import bge # Bibliothèque Blender Game Engine (UPBGE) import twin # Bibliothèque de l'environnement 3D des jumeaux numériques import math import time ############################################################################### # volrou.py # @title: Commandes pour le volet roulant # @project: Blender-EduTech # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2022-2023 Philippe Roy # @license: GNU GPL ############################################################################### # Récupérer la scène UPBGE scene = bge.logic.getCurrentScene() # Configuration des variables publiques # 'nom_variable' : # - Objet 3D : [nom de l'objet 3D, propriété associée à la valeur (activate ou activated_real), type de la valeur ('d' (digital, binary), 'a', (analog) ou 'n' (numeric)), échelle (1 si ommis)] # - Configuration de la broche : [nom de la propriété stockant l'object broche (pyfirmata), # type de broche par défaut : 'd' (digital), 'a' (analog) ou 'p' (pwm)), mode de la broche par défaut : 'i' (input) ou 'o' (output)] # - Configuration du graphique : ['marque', 'type de ligne', 'couleur', linewidth]] (Codification de Matplotlib) # # 'nom_variable_r' est la valeur réelle de la variable (valeur numérique) 'nom_variable' issue du jumelage numérique. # Dans ce cas, il n'y a pas configuration de broche car elle est présente sur la variable 'nom_variable'. # Ce distinguo ne concerne que les entrées, car les sorties sont pilotées par le numérique. public_vars = { 't' : [['System','time','a'], [], []], 'fdc_h' : [['Microrupteur haut','activated','d'], ['pin', 'd','i'], []], 'fdc_h_r' : [['Microrupteur haut','activated_real','d'], [], []], 'fdc_b' : [['Microrupteur bas','activated','d'], ['pin', 'd','i'], []], 'fdc_b_r' : [['Microrupteur bas','activated_real','d'], [], []], 'bp_m' : [['Bp monter','activated','d'], ['pin', 'd','i'], []], 'bp_m_r' : [['Bp monter','activated_real','d'], [], []], 'bp_d' : [['Bp descendre','activated','d'], ['pin', 'd','i'], []], 'bp_d_r' : [['Bp descendre','activated_real','d'], [], []], 'bp_a' : [['Bp arret','activated','d'], ['pin', 'd','i'], []], 'bp_a_r' : [['Bp arret','activated_real','d'], [], []], 'mot_m' : [['Moteur','up','d'], ['pin_up', 'd','o'], []], 'mot_d' : [['Moteur','down','d'], ['pin_down', 'd','o'], []], 'mot_angle' : [['Moteur','alpha','a'], [], []], 'mot_vitesse' : [['Moteur','speed','a'], [], []], 'mot_pas' : [['Moteur','step','a'], [], []], 'bp_auto' : [['Bp auto','activated','d'], ['pin', 'd','i'], []], 'bp_auto_r' : [['Bp auto','activated_real','d'], [], []], 'bg_auto' : [['Bg auto','activated','d'], ['pin', 'd','i'], []], 'bg_auto_r' : [['Bg auto','activated_real','d'], [], []], 'voy_auto' : [['Led auto','activated','d'], ['pin', 'd','o'], []], 'lum' : [['Recepteur LDR','activated','a'], ['pin', 'd','i'], []], # FIXME : Basculer en analogique 'lum_r' : [['Recepteur LDR','activated_real','a'], [], []]} # Couleurs color_passive = (0.800, 0.005, 0.315,1) # bouton non activable : magenta color_active = (0.799, 0.130, 0.063,1) # bouton activable : orange color_hl = (0.8, 0.8, 0.8, 1) # bouton focus : blanc color_activated = (0.8, 0.619, 0.021, 1) # bouton activé numériquement uniquement : jaune color_activated_real = (0.799, 0.031, 0.038, 1) # élément activé physiquement uniquement : rouge (hors clic) color_activated_dbl = (0.246, 0.687, 0.078, 1) # élément activé physiquement et numériquement : vert clair # 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 ############################################################################### # Initialisation de la scène ############################################################################### def init(cont): if cont.sensors['Init'].positive == False: # 1 seule fois return False twin.manip_init() # Manipulation du modèle 3D twin.cmd_init() # Commandes # Brochage for pin in public_vars: if public_vars[pin][1] != []: scene.objects[public_vars[pin][0][0]][public_vars[pin][1][0]] = None # Groupe de focus pour les actionneurs twin.cycle_def_focusgroup([["Moteur","blue"], ["Capuchon moteur","blue"], ["Arriere moteur","blue"], ["Moteur axe-1","blue"], ["Moteur coupleur","blue-dark"], ["Moteur vis1","grey"], ["Moteur vis2","grey"]], "Moteur : mot_m(True | False), mot_d(True | False)") twin.cycle_def_focusgroup([["Led auto", "led_yellow"]], "Voyant témoin mode automatique : voy_auto(True | False)") # twin.cycle_def_focusgroup([["Bg auto", "color_active"], # ["Bg auto-on", "color_active"]], "Voyant témoin mode automatique : voy_auto(True | False)") # Description des composants sensibles