obj['Object']].visible==True:
|
||||
scene.objects[obj['Object']].setVisible(False,False)
|
||||
scene.objects[obj['Object']].suspendPhysics (True)
|
||||
if obj['Object']+"_Lines.GP" in scene.objects:
|
||||
scene.objects[obj['Object']+"_Lines.GP"].setVisible(False,False)
|
||||
else:
|
||||
scene.objects[obj['Object']].setVisible(True,False)
|
||||
scene.objects[obj['Object']].restorePhysics()
|
||||
if obj['Object']+"_Lines.GP" in scene.objects:
|
||||
scene.objects[obj['Object']+"_Lines.GP"].setVisible(True,False)
|
||||
|
||||
# Highlight de la nomenclature
|
||||
def nom_hl(cont):
|
||||
name=cont.owner.name[:-7]
|
||||
obj = scene.objects[name]
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
obj.setVisible(False,False)
|
||||
scene.objects[name+'-Hl'].setVisible(True,False)
|
||||
scene.objects[name+'-Ot2'].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
obj.setVisible(True,False)
|
||||
scene.objects[name+'-Hl'].setVisible(False,False)
|
||||
scene.objects[name+'-Ot2'].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Repères
|
||||
###############################################################################
|
||||
|
||||
# Click sur un repère
|
||||
def rep_click(cont):
|
||||
name=cont.owner.name[:-7]
|
||||
obj = scene.objects[name]
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
||||
objects_dict = scene.objects['Mecanism']['objects_dict']
|
||||
if obj['enabled']:
|
||||
for i in range (len (objects_dict[obj['Object']][3])):
|
||||
scene.objects[objects_dict[obj['Object']][3][i]].setVisible(False,True)
|
||||
obj.color = color_rep_disabled
|
||||
obj['enabled']=False
|
||||
else:
|
||||
for i in range (len (objects_dict[obj['Object']][3])):
|
||||
scene.objects[objects_dict[obj['Object']][3][i]].setVisible(True,True)
|
||||
obj.color = color_rep_enabled
|
||||
obj['enabled']=True
|
||||
|
||||
# Highlight sur un repère
|
||||
def rep_hl(cont):
|
||||
name=cont.owner.name[:-7]
|
||||
obj = scene.objects[name]
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
obj.setVisible(False,False)
|
||||
scene.objects[name+'-Hl'].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
obj.setVisible(True,False)
|
||||
scene.objects[name+'-Hl'].setVisible(False,False)
|
||||
|
@ -60,20 +60,20 @@ def open():
|
||||
|
||||
def close(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
if scene.objects['About']['anim'] == True:
|
||||
start = scene.objects['Mecanism']['anim_frame']
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in scene.objects['Mecanism']['objects_anim'] :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanism']['anim'] = True
|
||||
scene.objects['About']['anim'] == False
|
||||
# if scene.objects['About']['anim'] == True:
|
||||
# start = scene.objects['Mecanism']['anim_frame']
|
||||
# end = 250
|
||||
# layer = 0
|
||||
# priority = 1
|
||||
# blendin = 1.0
|
||||
# mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
# layerWeight = 0.0
|
||||
# ipoFlags = 0
|
||||
# speed = 1.0
|
||||
# for objet in scene.objects['Mecanism']['objects_anim'] :
|
||||
# scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Mecanism']['anim'] = True
|
||||
# scene.objects['About']['anim'] == False
|
||||
scene.active_camera = scene.objects["Camera"]
|
||||
scene.objects['About'].setVisible(False,True)
|
||||
|
||||
@ -101,7 +101,7 @@ def link(cont):
|
||||
obj = cont.owner
|
||||
name=obj.name[:-7]
|
||||
link={
|
||||
'About_link-git' : 'https://gitlab.com/blender-edutech/kinematic_player',
|
||||
'About_link-git' : 'https://gitlab.com/blender-edutech/digital_twin',
|
||||
