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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Preamble
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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# Simulateur de programmation d'un portail coulissant
Programmation Blender/UPBGE:
- Licence : GNU GPL V3
- Dépôt : https://gitlab.com/phroy/blender-edutech
- Auteur : Philippe Roy <philippe.roy@ac-grenoble.fr>
Maquette numérique
- Licence : Creative Commons BY-NC-SA V4
- Dépôt : https://www.a4.fr/wiki
- Auteur : A4 Techonologie <techno@a4.fr>

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# Simulateur de programmation d'un portail coulissant
Ce simulateur permet la programmation en Python d'un portail coulissant à travers la visualisation de son jumeau numérique.
Le portail de ce simulateur est basé sur la maquette développée par l'entreprise A4 technologie. Les documents techniques et pédagogiques signés A4 Technologie sont diffusés librement sous licence Creative Commons BY-NC-SA.
Site internet de la maquette A4 Technologie : https://www.a4.fr/wiki/index.php?title=Portail_coulissant_(BE-APORT-COUL)
Ce simulateur fait partie du projet open source Blender-EduTech (Blender/UPBGE pour l'Enseignement Technologique).
Site internet du projet Blender-EduTech : https://gitlab.com/blender-edutech
Le script Python qui permet la commande du portail est le fichier 'porcou_cmd.py'.
Les actions (ordre = True ou False) sont :
- 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)
Les compte-rendus (valeur retournée = True ou False) des capteurs sont :
- Capteur fin de course portail ouvert : fc_o()
- Capteur fin de course portail fermé : fc_f()
- Capteur barrage IR (absence d'obstacle) : ir_recep()
Les consignes (valeur retournée = True ou False) du pupitre sont :
- Bouton poussoir coté rue : bp_ext()
- Bouton poussoir coté cour : bp_int()
Les temporisations : tempo(duree) avec la durée en seconde

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

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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 >>