scene.objects['Bp monter']['description']="Bouton poussoir monter volet : bp_m()" scene.objects['Bp descendre']['description']="Bouton poussoir descendre volet : bp_d()" scene.objects['Bp arret']['description']="Bouton poussoir arrêt volet : bp_a()" scene.objects['Bp auto']['description']="Bouton poussoir mode automatique : bp_auto()" scene.objects['Bg auto']['description']="Bouton à glissière mode automatique : bg_auto()" scene.objects['Bg auto-on']['description']="Bouton à glissière mode automatique : bg_auto()" scene.objects['Microrupteur haut']['description']="Capteur fin de course volet en haut : fdc_h()" scene.objects['Microrupteur bas']['description']="Capteur fin de course volet en bas : fdc_b()" scene.objects['Recepteur LDR']['description']="Capteur de luminosité (LDR) : lum()" system_init() # Initialisation du système def get_public_vars(): return public_vars ############################################################################### # Actionneurs ############################################################################### ## # Moteur et volet ## def mot (cont): if scene.objects['System']['run']: obj = cont.owner layer = 0 # Monter if obj['up']: # Physique du modèle 3D if obj['prior']: # Physique (sens horaire -> négatif) obj['step'] = abs(scene.objects['Axe enrouleur'].worldOrientation.to_euler().x - scene.objects['Axe enrouleur']['last_alpha']) obj['alpha']=obj['last_alpha'] - obj['step'] if scene.objects['System']['time'] != obj['last_time']: obj['speed']= -obj['step']/(scene.objects['System']['time']-obj['last_time']) # print (obj['speed'], obj['step'],scene.objects['System']['time']-obj['last_time'], scene.objects['System']['time'], obj['last_time']) # Animation if obj['frame_down']<105: # Volet pas cassé if obj['frame_up'] <0: # Réinit entre 0 et -4 obj['frame_up']=0 if obj['frame_up']<110 : # Cycle normal de 0 à 100 (butée en 110) start = obj['frame_up'] end = 111 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = 0.4 # FIXME scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, 135, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, 135, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) 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) obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer) else: # Tourner sans fin # vitesse = 0.015 vitesse = 0.03 pas_axe_enrouleur = 0.5 pas_axe_fdc = 0.5/3 # scene.objects['Axe enrouleur'].applyRotation((pas_axe_enrouleur*vitesse, 0, 0), True) scene.objects['Axe fdc'].stopAction(layer) scene.objects['Axe fdc'].applyRotation((-pas_axe_fdc*vitesse, 0, 0), True) if obj['frame_up'] ==170: # Réinit obj['frame_up']=110 start = obj['frame_up'] end = 171 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = 0.4 # FIXME scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) 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) obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer) obj['frame_down']= 100-obj['frame_up'] # Physique après mouvement (last_*) scene.objects['Axe enrouleur']['last_alpha'] = scene.objects['Axe enrouleur'].worldOrientation.to_euler().x obj['last_time'] = scene.objects['System']['time'] obj['last_alpha'] = obj['alpha'] # Modele 3D -> Arduino if scene.objects['System']['twins'] and obj['prior_real']: if scene.objects['Moteur']['pin_m'] is not None: if scene.objects['Moteur']['pin_d'] is not None: scene.objects['Moteur']['pin_d'].write(0) scene.objects['Moteur']['pin_m'].write(1) # Descendre if obj['down']: # Physique du modèle 3D if obj['prior']: # Physique (sens trigo -> positif) obj['step'] = abs(scene.objects['Axe enrouleur'].worldOrientation.to_euler().x - scene.objects['Axe enrouleur']['last_alpha']) obj['alpha']=obj['last_alpha'] + obj['step'] if scene.objects['System']['time'] != obj['last_time']: obj['speed']= obj['step']/(scene.objects['System']['time']-obj['last_time']) # print (round(obj['last_alpha'], 3), round(obj['step'], 3), round(obj['alpha'], 3), round(obj['speed'], 3), # round(scene.objects['Axe enrouleur']['last_alpha'],3), round(scene.objects['Axe enrouleur'].worldOrientation.to_euler().x,3)) # Animation if obj['frame_up']<105: # Volet pas cassé if obj['frame_down'] <0: # Réinit entre 0 et -4 obj['frame_down']=0 if obj['frame_down']<135 : # Cycle normal de 0 à 100 (butée en 135) start = obj['frame_down'] end = 136 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = 0.4 # FIXME scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Axe fdc'].playAction('Axe fdc-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 1'].playAction('Lame volet 