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 Philippe Roy # @license: GNU GPL ############################################################################### # Récupérer la scène UPBGE scene = bge.logic.getCurrentScene() # 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 : jaune # 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 system_init() # Initialisation du système ############################################################################### # Voyants ############################################################################### ## # Etat voyant mode automatique # Modele 3d -> Arduino : FIXME # Arduino -> Modele 3d : FIXME ## def voy_auto (cont): if scene.objects['System']['run']: obj = cont.owner if obj['activated'] and scene.objects['Led auto-on'].visible == False: scene.objects['Led auto-on'].setVisible(True,False) scene.objects['Led auto'].setVisible(False,False) if obj['activated']==False and scene.objects['Led auto-on'].visible == True: scene.objects['Led auto'].setVisible(True,False) scene.objects['Led auto-on'].setVisible(False,False) ############################################################################### # Actionneurs ############################################################################### ## # Moteur et volet # Modele 3d -> Arduino : FIXME # Arduino -> Modele 3d : FIXME ## def mot (cont): if scene.objects['System']['run']: # scene.objects['System'].applyMovement((0, 0, 0), False) # scene.objects['System'].applyRotation((0, 0, 0), True) obj = cont.owner layer = 0 # Monter if obj['up']: 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 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 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'] # Descendre if obj['down']: 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 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 # 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'] # Arrêt if obj['up'] == False and obj['down'] == False: 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) ############################################################################### # Capteurs fin de course ############################################################################### ## # Etat capteur fin de course volet en haut # Modele 3d -> Arduino : FIXME # Arduino -> Modele 3d : FIXME ## def fdc_h (cont): if scene.objects['System']['run'] : obj = cont.owner # 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 : obj['activated'] = True if scene.objects['Axe fdc']['rx'] < -175 or scene.objects['Axe fdc']['rx'] > -155 and obj['activated'] == True : obj['activated'] = False # Forçage (click) if obj['click'] == True: obj['activated'] = True # Couleurs if obj['activated'] == True and obj.color !=color_activated: obj.color =color_activated if obj['activated'] == False : if obj['mo'] == True and obj.color !=color_hl: obj.color =color_hl if obj['mo'] == False and obj.color !=color_active: obj.color =color_active ## # Etat capteur fin de course volet en bas # Modele 3d -> Arduino : FIXME # Arduino -> Modele 3d : FIXME ## def fdc_b (cont): if scene.objects['System']['run'] : obj = cont.owner # Etat capteur en fonction du volet if scene.objects['Axe fdc']['rx'] >= -10 and scene.objects['Axe fdc']['rx'] <= 10 and obj['activated'] == False : obj['activated'] = True if scene.objects['Axe fdc']['rx'] < -10 or scene.objects['Axe fdc']['rx'] > 10 and obj['activated'] == True : obj['activated'] = False # Forçage (click) if obj['click'] == True: obj['activated'] = True # Couleurs if obj['activated'] == True and obj.color !=color_activated: obj.color =color_activated if obj['activated'] == False : if obj['mo'] == True and obj.color !=color_hl: obj.color =color_hl if obj['mo'] == False and obj.color !=color_active: obj.color =color_active ############################################################################### # Boutons ############################################################################### # Modele 3d -> Arduino : FIXME # Arduino -> Modele 3d : FIXME # Arduino -> numérique # bt_a_m_txt = txt_extrac_bool(serial_msg,"bt_a_m: ") # bt_a_d_txt = txt_extrac_bool(serial_msg,"bt_a_d: ") # bt_b_m_txt = txt_extrac_bool(serial_msg,"bt_b_m: ") # bt_b_d_txt = txt_extrac_bool(serial_msg,"bt_b_d: ") # bt_c_m_txt = txt_extrac_bool(serial_msg,"bt_c_m: ") # bt_c_d_txt = txt_extrac_bool(serial_msg,"bt_c_d: ") # bp_phy('Bp Am', bt_a_m_txt) # bp_phy('Bp Ad', bt_a_d_txt) # bp_phy('Bp Bm', bt_b_m_txt) # bp_phy('Bp Bd', bt_b_d_txt) # bp_phy('Bp Cm', bt_c_m_txt) # bp_phy('Bp Cd', bt_c_d_txt) # # Affichage de l'activation physique des boutons # def bp_phy(obj_name, bp_phy_sig): # obj=scene.objects[obj_name] # if bp_phy_sig =="0": # obj['actif_phy'] = True # obj.color = couleur_jaune # else: # if obj['actif_phy']: # obj['actif_phy'] = False # obj.color = couleur_orange ############################################################################### # 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 (): # Voyants aux états initiaux scene.objects['Led auto'].setVisible(True,False) scene.objects['Led auto-on'].setVisible(False,False) # Volet 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) # 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 scene.objects['Bp monter']['activated']=False scene.objects['Bp arret']['activated']=False scene.objects['Bp descendre']['activated']=False scene.objects['Bp auto']['activated']=False scene.objects['Microrupteur haut']['activated']=False scene.objects['Microrupteur bas']['activated']=False scene.objects['Moteur']['up']=False scene.objects['Moteur']['down']=False scene.objects['Recepteur LDR']['activated']=False