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 du brochage du jumeau réel pin_config = { 'fdc_h' : [['d','i'],['Microrupteur haut','pin']], 'fdc_b' : [['d','i'],['Microrupteur bas','pin']], 'bp_m' : [['d','i'],['Bp monter','pin']], 'bp_d' : [['d','i'],['Bp descendre','pin']], 'bp_a' : [['d','i'],['Bp arret','pin']], 'mot_m' : [['d','o'],['Moteur','pin_m']], 'mot_d' : [['d','o'],['Moteur','pin_d']], 'bp_auto' : [['d','i'],['Bp auto','pin']], 'voy_auto' : [['d','o'],['Led auto','pin']], 'lum' : [['d','i'],['Recepteur LDR','pin']]} # 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 pin_config: # print (pin_config[pin][1][0], pin_config[pin][1][1]) scene.objects[pin_config[pin][1][0]][pin_config[pin][1][1]] = 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)") # 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['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_pin_config(): return pin_config ############################################################################### # Actionneurs ############################################################################### ## # Moteur et volet ## def mot (cont): if scene.objects['System']['run']: obj = cont.owner layer = 0 # Monter if obj['up']: # 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 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'] # Modele 3D -> Arduino if scene.objects['System']['twins']: 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']: # 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 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'] # Modele 3D -> Arduino if scene.objects['System']['twins']: 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: # 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']: 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']: 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 : 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 par clic if obj['click'] == True: 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']: 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 : 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 par clic if obj['click'] == True: 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 (): # 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 monter']['activated_real']=False scene.objects['Bp arret']['activated']=False scene.objects['Bp arret']['activated_real']=False scene.objects['Bp descendre']['activated']=False scene.objects['Bp descendre']['activated_real']=False scene.objects['Bp auto']['activated']=False scene.objects['Bp auto']['activated_real']=False scene.objects['Microrupteur haut']['activated']=False scene.objects['Microrupteur haut']['activated_real']=False scene.objects['Microrupteur bas']['activated']=False scene.objects['Microrupteur bas']['activated_real']=False scene.objects['Moteur']['up']=False scene.objects['Moteur']['down']=False scene.objects['Recepteur LDR']['activated']=False