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||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
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||||
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|
||||
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|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
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||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
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|
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|
||||
|
||||
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|
||||
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|
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||||
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|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
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||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
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||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
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|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
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||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
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|
||||
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|
||||
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|
||||
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||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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If, pursuant to or in connection with a single transaction or
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|
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|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
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|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
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|
||||
parties who would receive the covered work from you, a discriminatory
|
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patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
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|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
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|
||||
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|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
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|
||||
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|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
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|
||||
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|
||||
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|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
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|
||||
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|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
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|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
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|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
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|
||||
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|
||||
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|
||||
copy of the Program in return for a fee.
|
||||
|
||||
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
|
||||
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|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
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# Simulateur de programmation d'un portail coulissant
|
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|
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|
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|
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|
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|
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Maquette numérique
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|
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|
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|
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|
||||
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|
||||
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|
||||
|
||||
Using Creative Commons Public Licenses
|
||||
|
||||
Creative Commons public licenses provide a standard set of terms and
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Considerations for licensors: Our public licenses are intended for use
|
||||
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|
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|
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|
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|
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|
30
portail_coulissant/README.md
Normal file
30
portail_coulissant/README.md
Normal file
@ -0,0 +1,30 @@
|
||||
# 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
|
735
portail_coulissant/porcou.py
Normal file
735
portail_coulissant/porcou.py
Normal file
@ -0,0 +1,735 @@
|
||||
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
|
52
portail_coulissant/porcou_cmd.py
Normal file
52
portail_coulissant/porcou_cmd.py
Normal file
@ -0,0 +1,52 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
from porcou_lib import * # Bibliothèque portail coulissant
|
||||
|
||||
###############################################################################
|
||||
# porcou_cmd.py
|
||||
# @title: Commandes du portail coulissant
|
||||
###############################################################################
|
||||
|
||||
###############################################################################
|
||||
# Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
|
||||
###############################################################################
|
||||
|
||||
threads=[]
|
||||
scene = bge.logic.getCurrentScene()
|
||||
|
||||
def start():
|
||||
thread_start(threads, commandes)
|
||||
|
||||
def stop():
|
||||
thread_stop(threads)
|
||||
|
||||
###############################################################################
|
||||
# Instructions élémentaires pour le portail coulissant
|
||||
#
|
||||
# Actions (ordre = True ou False) :
|
||||
# - Gyrophare : gyr (True|False)
|
||||
# - Ouvrir le portail (moteur sens trigo) : mot_o (True|False)
|
||||
# - Fermer le portail (moteur sens horaire) : mot_f (True|False)
|
||||
# - Emetteur pour le capteur barrage IR : ir_emet(True|False)
|
||||
#
|
||||
# Capteurs (valeur retournée = True ou False) :
|
||||
# - Capteur fin de course portail ouvert : fc_o()
|
||||
# - Capteur fin de course portail fermé : fc_f()
|
||||
# - Capteur barrage IR (absence d'obstacle) : ir_recep()
|
||||
#
|
||||
# Pupitre (valeur retournée = True ou False) :
|
||||
# - Bouton poussoir coté rue : bp_ext()
|
||||
# - Bouton poussoir coté cour : bp_int()
|
||||
#
|
||||
# Gestion du temps :
|
||||
# - Temporisation en seconde : tempo(duree)
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
def commandes():
|
||||
|
||||
# Coder vos commandes ici ...
|
||||
|
||||
gyr(True) # Activer le gyrophare
|
||||
|
||||
print ("Thread #", len(threads)-1, "arrivé au bout -> fermeture.") # Tâche close (thread) << NE PAS MODIFIER CETTE LIGNE >>
|
||||
scene.objects['Systeme']['thread_run']=False # Fin du cycle << NE PAS MODIFIER CETTE LIGNE >>
|
147
portail_coulissant/porcou_lib.py
Normal file
147
portail_coulissant/porcou_lib.py
Normal file
@ -0,0 +1,147 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
import threading # Multithreading
|
||||
import trace
|
||||
import sys
|
||||
import time
|
||||
|
||||
###############################################################################
|
||||
# porcou_lib.py
|
||||
# @title: Bibliothèque utilisateur du portail coulissant (pcl_*)
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Ce simulateur est un environnement 3D programmable en Python.
