Suite de la migration

This commit is contained in:
Philippe Roy 2022-12-11 08:40:31 +01:00
parent cc021ff3a0
commit 471b6e0246
13 changed files with 468 additions and 528 deletions

464
jumeau.py
View File

@ -16,7 +16,7 @@ import jumeau_about # About
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
#
# Cette environnement 3D est programmable en Python. Il est destiné à la découverte de la programmation de système pluritechnologique.
# Cet environnement 3D est programmable en Python. Il est destiné à la découverte de la programmation de système pluritechnologique.
#
###############################################################################
@ -26,8 +26,8 @@ scene = bge.logic.getCurrentScene()
# print("Objets de la scene : ", scene.objects)
# Config file
cine_config = ET.parse('cine_config.xml')
cine_config_tree = cine_config.getroot()
jumeau_config = ET.parse('jumeau_config.xml')
jumeau_config_tree = jumeau_config.getroot()
# Couleurs
color_cmd = [0.8, 0.8, 0.8, 1] # Blanc
@ -47,7 +47,7 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
def keyboard(cont):
obj = scene.objects['Mecanism']
obj = scene.objects['System']
keyboard = bge.logic.keyboard
# Touche ESC
@ -56,10 +56,10 @@ def keyboard(cont):
# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
screen_width = bge.render.getWindowWidth()
screen_height = bge.render.getWindowHeight()
cine_config_tree[0][0].text=str(screen_width)
cine_config_tree[0][1].text=str(screen_height)
buffer_xml = ET.tostring(cine_config_tree)
with open("cine_config.xml", "wb") as f:
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
@ -93,37 +93,15 @@ def keyboard(cont):
# Touche Space -> Play et Pause
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
if scene.objects['Mecanism']['anim'] == True:
anim_pause()
if scene.objects['System']['anim'] == True:
# anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
else:
anim_play()
# anim_play()
scene.objects['Play'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
# Touche H -> Cacher l'objet (hide)
if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
color_num(8)
# Touche de 1 à 8 -> Couleur de 1 à 8
if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
color_num(1)
if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
color_num(2)
if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
color_num(3)
if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
color_num(4)
if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
color_num(5)
if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
color_num(6)
if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
color_num(7)
if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
color_num(8)
###############################################################################
# Commandes
###############################################################################
@ -134,15 +112,12 @@ def keyboard(cont):
def cmd_init():
# Fichier de config (screen size : data/config/screen/width-> [0][0].text, height-> [0][1].text)
bge.render.setWindowSize(int(cine_config_tree[0][0].text),int(cine_config_tree[0][1].text))
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-colors-Hl'].setVisible(False,False)
scene.objects['Reset-view-Hl'].setVisible(False,False)
scene.objects['Help-cmd-Hl'].setVisible(False,False)
scene.objects['Doc-cmd-Hl'].setVisible(False,False)
scene.objects['About-cmd-Hl'].setVisible(False,False)
for i in range (1, 9):
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,False)
##
# Highlight des commandes
@ -152,7 +127,7 @@ def cmd_hl(cont):
obj = cont.owner
# Activation
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
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)
@ -160,7 +135,7 @@ def cmd_hl(cont):
# Play et pause
if obj.name=="Pause" or obj.name=="Play":
if scene.objects['Mecanism']['anim'] == True:
if scene.objects['System']['anim'] == True:
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
else:
@ -168,14 +143,14 @@ def cmd_hl(cont):
scene.objects['Play-Hl'].setVisible(True,False)
# Désactivation
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
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":
if scene.objects['Mecanism']['anim'] == True:
if scene.objects['System']['anim'] == True:
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
else:
@ -188,12 +163,12 @@ def cmd_hl(cont):
def cmd_click(cont):
obj = cont.owner
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
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
if scene.objects['Mecanism']['anim'] == True:
if scene.objects['System']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
@ -215,7 +190,7 @@ def cmd_click(cont):
# About
if obj.name=="About-cmd" :
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
if scene.objects['System']['anim'] == True: # Rendu meilleur en pause
scene.objects['About']['anim']= True
anim_pause()
else:
@ -224,88 +199,13 @@ def cmd_click(cont):
# Aide
if obj.name=="Help-cmd" :
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
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()
###############################################################################
# Animation
###############################################################################
# Initialisation de l'animation -> Play
def anim_init():
start = 1
end = 250
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_LOOP