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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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import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import webbrowser
import math
import xml.etree.ElementTree as ET # Creating/parsing XML file
import cine_doc # Documentation
import cine_about # About
###############################################################################
# cine.py
# @title: Bibliothèque générale du player 3D d'analyse de cinématique
# @project: Blender-EduTech
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
#
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
#
###############################################################################
# UPBGE scene
eevee = bpy.context.scene.eevee
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()
# Couleurs
color_cmd = [0.8, 0.8, 0.8, 1] # Blanc
color_cmd_hl = [0.8, 0.619, 0.021, 1] # Jaune
color_rep_enabled = [0.8, 0.8, 0.8, 1] # Blanc
color_rep_disabled = [0, 0, 0, 1] # Noir
# Constantes
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
###############################################################################
# Gestion du clavier
###############################################################################
# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
def keyboard(cont):
obj = scene.objects['Mecanism']
keyboard = bge.logic.keyboard
# Touche ESC
if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue:
# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
screen_width = bge.render.getWindowWidth()
screen_height = bge.render.getWindowHeight()
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:
f.write(buffer_xml)
# Sortir
bge.logic.endGame()
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
obj['manip_mode']=1
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
obj['manip_mode']=1
# Ctrl -> mode 2 : Zoom (clic milieu)
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
obj['manip_mode']=2
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
obj['manip_mode']=2
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
obj['manip_mode']=0
# Touche Home -> Reset de la vue
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
manip_reset()
# Touche Space -> Play et Pause
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
if scene.objects['Mecanism']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
else:
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
###############################################################################
##
# Initialisation des commandes
##
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))
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['About-cmd-Hl'].setVisible(False,False)
for i in range (1, 9):
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,False)
##
# Highlight des commandes
##
def cmd_hl(cont):
obj = cont.owner
# Activation
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
obj.setVisible(False,True)
scene.objects[obj.name+'-Hl'].setVisible(True,True)
# obj.color = color_cmd_hl
# Play et pause
if obj.name=="Pause" or obj.name=="Play":
if scene.objects['Mecanism']['anim'] == True:
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
else:
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(True,False)
# Désactivation
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['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:
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
else:
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
##
# Click sur les commandes
##
def cmd_click(cont):
obj = cont.owner
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
# Play et pause
if obj.name=="Pause" or obj.name=="Run":
# Pause
if scene.objects['Mecanism']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(True,False)
else:
# Play
anim_play()
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
# Reset-colors
if obj.name=="Reset-colors" :
color_reset()
# Reset-view
if obj.name=="Reset-view" :
manip_reset()
# About
if obj.name=="About-cmd" :
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
scene.objects['About']['anim']= True
anim_pause()
else:
scene.objects['About']['anim'] = False
cine_about.open()
# Aide
if obj.name=="Help-cmd" :
if scene.objects['Mecanism']['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
###############################################################################
##
# Dessiner une cercle (bas niveau)
##
def circle (center, radius, color):
ang = 0
ang_step = 0.1
while ang< 2 * math.pi:
x0 = center[0]+float(radius*math.cos(ang)*0.95)
y0 = center[1]
z0 = center[2]+float(radius*math.sin(ang))
x1 = center[0]+float(radius*math.cos(ang+ang_step)*0.95)
y1 = center[1]
z1 = center[2]+float(radius*math.sin(ang+ang_step))
bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
ang += ang_step
# 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
##
# def manip_init(cont):
def manip_init():
# Configuration du moteur de rendu
eevee.use_eevee_smaa = True
# Fenêtres
scene.objects['About'].setVisible(False,True)
scene.objects['Doc'].setVisible(False,True)
# Mémorisation de la position des composants
for objet in scene.objects['Mecanism']['objects'] :
scene.objects[objet]['init_lx']=scene.objects[objet].worldPosition.x
scene.objects[objet]['init_ly']=scene.objects[objet].worldPosition.y
scene.objects[objet]['init_lz']=scene.objects[objet].worldPosition.z
if 'init_rx' in scene.objects[objet]:
scene.objects[objet]['init_rx'] = scene.objects[objet].worldOrientation.to_euler().x
if 'init_ry' in scene.objects[objet]:
scene.objects[objet]['init_ry'] = scene.objects[objet].worldOrientation.to_euler().y
if 'init_rz' in scene.objects[objet]:
scene.objects[objet]['init_rz'] = scene.objects[objet].worldOrientation.to_euler().z
# Mémorisation de la position de la caméra
scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
# Mémorisation de la position du modèle
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
##
# Atteindre une orientation (bas niveau)
##
def applyRotationTo(obj, rx=None, ry=None, rz=None):
rres=0.001 # resolution rotation
# x
if rx is not None:
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
if obj.worldOrientation.to_euler().x-rx > rres:
obj.applyRotation((-rres, 0, 0), True)
if rx-obj.worldOrientation.to_euler().x > rres:
obj.applyRotation((rres, 0, 0), True)
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
# y
if ry is not None:
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
if obj.worldOrientation.to_euler().y-ry > rres:
obj.applyRotation((0, -rres, 0), True)
if ry-obj.worldOrientation.to_euler().y > rres:
obj.applyRotation((0, rres, 0), True)
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
# z
if rz is not None:
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
if obj.worldOrientation.to_euler().z-rz > rres:
obj.applyRotation((0, 0, -rres), True)
if rz-obj.worldOrientation.to_euler().z > rres:
obj.applyRotation((0, 0, rres), True)
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
##
# Reset de la manipulation de la vue
##
def manip_reset():
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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'] :
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
##
def manip_start(cont):
obj = cont.owner
obj['click_x']=cont.sensors['ClickM'].position[0]
obj['click_y']=cont.sensors['ClickM'].position[1]
##
# Manipulation du modèle ou de la caméra
##
def manip(cont):
obj = cont.owner
sensibilite_orbit=0.0005
sensibilite_pan=0.005
sensibilite_zoom=0.01
delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
# Orbit
if obj['manip_mode']==0:
x0 = scene.objects['Orbit'].worldPosition.x
y0 =scene.objects['Orbit'].worldPosition.y
z0 =scene.objects['Orbit'].worldPosition.z
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
dist_orbit_y_base=200 # Pour 1280 x 720
radius_orbit_y_base=5
diag_base= math.sqrt(1280**2+720**2)
diag= math.sqrt(width**2+height**2)
dist_orbit_y = dist_orbit_y_base*(diag/diag_base)
radius_orbit_y=radius_orbit_y_base*(diag/diag_base)
dist_orbit = math.sqrt(((width/2)-obj['click_x'])**2+((height/2)-obj['click_y'])**2)
if obj['click_y']> height/2 :
dist_orbit = dist_orbit+((math.sqrt(((height/2)-obj['click_y'])**2)/175)*25) # Correction des Y sous le centre ?
if dist_orbit<dist_orbit_y : # Orbit sur xz
circle ([x0,y0,z0], radius_orbit_y_base, color_cmd)
n=10
pas_x=(delta_x*40*sensibilite_orbit)/n
pas_y=(((width/2)-cont.sensors['DownM'].position[0])+((height/2)-cont.sensors['DownM'].position[1]))*0.005
pas_z=(delta_y*40*sensibilite_orbit)/n
for i in range (n):
bge.render.drawLine([x0+pas_x*i, y0+abs(pas_y*math.sin((3.14*i)/n)), z0-pas_z*i],
[x0+pas_x*(i+1), y0+abs(pas_y*math.sin((3.14*(i+1))/n)), z0-pas_z*(i+1)],
[0.8, 0.619, 0.021])
scene.objects['Mecanism'].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)
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)
# 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['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
# Zoom
if obj['manip_mode']==2: # Ctrl
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
##
# Zoom
##
def manip_wheel(cont):
obj = cont.owner
sensibilite_wheel = 20
if cont.sensors['WheelUp'].positive:
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
if cont.sensors['WheelDown'].positive:
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
###############################################################################
# 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)

