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https://forge.apps.education.fr/blender-edutech/jumeaux-numeriques.git
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Comportement des capteurs de fin de course du volet
This commit is contained in:
parent
3add0238cd
commit
fae3d690b9
3
twin.py
3
twin.py
@ -565,7 +565,8 @@ def cycle_hl(cont):
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def cycle_click(cont):
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obj = cont.owner
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# name=obj.name
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if scene.objects['System']['run'] ==False:
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return
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# Passif
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if "active" in obj.getPropertyNames():
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volet_roulant/volet_roulant-17.blend
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volet_roulant/volet_roulant-17.blend
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Binary file not shown.
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@ -85,65 +85,131 @@ def mot (cont):
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obj = cont.owner
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print (obj['frame_up'], obj['frame_down'])
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layer = 0
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# bge.render.drawLine([0,0,0],[1,1,1], (0.8, 0.8, 0.8, 1)) # Redraw pour l'éclairage de la scène
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# Monter
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if obj['up']:
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start = obj['frame_up']
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end = 100
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.2
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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obj['frame_down']= 100-obj['frame_up']
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# FIXME : Touner sans fin
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if obj['frame_down']<105: # Volet pas cassé
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if obj['frame_up'] <0: # Réinit entre 0 et -4
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obj['frame_up']=0
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if obj['frame_up']<104 : # Cycle normal de 0 à 100 (buté en 105)
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start = obj['frame_up']
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end = 105
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, 135, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, 135, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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else: # Tourner sans fin
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scene.objects['Axe enrouleur'].stopAction(layer)
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scene.objects['Axe fdc'].stopAction(layer)
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scene.objects['Lame volet 1'].stopAction(layer)
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scene.objects['Lame volet 2'].stopAction(layer)
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scene.objects['Lame volet 3'].stopAction(layer)
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scene.objects['Lame volet 4'].stopAction(layer)
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scene.objects['Lame volet 5'].stopAction(layer)
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scene.objects['Lame volet 6'].stopAction(layer)
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scene.objects['Lame volet 7'].stopAction(layer)
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scene.objects['Lame volet 8'].stopAction(layer)
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scene.objects['Lame volet 9'].stopAction(layer)
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scene.objects['Lame volet 10'].stopAction(layer)
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scene.objects['Lame volet 11'].stopAction(layer)
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scene.objects['Lame volet 12'].stopAction(layer)
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scene.objects['Lame volet 13'].stopAction(layer)
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vitesse = 0.015
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pas_axe_enrouleur = 0.5
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pas_axe_fdc = 0.5/3
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scene.objects['Axe enrouleur'].applyRotation((pas_axe_enrouleur*vitesse, 0, 0), True)
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scene.objects['Axe fdc'].applyRotation((-pas_axe_fdc*vitesse, 0, 0), True)
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# scene.objects['Volet'].applyRotation((pas_axe_enrouleur*vitesse, 0, 0), True)
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obj['frame_up'] +=1
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obj['frame_down']= 100-obj['frame_up']
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# Descendre
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if obj['down']:
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start = obj['frame_down']
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end = 100
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.2
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_down'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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obj['frame_up']= 100-obj['frame_down']
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# FIXME : Touner sans fin
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if obj['frame_up']<105: # Volet pas cassé
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if obj['frame_down'] <0: # Réinit entre 0 et -4
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obj['frame_down']=0
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if obj['frame_down']<134 : # Cycle normal de 0 à 100 (buté en 135)
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start = obj['frame_down']
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end = 135
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_down'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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else: # Tourner sans fin et volet cassé
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scene.objects['Axe enrouleur'].stopAction(layer)
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scene.objects['Axe fdc'].stopAction(layer)
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scene.objects['Lame volet 1'].stopAction(layer)
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scene.objects['Lame volet 2'].stopAction(layer)
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scene.objects['Lame volet 3'].stopAction(layer)
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scene.objects['Lame volet 4'].stopAction(layer)
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scene.objects['Lame volet 5'].stopAction(layer)
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scene.objects['Lame volet 6'].stopAction(layer)
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scene.objects['Lame volet 7'].stopAction(layer)
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scene.objects['Lame volet 8'].stopAction(layer)
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scene.objects['Lame volet 9'].stopAction(layer)
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scene.objects['Lame volet 10'].stopAction(layer)
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scene.objects['Lame volet 11'].stopAction(layer)
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scene.objects['Lame volet 12'].stopAction(layer)
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scene.objects['Lame volet 13'].stopAction(layer)
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vitesse = 0.015
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pas_axe_enrouleur = 0.5
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pas_axe_fdc = 0.5/3
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pas_volet = 10