1-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 2'].playAction('Lame volet 2-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 3'].playAction('Lame volet 3-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 4'].playAction('Lame volet 4-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 5'].playAction('Lame volet 5-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 6'].playAction('Lame volet 6-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 7'].playAction('Lame volet 7-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 8'].playAction('Lame volet 8-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 9'].playAction('Lame volet 9-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 10'].playAction('Lame volet 10-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 11'].playAction('Lame volet 11-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 12'].playAction('Lame volet 12-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 13'].playAction('Lame volet 13-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) obj['frame_down'] = scene.objects['Axe enrouleur'].getActionFrame(layer) else: # Tourner sans fin et volet cassé scene.objects['Axe enrouleur'].stopAction(layer) scene.objects['Axe fdc'].stopAction(layer) scene.objects['Lame volet 1'].stopAction(layer) scene.objects['Lame volet 2'].stopAction(layer) scene.objects['Lame volet 3'].stopAction(layer) scene.objects['Lame volet 4'].stopAction(layer) scene.objects['Lame volet 5'].stopAction(layer) scene.objects['Lame volet 6'].stopAction(layer) scene.objects['Lame volet 7'].stopAction(layer) scene.objects['Lame volet 8'].stopAction(layer) scene.objects['Lame volet 9'].stopAction(layer) scene.objects['Lame volet 10'].stopAction(layer) scene.objects['Lame volet 11'].stopAction(layer) scene.objects['Lame volet 12'].stopAction(layer) scene.objects['Lame volet 13'].stopAction(layer) vitesse = 0.03 # FIXME # vitesse = 0.015 pas_axe_enrouleur = 0.5 pas_axe_fdc = 0.5/3 pas_volet = 10 scene.objects['Axe enrouleur'].applyRotation((-pas_axe_enrouleur*vitesse, 0, 0), True) scene.objects['Axe fdc'].applyRotation((pas_axe_fdc*vitesse, 0, 0), True) scene.objects['Lame volet 1'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 2'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 3'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 4'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 5'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 6'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 7'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 8'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 9'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 10'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 11'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 12'].applyMovement((0, 0, -pas_volet*vitesse), False) scene.objects['Lame volet 13'].applyMovement((0, 0, -pas_volet*vitesse), False) obj['frame_down'] +=1 obj['frame_up']= 100-obj['frame_down'] # Physique après mouvement (last_*) scene.objects['Axe enrouleur']['last_alpha'] = scene.objects['Axe enrouleur'].worldOrientation.to_euler().x obj['last_time'] = scene.objects['System']['time'] obj['last_alpha'] = obj['alpha'] # Modele 3D -> Arduino if scene.objects['System']['twins'] and obj['prior_real']: if scene.objects['Moteur']['pin_d'] is not None: if scene.objects['Moteur']['pin_m'] is not None: scene.objects['Moteur']['pin_m'].write(0) scene.objects['Moteur']['pin_d'].write(1) # Arrêt if obj['up'] == False and obj['down'] == False: # Physique du modèle 3D if obj['prior']: obj['speed']= 0 scene.objects['Axe enrouleur']['last_alpha'] = scene.objects['Axe enrouleur'].worldOrientation.to_euler().x obj['last_time'] = scene.objects['System']['time'] obj['last_alpha'] = obj['alpha'] # Animation if scene.objects['Axe enrouleur'].isPlayingAction(layer): scene.objects['Axe enrouleur'].stopAction(layer) scene.objects['Axe fdc'].stopAction(layer) scene.objects['Lame volet 1'].stopAction(layer) scene.objects['Lame volet 2'].stopAction(layer) scene.objects['Lame volet 3'].stopAction(layer) scene.objects['Lame volet 4'].stopAction(layer) scene.objects['Lame volet 5'].stopAction(layer) scene.objects['Lame volet 6'].stopAction(layer) scene.objects['Lame volet 7'].stopAction(layer) scene.objects['Lame volet 8'].stopAction(layer) scene.objects['Lame volet 9'].stopAction(layer) scene.objects['Lame volet 10'].stopAction(layer) scene.objects['Lame volet 11'].stopAction(layer) scene.objects['Lame volet 12'].stopAction(layer) scene.objects['Lame volet 13'].stopAction(layer) # Modele 