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['Play'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
scene.objects['Mecanism']['anim'] = True
# Animation en pause (bas niveau)
def anim_pause():
layer = 0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects['Mecanism']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
scene.objects[objet].stopAction(layer)
scene.objects['Mecanism']['anim'] = False
# Animation en pseudo-pause
# Play d'une frame pour remettre les pièces en place (après-éclatement)
def anim_play1frame():
start = scene.objects['Mecanism']['anim_frame']
end = scene.objects['Mecanism']['anim_frame']+1
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_frame'] = end
# Reprise de l'animation (bas niveau)
def anim_play():
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
# Play en continu
def anim_boucle(cont):
if scene.objects['Mecanism']['anim'] == True and scene.objects[scene.objects['Mecanism']['objects_anim'][0]].isPlayingAction(0) == False:
start = 1
end = 250
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_LOOP
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)
###############################################################################
# Manipulation du mécanisme
###############################################################################
@ -327,21 +227,6 @@ def circle (center, radius, color):
bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
ang += ang_step
# def circle (center, radius, color):
# ang = 0
# ang_step = 0.1
# ang_cam = (25.1 * 2 * math.pi)*(1/360)
# while ang< 2 * math.pi:
# x0 = center[0]+float(radius*math.cos(ang))
# y0 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang))
# z0 = center[2]+float(radius*math.sin(ang) - y0*math.tan(ang_cam))
# x1 = center[0]+float(radius*math.cos(ang+ang_step))
# y1 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang+ang_step))
# z1 = center[2]+float(radius*math.sin(ang+ang_step) - y1*math.tan(ang_cam))
# bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
# ang += ang_step
##
# Initialisation de la vue 3D
##
@ -357,7 +242,7 @@ def manip_init():
scene.objects['Doc'].setVisible(False,True)
# Mémorisation de la position des composants
for objet in scene.objects['Mecanism']['objects'] :
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
@ -375,12 +260,12 @@ def manip_init():
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
# Mémorisation de la position du modèle
scene.objects['Mecanism']['init_lx']=scene.objects['Mecanism'].worldPosition.x
scene.objects['Mecanism']['init_ly']=scene.objects['Mecanism'].worldPosition.y
scene.objects['Mecanism']['init_lz']=scene.objects['Mecanism'].worldPosition.z
scene.objects['Mecanism']['init_rx']=scene.objects['Mecanism'].worldOrientation.to_euler().x
scene.objects['Mecanism']['init_ry']=scene.objects['Mecanism'].worldOrientation.to_euler().y
scene.objects['Mecanism']['init_rz']=scene.objects['Mecanism'].worldOrientation.to_euler().z
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)
@ -424,36 +309,16 @@ 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']
applyRotationTo(scene.objects['Mecanism'], 0, 0, 0)
scene.objects['Mecanism'].worldPosition.x = scene.objects['Mecanism']['init_lx']
scene.objects['Mecanism'].worldPosition.y = scene.objects['Mecanism']['init_ly']
scene.objects['Mecanism'].worldPosition.z = scene.objects['Mecanism']['init_lz']
for objet in scene.objects['Mecanism']['objects'] :
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)
# Retour après éclatement
if scene.objects['Mecanism']['expld'] ==True:
print ("retour explod")
scene.objects['Mecanism']['expld'] = False
expld_val = scene.objects['Mecanism']['expld_val'] # Retour après éclatement avec la valeur d'éclatement
sensibilite=0.005
objects = scene.objects['Mecanism']['objects']
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((-expld_val*sensibilite*ecla_x, -expld_val*sensibilite*ecla_y , -expld_val*sensibilite*ecla_z), False)
scene.objects['Mecanism']['expld_val'] = 0.00
if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
anim_play1frame()
##
# Position de départ pour la manipulation de la vue
##
@ -501,45 +366,17 @@ def manip(cont):
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])
scene.objects['Mecanism'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
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):
scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
scene.objects['System'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
else:
scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
# 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)

View File

@ -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 :

View File

@ -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)

View File

@ -1 +1 @@
/home/phroy/Bureau/seriousgames/blender-edutech/git/digital_twin/jumeau.py
/home/phroy/Documents/blender-edutech/git/digital_twin/jumeau.py

View File

@ -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

View File

@ -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

View File

@ -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

View 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()

View 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 >>

View 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)

View 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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