'About_link-gpl' : 'https://www.gnu.org/licenses/gpl-3.0.html',
|
||||
'About_link-upbge' : 'https://www.upbge.org'}
|
||||
webbrowser.open(link [name])
|
||||
@ -115,40 +115,6 @@ def get_near_pos(array,value):
|
||||
idx = (np.abs(array-value)).argmin()
|
||||
return idx
|
||||
|
||||
|
||||
# def about_screen_up(cont):
|
||||
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# screen_width_mode=[640, 960, 1280, 1920]
|
||||
# screen_height_mode=[360, 540, 720,1080]
|
||||
# screen_mode_txt=["640x360", "960x540", "1280x720", "1920x1080"]
|
||||
# i = get_near_pos(screen_width_mode, bge.render.getWindowWidth())
|
||||
# if i>=0 and i<3 :
|
||||
# screen_width=screen_width_mode[i+1]
|
||||
# screen_height=screen_height_mode[i+1]
|
||||
# scene.objects['About_screen']['Text']= "SCREEN SIZE : "+str(screen_width) +" x "+str(screen_height)
|
||||
# bge.render.setWindowSize(screen_width,screen_height)
|
||||
|
||||
# # Boutons < et >
|
||||
# if screen_width <=640:
|
||||
# scene.objects['About_screen-down'].setVisible(False,True)
|
||||
# scene.objects['About_screen-down-colbox'].suspendPhysics (True)
|
||||
# else:
|
||||
# scene.objects['About_screen-down'].setVisible(True,True)
|
||||
# scene.objects['About_screen-down-colbox'].restorePhysics()
|
||||
# if screen_width >= 1920:
|
||||
# scene.objects['About_screen-up'].setVisible(False,True)
|
||||
# scene.objects['About_screen-up-colbox'].suspendPhysics (True)
|
||||
# else:
|
||||
# scene.objects['About_screen-up'].setVisible(True,True)
|
||||
# scene.objects['About_screen-up-colbox'].restorePhysics()
|
||||
|
||||
# # Maj du fichier de config (screen size : data/config/screen/width-> [0][3][0].text)
|
||||
# rp_config_tree[0][3][0].text=str(screen_width)
|
||||
# rp_config_tree[0][3][1].text=str(screen_height)
|
||||
# buffer_xml = ET.tostring(rp_config_tree)
|
||||
# with open("rp_config.xml", "wb") as f:
|
||||
# f.write(buffer_xml)
|
||||
|
||||
# Taille de l'écran +
|
||||
def screen_up(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
@ -176,40 +142,6 @@ def screen_up(cont):
|
||||
scene.objects['About_screen-up'].setVisible(True,True)
|
||||
scene.objects['About_screen-up-colbox'].restorePhysics()
|
||||
|
||||
|
||||
# def about_screen_down(cont):
|
||||
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# screen_width_mode=[640, 960, 1280, 1920]
|
||||
# screen_height_mode=[360, 540, 720,1080]
|
||||
# screen_mode_txt=["640x360", "960x540", "1280x720", "1920x1080"]
|
||||
# i = get_near_pos(screen_width_mode, bge.render.getWindowWidth())
|
||||
# if i>0 and i<=3 :
|
||||
# screen_width=screen_width_mode[i-1]
|
||||
# screen_height=screen_height_mode[i-1]
|
||||
# scene.objects['About_screen']['Text']= "SCREEN SIZE : "+str(screen_width) +" x "+str(screen_height)
|
||||
# bge.render.setWindowSize(screen_width,screen_height)
|
||||
|
||||
# # Boutons < et >
|
||||
# if screen_width <=640:
|
||||
# scene.objects['About_screen-down'].setVisible(False,True)
|
||||
# scene.objects['About_screen-down-colbox'].suspendPhysics (True)
|
||||
# else:
|
||||
# scene.objects['About_screen-down'].setVisible(True,True)
|
||||
# scene.objects['About_screen-down-colbox'].restorePhysics()
|
||||
# if screen_width >= 1920:
|
||||
# scene.objects['About_screen-up'].setVisible(False,True)
|
||||
# scene.objects['About_screen-up-colbox'].suspendPhysics (True)
|
||||
# else:
|
||||
# scene.objects['About_screen-up'].setVisible(True,True)
|
||||
# scene.objects['About_screen-up-colbox'].restorePhysics()
|
||||
|
||||
# # Maj du fichier de config (screen size : data/config/screen/width-> [0][3][0].text)
|