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scene.objects['Axe enrouleur'].applyRotation((-pas_axe_enrouleur*vitesse, 0, 0), True)
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scene.objects['Axe fdc'].applyRotation((pas_axe_fdc*vitesse, 0, 0), True)
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scene.objects['Lame volet 1'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 2'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 3'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 4'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 5'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 6'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 7'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 8'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 9'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 10'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 11'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 12'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 13'].applyMovement((0, 0, -pas_volet*vitesse), False)
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obj['frame_down'] +=1
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obj['frame_up']= 100-obj['frame_down']
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# Arrêt
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if obj['up'] == False and obj['down'] == False:
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@ -178,13 +244,29 @@ def fdc_h (cont):
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if scene.objects['System']['run'] :
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obj = cont.owner
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# Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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# FIXME : animation par keyframe
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# if scene.objects['Portail'].localPosition.x <= 0 and obj['activated'] == False :
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# Etat capteur en fonction du volet
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if scene.objects['Moteur']['frame_up'] >= 95 and scene.objects['Moteur']['frame_up'] <= 105 and obj['activated'] == False :
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obj['activated'] = True
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if (scene.objects['Moteur']['frame_up'] < 95 or scene.objects['Moteur']['frame_up'] > 105) and obj['activated'] == True :
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obj['activated'] = False
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# if scene.objects['Moteur']['frame_up'] >= 95 and obj['activated'] == False :
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# obj['activated'] = True
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# if scene.objects['Portail'].localPosition.x > 0 and obj['activated'] == True :
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# if scene.objects['Moteur']['frame_up'] < 95 and obj['activated'] == True :
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# obj['activated'] = False
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if scene.objects['Moteur']['frame_up']>105:
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frame = scene.objects['Moteur']['frame_up'] % 2500
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# print ("Frame modulo :", frame)
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if frame >= 0 and frame <= 100 and obj['activated'] == False :
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obj['activated'] = True
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if frame > 100 and obj['activated'] == True :
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obj['activated'] = False
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# if frame >= 2295 and frame <= 2425 and obj['activated'] == False :
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# obj['activated'] = True
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# if frame < 2295 and frame > 2425 and obj['activated'] == True :
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# obj['activated'] = False
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# Forçage (click)
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if obj['click'] == True:
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obj['activated'] = True
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@ -208,12 +290,18 @@ def fdc_b (cont):
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if scene.objects['System']['run'] :
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obj = cont.owner
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# Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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# FIXME : animation par keyframe
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# if scene.objects['Portail'].localPosition.x >= 218 and obj['activated'] == False :
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# obj['activated'] = True
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# if scene.objects['Portail'].localPosition.x < 218 and obj['activated'] == True :
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# obj['activated'] = False
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# Etat capteur en fonction du volet
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if scene.objects['Moteur']['frame_down'] >= 95 and scene.objects['Moteur']['frame_down'] <= 105 and obj['activated'] == False :
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obj['activated'] = True
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if (scene.objects['Moteur']['frame_down'] < 95 or scene.objects['Moteur']['frame_down'] > 105) and obj['activated'] == True :
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obj['activated'] = False
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if scene.objects['Moteur']['frame_down']>105:
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frame = scene.objects['Moteur']['frame_down'] % 2500
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# print ("Frame modulo :", frame)
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if frame >= 2295 and frame <= 2425 and obj['activated'] == False :
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obj['activated'] = True
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if frame < 2295 and frame > 2425 and obj['activated'] == True :
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obj['activated'] = False
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# Forçage (click)
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if obj['click'] == True:
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@ -292,7 +380,34 @@ def system_reset ():
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scene.objects['Led auto-on'].setVisible(False,False)
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# Volet
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# FIXME : animation par keyframe
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obj = scene.objects['Moteur']
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start = 49
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end = 50
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priority = 1
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layer = 0
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 6'].playAction('Lame volet 6-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 7'].playAction('Lame volet 7-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 8'].playAction('Lame volet 8-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 9'].playAction('Lame volet 9-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 10'].playAction('Lame volet 10-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 11'].playAction('Lame volet 11-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 12'].playAction('Lame volet 12-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
print ("reset")
|
||||
obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
|
||||
obj['frame_down']= 100-obj['frame_up']
|
||||
|
||||
# I/O à l'état initial
|
||||
scene.objects['Led auto']['activated']=False
|
||||
|
Loading…
Reference in New Issue
Block a user