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simul_about.py Normal file
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import bge # Bibliothèque Blender Game Engine (UPBGE)
import webbrowser
import numpy as np
###############################################################################
# cine_about.py
# @title: A propos du player 3D d'analyse de cinématique
# @project: Blender-EduTech
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
###############################################################################
# UPBGE scene
scene = bge.logic.getCurrentScene()
# Colors
color_link = [0.051, 0.270, 0.279,1] # Turquoise
# color_link = [0.024, 0.006, 0.8, 1] # Bleu
color_link_hl = [0.8, 0.005, 0.315, 1] # Magenta
# UPBGE constants
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
##
# Ouverture
##
def open():
scene.active_camera = scene.objects["Camera-About"]
scene.objects['About_close'].color= color_link
scene.objects['About_screen-up'].color= color_link
scene.objects['About_screen-down'].color= color_link
scene.objects['About_screen']['Text']= "Taille écran : "+str(bge.render.getWindowWidth()) +" x "+str(bge.render.getWindowHeight())
scene.objects['About_link-git'].color= color_link
scene.objects['About_link-git']['Text'] = "Dépôt des sources" # Pas de ô dans Blender
scene.objects['About_link-gpl'].color= color_link
scene.objects['About_link-upbge'].color= color_link
scene.objects['About'].setVisible(True,True)
# Boutons < et > ("640x360", "960x540", "1280x720", "1920x1080")
if bge.render.getWindowWidth() <=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 bge.render.getWindowWidth() >= 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()
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
scene.active_camera = scene.objects["Camera"]
scene.objects['About'].setVisible(False,True)
##
# Highlight
##
def hl(cont):
if cont.sensors['MO'].status == JUST_ACTIVATED:
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_link_hl
if cont.sensors['MO'].status == JUST_RELEASED:
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_link
##
# Liens
##
def link(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
obj = cont.owner
name=obj.name[:-7]
link={
'About_link-git' : 'https://gitlab.com/blender-edutech/kinematic_player',
'About_link-gpl' : 'https://www.gnu.org/licenses/gpl-3.0.html',
'About_link-upbge' : 'https://www.upbge.org'}
webbrowser.open(link [name])
##
# Configuration de l'écran
##
def get_near_pos(array,value):
array = np.asarray(array)
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 :
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']= "Taille écran : "+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()
# 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 :
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']= "Taille écran : "+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()

6
simul_config.xml Normal file
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@ -0,0 +1,6 @@
<data>
<screen>
<width>1280</width>
<height>720</height>
</screen>
</data>

68
simul_doc.py Normal file
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import bge # Bibliothèque Blender Game Engine (UPBGE)
###############################################################################
# cine_doc.py
# @title: Documentation du player 3D d'analyse de cinématique
# @project: Blender-EduTech
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
###############################################################################
# UPBGE scene
scene = bge.logic.getCurrentScene()
# Colors
color_link = [0.051, 0.270, 0.279,1] # Turquoise
# color_link = [0.024, 0.006, 0.8, 1] # Bleu
color_link_hl = [0.8, 0.005, 0.315, 1] # Magenta
# UPBGE constants
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
##
# Ouverture
##
def open():
scene.active_camera = scene.objects["Camera-Doc"]
scene.objects['Doc_close'].color= color_link
scene.objects['Doc'].setVisible(True,True)
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
scene.active_camera = scene.objects["Camera"]
scene.objects['Doc'].setVisible(False,True)
##
# Highlight
##
def hl(cont):
if cont.sensors['MO'].status == JUST_ACTIVATED:
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_link_hl
if cont.sensors['MO'].status == JUST_RELEASED:
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_link