||||
# rp_config_tree[0][3][0].text=str(screen_width)
|
||||
# rp_config_tree[0][3][1].text=str(screen_height)
|
||||
# buffer_xml = ET.tostring(rp_config_tree)
|
||||
# with open("rp_config.xml", "wb") as f:
|
||||
# f.write(buffer_xml)
|
||||
|
||||
# Taille de l'écran -
|
||||
def screen_down(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
|
@ -35,20 +35,20 @@ def open():
|
||||
|
||||
def close(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
if scene.objects['Doc']['anim'] == True:
|
||||
start = scene.objects['Mecanism']['anim_frame']
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in scene.objects['Mecanism']['objects_anim'] :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanism']['anim'] = True
|
||||
scene.objects['Doc']['anim'] == False
|
||||
# if scene.objects['Doc']['anim'] == True:
|
||||
# start = scene.objects['Mecanism']['anim_frame']
|
||||
# end = 250
|
||||
# layer = 0
|
||||
# priority = 1
|
||||
# blendin = 1.0
|
||||
# mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
# layerWeight = 0.0
|
||||
# ipoFlags = 0
|
||||
# speed = 1.0
|
||||
# for objet in scene.objects['Mecanism']['objects_anim'] :
|
||||
# scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
# scene.objects['Mecanism']['anim'] = True
|
||||
# scene.objects['Doc']['anim'] == False
|
||||
scene.active_camera = scene.objects["Camera"]
|
||||
scene.objects['Doc'].setVisible(False,True)
|
||||
|
||||
|
@ -1 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/digital_twin/jumeau.py
|
||||
/home/phroy/Documents/blender-edutech/git/digital_twin/jumeau.py
|
@ -1 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/digital_twin/jumeau_about.py
|
||||
/home/phroy/Documents/blender-edutech/git/digital_twin/jumeau_about.py
|
@ -1 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/digital_twin/jumeau_config.xml
|
||||
/home/phroy/Documents/blender-edutech/git/digital_twin/jumeau_config.xml
|
@ -1 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/digital_twin/jumeau_doc.py
|
||||
/home/phroy/Documents/blender-edutech/git/digital_twin/jumeau_doc.py
|
55
portail_coulissant/porcou_cmd.py
Normal file
55
portail_coulissant/porcou_cmd.py
Normal file
@ -0,0 +1,55 @@
|
||||
from porcou_lib import * # Bibliothèque portail coulissant
|
||||
|
||||
###############################################################################
|
||||
# porcou_cmd.py
|
||||
# @title: Commandes du portail coulissant
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Instructions élémentaires pour le portail coulissant
|
||||
#
|
||||
# Actions (ordre = True ou False) :
|
||||
# - Gyrophare : gyr (True|False)
|
||||
# - Ouvrir le portail (moteur sens trigo) : mot_o (True|False)
|
||||
# - Fermer le portail (moteur sens horaire) : mot_f (True|False)
|
||||
# - Emetteur pour le capteur barrage IR : ir_emet(True|False)
|
||||
#
|
||||
# Capteurs (valeur retournée = True ou False) :
|
||||
# - Capteur fin de course portail ouvert : fc_o()
|
||||
# - Capteur fin de course portail fermé : fc_f()
|
||||
# - Capteur barrage IR (absence d'obstacle) : ir_recep()
|
||||
#
|
||||
# Pupitre (valeur retournée = True ou False) :
|
||||
# - Bouton poussoir coté rue : bp_ext()
|
||||
# - Bouton poussoir coté cour : bp_int()
|
||||
#
|
||||
# Gestion du temps :
|
||||
# - Temporisation en seconde : tempo(duree)
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Fonctions
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Commandes
|
||||
###############################################################################
|
||||
|
||||
def commandes():