|
||||
# Il est destiné à la découverte de la programmation de système pluritechnique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer l'objet portail coulissant
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
###############################################################################
|
||||
# Méthode kill pour les tâches (threads)
|
||||
###############################################################################
|
||||
|
||||
class thread_with_trace(threading.Thread):
|
||||
def __init__(self, *args, **keywords):
|
||||
threading.Thread.__init__(self, *args, **keywords)
|
||||
self.killed = False
|
||||
|
||||
def start(self):
|
||||
self.__run_backup = self.run
|
||||
self.run = self.__run
|
||||
threading.Thread.start(self)
|
||||
|
||||
def __run(self):
|
||||
sys.settrace(self.globaltrace)
|
||||
self.__run_backup()
|
||||
self.run = self.__run_backup
|
||||
|
||||
def globaltrace(self, frame, event, arg):
|
||||
if event == 'call':
|
||||
return self.localtrace
|
||||
else:
|
||||
return None
|
||||
|
||||
def localtrace(self, frame, event, arg):
|
||||
if self.killed:
|
||||
if event == 'line':
|
||||
raise SystemExit()
|
||||
return self.localtrace
|
||||
|
||||
def kill(self):
|
||||
self.killed = True
|
||||
|
||||
###############################################################################
|
||||
# Start et stop des tâches (threads)
|
||||
###############################################################################
|
||||
|
||||
def thread_start(threads, commandes):
|
||||
threads.append(thread_with_trace(target = commandes))
|
||||
threads[len(threads)-1].start()
|
||||
scene.objects['Systeme']['thread_run']=True
|
||||
scene.objects['Systeme']['thread_alive']=True
|
||||
print ("Thread #", len(threads)-1, "ouvert.")
|
||||
|
||||
def thread_stop(threads):
|
||||
i=0
|
||||
zombie_flag=False
|
||||
for t in threads:
|
||||
if not t.is_alive():
|
||||
print ("Thread #",i,"fermé.")
|
||||
else:
|
||||
print ("Thread #",i,"encore ouvert ...")
|
||||
t.kill()
|
||||
t.join()
|
||||
if not t.is_alive():
|
||||
print ("Thread #",i,"tué.")
|
||||
else:
|
||||
print ("Thread #",i,"zombie ...")
|
||||
zombie_flag=True
|
||||
i +=1
|
||||
if zombie_flag==False:
|
||||
scene.objects['Systeme']['thread_alive']=False
|
||||
print ("Tous les threads sont fermés.")
|
||||
else:
|
||||
print ("Il reste des threads zombies.")
|
||||
|
||||
###############################################################################
|
||||
# Actionneurs
|
||||
###############################################################################
|
||||
|
||||
# Ordres utilisateur du clignotant
|
||||
def gyr (ordre):
|
||||
scene.objects['Module led']['actif']=ordre
|
||||
|
||||
# Ordres utilisateur du moteur
|
||||
def mot_o (ordre):
|
||||
scene.objects['Ensemble moteur']['actif_ouvrir']=ordre
|
||||
|
||||
def mot_f (ordre):
|
||||
scene.objects['Ensemble moteur']['actif_fermer']=ordre
|
||||
|
||||
# Ordre utilisateur du capteur barrage IR
|
||||
def ir_emet(ordre):
|
||||
scene.objects['Module emetteur IR']['actif']=ordre
|
||||
|
||||
###############################################################################
|
||||
# Capteurs
|
||||
###############################################################################
|
||||
|
||||
# Compte-rendu utilisateur du capteur fin de course portail ouvert
|
||||
def fc_o ():
|
||||
return scene.objects['Capteur fdc ouvert']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du capteur fin de course portail ouvert
|
||||
def fc_f ():
|
||||
return scene.objects['Capteur fdc ferme']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du capteur barrage IR
|
||||
def ir_recep ():
|
||||
if scene.objects['Module recepteur IR']['actif'] :
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
###############################################################################
|
||||
# Boutons poussoirs
|
||||
###############################################################################
|
||||
|
||||
# Compte-rendu utilisateur du bouton pousssoir coté rue
|
||||
def bp_ext ():
|
||||
return scene.objects['Module bouton cote rue']['actif']
|
||||
|
||||
# Compte-rendu utilisateur du bouton pousssoir coté cour
|
||||
def bp_int ():
|
||||
return scene.objects['Module bouton cote cour']['actif']
|
||||
|
||||
###############################################################################
|
||||
# Temporisation
|
||||
###############################################################################
|
||||
|
||||
def tempo (duree):
|
||||
time.sleep(duree)
|
BIN
portail_coulissant/portail_coulissant-11.blend
Normal file
BIN
portail_coulissant/portail_coulissant-11.blend
Normal file
Binary file not shown.
788
simul.py
Normal file
788
simul.py
Normal file
@ -0,0 +1,788 @@
|
||||
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)
|
239
simul_about.py
Normal file
239
simul_about.py
Normal file
@ -0,0 +1,239 @@
|
||||
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
6
simul_config.xml
Normal file
@ -0,0 +1,6 @@
|
||||
<data>
|
||||
<screen>
|
||||
<width>1280</width>
|
||||
<height>720</height>
|
||||
</screen>
|
||||
</data>
|
68
simul_doc.py
Normal file
68
simul_doc.py
Normal file
@ -0,0 +1,68 @@
|
||||
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
|
Loading…
Reference in New Issue
Block a user