3D -> Arduino if scene.objects['System']['twins'] and obj['prior_real']: if scene.objects['Moteur']['pin_d'] is not None: if scene.objects['Moteur']['pin_m'] is not None: scene.objects['Moteur']['pin_m'].write(0) scene.objects['Moteur']['pin_d'].write(0) ############################################################################### # Capteurs fin de course ############################################################################### ## # Etat capteur fin de course volet en haut ## def fdc_h (cont): if scene.objects['System']['run'] : obj = cont.owner # Arduino -> Modele 3D if scene.objects['System']['twins'] and obj['prior_real']: if obj['pin'] is not None: if obj['pin'].read()==True and obj['activated_real'] == False : obj['activated_real'] = True if obj['pin'].read()==False and obj['activated_real'] == True : obj['activated_real'] = False # Etat capteur en fonction du volet scene.objects['Axe fdc']['rx']= scene.objects['Axe fdc'].localOrientation.to_euler().x *(180/math.pi) if scene.objects['Axe fdc']['rx'] >= -175 and scene.objects['Axe fdc']['rx'] <= -155 and obj['activated'] == False and obj['prior']: obj['activated'] = True if scene.objects['Axe fdc']['rx'] < -175 or scene.objects['Axe fdc']['rx'] > -155 and obj['activated'] == True and obj['prior']: obj['activated'] = False # Forçage par clic if obj['click'] == True and obj['prior']: obj['activated'] = True # Couleurs twin.cycle_sensitive_color(obj) ## # Etat capteur fin de course volet en bas ## def fdc_b (cont): if scene.objects['System']['run'] : obj = cont.owner # Arduino -> Modele 3D if scene.objects['System']['twins'] and obj['prior_real']: if obj['pin'] is not None: if obj['pin'].read()==True and obj['activated_real'] == False : obj['activated_real'] = True if obj['pin'].read()==False and obj['activated_real'] == True : obj['activated_real'] = False # Etat capteur en fonction du volet if scene.objects['Axe fdc']['rx'] >= -10 and scene.objects['Axe fdc']['rx'] <= 10 and obj['activated'] == False and obj['prior']: obj['activated'] = True if scene.objects['Axe fdc']['rx'] < -10 or scene.objects['Axe fdc']['rx'] > 10 and obj['activated'] == True and obj['prior']: obj['activated'] = False # Forçage par clic if obj['click'] == True and obj['prior']: obj['activated'] = True # Couleurs twin.cycle_sensitive_color(obj) ############################################################################### # Système ############################################################################### ## # Initialisation du système # Le moteur est géré en continue. ## def system_init (): # Voyants statiques scene.objects['Led capteur courant'].setVisible(True,False) scene.objects['Led capteur courant-on'].setVisible(False,False) scene.objects['Led moteur'].setVisible(True,False) scene.objects['Led moteur-on'].setVisible(False,False) scene.objects['Led alimentation'].setVisible(True,False) scene.objects['Led alimentation-on'].setVisible(False,False) system_reset() ## # Réinitialisation du système ## def system_reset (): # Entrées à l'état initial objs= ['Bp monter', 'Bp arret', 'Bp descendre', 'Bp auto', 'Bg auto', 'Microrupteur haut','Microrupteur bas', 'Recepteur LDR'] for obj in objs: scene.objects[obj]['activated']=False scene.objects[obj]['activated_real']=False scene.objects['Bg auto-on'].setVisible(False,False) # Voyants aux états initiaux scene.objects['Led auto']['activated']=False scene.objects['Led auto'].setVisible(True,False) scene.objects['Led auto-on'].setVisible(False,False) # Volet et moteur scene.objects['Moteur']['up']=False scene.objects['Moteur']['down']=False scene.objects['Moteur']['alpha']=0 scene.objects['Moteur']['last_alpha']=0 scene.objects['Moteur']['speed']=0 scene.objects['Moteur']['speed_setting']=125.6 # Vitesse du moteur numérique : 125.6 rad /s ( 20 tr / s ) scene.objects['Moteur']['step']=0 scene.objects['Axe enrouleur']['last_alpha']=scene.objects['Axe enrouleur'].worldOrientation.to_euler().x obj = scene.objects['Moteur'] start = 49 end = 50 priority = 1 layer = 0 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = 0.4 scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) 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) obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer) obj['frame_down']= 100-obj['frame_up'] # Priorités activées objs= ['Bp monter', 'Bp arret', 'Bp descendre', 'Bp auto', 'Bg auto', 'Microrupteur haut','Microrupteur bas', 'Recepteur LDR', 'Moteur', 'Led auto'] for obj in objs: scene.objects[obj]['prior']=True scene.objects[obj]['prior_real']=True