|
||||
|
||||
# Ecrire votre code ici ...
|
||||
gyr(True) # Activer le gyrophare
|
||||
|
||||
porcou_fin() # A garder
|
||||
|
||||
|
||||
###############################################################################
|
||||
# En: External call << DONT CHANGE THIS SECTION >>
|
||||
# Fr: Appel externe << NE PAS MODIFIER CETTE SECTION >>
|
||||
###############################################################################
|
||||
|
||||
if __name__=='start':
|
||||
thread_cmd_start(commandes)
|
||||
if __name__=='stop':
|
||||
thread_cmd_stop()
|
52
portail_coulissant/porcou_cmd.py.~1~
Normal file
52
portail_coulissant/porcou_cmd.py.~1~
Normal file
@ -0,0 +1,52 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
from porcou_lib import * # Bibliothèque portail coulissant
|
||||
|
||||
###############################################################################
|
||||
# porcou_cmd.py
|
||||
# @title: Commandes du portail coulissant
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
|
||||
###############################################################################
|
||||
|
||||
threads=[]
|
||||
scene = bge.logic.getCurrentScene()
|
||||
|
||||
def start():
|
||||
thread_start(threads, commandes)
|
||||
|
||||
def stop():
|
||||
thread_stop(threads)
|
||||
|
||||
###############################################################################
|
||||
# Instructions élémentaires pour le portail coulissant
|
||||
#
|
||||
# Actions (ordre = True ou False) :
|
||||
# - Gyrophare : gyr (True|False)
|
||||
# - Ouvrir le portail (moteur sens trigo) : mot_o (True|False)
|
||||
# - Fermer le portail (moteur sens horaire) : mot_f (True|False)
|
||||
# - Emetteur pour le capteur barrage IR : ir_emet(True|False)
|
||||
#
|
||||
# Capteurs (valeur retournée = True ou False) :
|
||||
# - Capteur fin de course portail ouvert : fc_o()
|
||||
# - Capteur fin de course portail fermé : fc_f()
|
||||
# - Capteur barrage IR (absence d'obstacle) : ir_recep()
|
||||
#
|
||||
# Pupitre (valeur retournée = True ou False) :
|
||||
# - Bouton poussoir coté rue : bp_ext()
|
||||
# - Bouton poussoir coté cour : bp_int()
|
||||
#
|
||||
# Gestion du temps :
|
||||
# - Temporisation en seconde : tempo(duree)
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
def commandes():
|
||||
|
||||
# Coder vos commandes ici ...
|
||||
|
||||
gyr(True) # Activer le gyrophare
|
||||
|
||||
print ("Thread #", len(threads)-1, "arrivé au bout -> fermeture.") # Tâche close (thread) << NE PAS MODIFIER CETTE LIGNE >>
|
||||
scene.objects['Systeme']['thread_run']=False # Fin du cycle << NE PAS MODIFIER CETTE LIGNE >>
|
144
portail_coulissant/porcou_lib.py
Normal file
144
portail_coulissant/porcou_lib.py
Normal file
@ -0,0 +1,144 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
import threading # Multithreading
|
||||
import trace
|
||||
import sys
|
||||
import time
|
||||
|
||||
###############################################################################
|
||||
# porcou_lib.py
|
||||
# @title: Bibliothèque utilisateur du portail coulissant (pcl_*)
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer l'objet portail coulissant
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
###############################################################################
|
||||
# Méthode kill pour les tâches (threads)
|
||||
###############################################################################
|
||||
|
||||
class thread_with_trace(threading.Thread):
|
||||
def __init__(self, *args, **keywords):
|
||||
threading.Thread.__init__(self, *args, **keywords)
|
||||
self.killed = False
|
||||
|
||||
def start(self):
|
||||
self.__run_backup = self.run
|
||||
self.run = self.__run
|
||||
threading.Thread.start(self)
|
||||
|
||||
def __run(self):
|
||||
sys.settrace(self.globaltrace)
|
||||
self.__run_backup()
|
||||
self.run = self.__run_backup
|
||||
|
||||
def globaltrace(self, frame, event, arg):
|
||||
if event == 'call':
|
||||
return self.localtrace
|
||||
else:
|
||||
return None
|
||||
|
||||
def localtrace(self, frame, event, arg):
|
||||
if self.killed:
|
||||
if event == 'line':
|
||||
raise SystemExit()
|
||||
return self.localtrace
|
||||
|
||||
def kill(self):
|
||||
self.killed = True
|
||||
|
||||
###############################################################################
|
||||
# Start et stop des tâches (threads)
|
||||
###############################################################################
|
||||
|
||||
def thread_start(threads, commandes):
|
||||
threads.append(thread_with_trace(target = commandes))
|
||||
threads[len(threads)-1].start()
|
||||
scene.objects['Systeme']['thread_run']=True
|
||||
scene.objects['Systeme']['thread_alive']=True
|
||||
print ("Thread #", len(threads)-1, "ouvert.")
|
||||
|
||||
def thread_stop(threads):
|
||||
i=0
|
||||
zombie_flag=False
|
||||
for t in threads:
|
||||
if not t.is_alive():
|
||||
print ("Thread #",i,"fermé.")
|
||||
else:
|
||||
print ("Thread #",i,"encore ouvert ...")
|
||||
t.kill()
|
||||
t.join()
|
||||
if not t.is_alive():
|
||||
print ("Thread #",i,"tué.")
|
||||
else:
|
||||
print ("Thread #",i,"zombie ...")
|
||||
zombie_flag=True
|
||||
i +=1
|
||||
if zombie_flag==False:
|
||||
scene.objects['Systeme']['thread_alive']=False
|
||||
print ("Tous les threads sont fermés.")
|
||||
else:
|
||||
print ("Il reste des threads zombies.")
|
||||
|
||||
###############################################################################
|
||||
# Actionneurs
|
||||
###############################################################################
|
||||
|
||||
# Ordres utilisateur du clignotant
|
||||
def gyr (ordre):
|
||||
scene.objects['Module led']['actif']=ordre
|
||||
|
||||
# Ordres utilisateur du moteur
|
||||
def mot_o (ordre):
|
||||
scene.objects['Ensemble moteur']['actif_ouvrir']=ordre
|
||||
|
||||
def mot_f (ordre):
|
||||
scene.objects['Ensemble moteur']['actif_fermer']=ordre
|
||||
|
||||
# Ordre utilisateur du capteur barrage IR
|
||||
def ir_emet(ordre):
|
||||
scene.objects['Module emetteur IR']['actif']=ordre
|
||||
|
||||
###############################################################################
|
||||
# Capteurs
|
||||
###############################################################################
|
||||
|
||||
# Compte-rendu utilisateur du capteur fin de course portail ouvert
|
||||
def fc_o ():
|
||||
return scene.objects['Capteur fdc ouvert']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du capteur fin de course portail ouvert
|
||||
def fc_f ():
|
||||
return scene.objects['Capteur fdc ferme']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du capteur barrage IR
|
||||
def ir_recep ():
|
||||
if scene.objects['Module recepteur IR']['actif'] :
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
###############################################################################
|
||||
# Boutons poussoirs
|
||||
###############################################################################
|
||||
|
||||
# Compte-rendu utilisateur du bouton pousssoir coté rue
|
||||
def bp_ext ():
|
||||
return scene.objects['Module bouton cote rue']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du bouton pousssoir coté cour
|
||||
def bp_int ():
|
||||
return scene.objects['Module bouton cote cour']['actif']
|
||||
|
||||
###############################################################################
|
||||
# Temporisation
|
||||
###############################################################################
|
||||
|
||||
def tempo (duree):
|
||||
time.sleep(duree)
|
147
portail_coulissant/porcou_lib.py.~1~
Normal file
147
portail_coulissant/porcou_lib.py.~1~
Normal file
@ -0,0 +1,147 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
import threading # Multithreading
|
||||
import trace
|
||||
import sys
|
||||
import time
|
||||
|
||||
###############################################################################
|
||||
# porcou_lib.py
|
||||
# @title: Bibliothèque utilisateur du portail coulissant (pcl_*)
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Ce simulateur est un environnement 3D programmable en Python.
|
||||
# Il est destiné à la découverte de la programmation de système pluritechnique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer l'objet portail coulissant
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
###############################################################################
|
||||
# Méthode kill pour les tâches (threads)
|
||||
###############################################################################
|
||||
|
||||
class thread_with_trace(threading.Thread):
|
||||
def __init__(self, *args, **keywords):
|
||||
threading.Thread.__init__(self, *args, **keywords)
|
||||
self.killed = False
|
||||
|
||||
def start(self):
|
||||
self.__run_backup = self.run
|
||||
self.run = self.__run
|
||||
threading.Thread.start(self)
|
||||
|
||||
def __run(self):
|
||||
sys.settrace(self.globaltrace)
|
||||
self.__run_backup()
|
||||
self.run = self.__run_backup
|
||||
|
||||
def globaltrace(self, frame, event, arg):
|
||||
if event == 'call':
|
||||
return self.localtrace
|
||||
else:
|
||||
return None
|
||||
|
||||
def localtrace(self, frame, event, arg):
|
||||
if self.killed:
|
||||
if event == 'line':
|
||||
raise SystemExit()
|
||||
return self.localtrace
|
||||
|
||||
def kill(self):
|
||||
self.killed = True
|
||||
|
||||
###############################################################################
|
||||
# Start et stop des tâches (threads)
|
||||
###############################################################################
|
||||
|
||||
def thread_start(threads, commandes):
|
||||
threads.append(thread_with_trace(target = commandes))
|
||||
threads[len(threads)-1].start()
|
||||
scene.objects['Systeme']['thread_run']=True
|
||||
scene.objects['Systeme']['thread_alive']=True
|
||||
print ("Thread #", len(threads)-1, "ouvert.")
|
||||
|
||||
def thread_stop(threads):
|
||||
i=0
|
||||
zombie_flag=False
|
||||
for t in threads:
|
||||
if not t.is_alive():
|
||||
print ("Thread #",i,"fermé.")
|
||||
else:
|
||||
print ("Thread #",i,"encore ouvert ...")
|
||||
t.kill()
|
||||
t.join()
|
||||
if not t.is_alive():
|
||||
print ("Thread #",i,"tué.")
|
||||
else:
|
||||
print ("Thread #",i,"zombie ...")
|
||||
zombie_flag=True
|
||||
i +=1
|
||||
if zombie_flag==False:
|
||||
scene.objects['Systeme']['thread_alive']=False
|
||||
print ("Tous les threads sont fermés.")
|
||||
else:
|
||||
print ("Il reste des threads zombies.")
|
||||
|
||||
###############################################################################
|
||||
# Actionneurs
|
||||
###############################################################################
|
||||
|
||||
# Ordres utilisateur du clignotant
|
||||
def gyr (ordre):
|
||||
scene.objects['Module led']['actif']=ordre
|
||||
|
||||
# Ordres utilisateur du moteur
|
||||
def mot_o (ordre):
|
||||
scene.objects['Ensemble moteur']['actif_ouvrir']=ordre
|
||||
|
||||
def mot_f (ordre):
|
||||
scene.objects['Ensemble moteur']['actif_fermer']=ordre
|
||||
|
||||
# Ordre utilisateur du capteur barrage IR
|
||||
def ir_emet(ordre):
|
||||
scene.objects['Module emetteur IR']['actif']=ordre
|
||||
|
||||
###############################################################################
|
||||
# Capteurs
|
||||
###############################################################################
|
||||
|
||||
# Compte-rendu utilisateur du capteur fin de course portail ouvert
|
||||
def fc_o ():
|
||||
return scene.objects['Capteur fdc ouvert']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du capteur fin de course portail ouvert
|
||||
def fc_f ():
|
||||
return scene.objects['Capteur fdc ferme']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du capteur barrage IR
|
||||
def ir_recep ():
|
||||
if scene.objects['Module recepteur IR']['actif'] :
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
###############################################################################
|
||||
# Boutons poussoirs
|
||||
###############################################################################
|
||||
|
||||
# Compte-rendu utilisateur du bouton pousssoir coté rue
|
||||
def bp_ext ():
|
||||
return scene.objects['Module bouton cote rue']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du bouton pousssoir coté cour
|
||||
def bp_int ():
|
||||
return scene.objects['Module bouton cote cour']['actif']
|
||||
|
||||
###############################################################################
|
||||
# Temporisation
|
||||
###############################################################################
|
||||
|
||||
def tempo (duree):
|
||||
time.sleep(duree)
|
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portail_coulissant/portail_coulissant-12.blend1
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portail_coulissant/portail_coulissant-12.blend1
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Loading…
Reference in New Issue
Block a user