jumeaux-numeriques/jumeau.py

789 lines
36 KiB
Python
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import webbrowser
import math
import xml.etree.ElementTree as ET # Creating/parsing XML file
import cine_doc # Documentation
import cine_about # About
###############################################################################
# cine.py
# @title: Bibliothèque générale du player 3D d'analyse de cinématique
# @project: Blender-EduTech
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
#
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
#
###############################################################################
# UPBGE scene
eevee = bpy.context.scene.eevee
scene = bge.logic.getCurrentScene()
# print("Objets de la scene : ", scene.objects)
# Config file
cine_config = ET.parse('cine_config.xml')
cine_config_tree = cine_config.getroot()
# Couleurs
color_cmd = [0.8, 0.8, 0.8, 1] # Blanc
color_cmd_hl = [0.8, 0.619, 0.021, 1] # Jaune
color_rep_enabled = [0.8, 0.8, 0.8, 1] # Blanc
color_rep_disabled = [0, 0, 0, 1] # Noir
# Constantes
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
###############################################################################
# Gestion du clavier
###############################################################################
# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
def keyboard(cont):
obj = scene.objects['Mecanism']
keyboard = bge.logic.keyboard
# Touche ESC
if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue:
# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
screen_width = bge.render.getWindowWidth()
screen_height = bge.render.getWindowHeight()
cine_config_tree[0][0].text=str(screen_width)
cine_config_tree[0][1].text=str(screen_height)
buffer_xml = ET.tostring(cine_config_tree)
with open("cine_config.xml", "wb") as f:
f.write(buffer_xml)
# Sortir
bge.logic.endGame()
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
obj['manip_mode']=1
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
obj['manip_mode']=1
# Ctrl -> mode 2 : Zoom (clic milieu)
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
obj['manip_mode']=2
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
obj['manip_mode']=2
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
obj['manip_mode']=0
# Touche Home -> Reset de la vue
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
manip_reset()
# Touche Space -> Play et Pause
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
if scene.objects['Mecanism']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
else:
anim_play()
scene.objects['Play'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
# Touche H -> Cacher l'objet (hide)
if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
color_num(8)
# Touche de 1 à 8 -> Couleur de 1 à 8
if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
color_num(1)
if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
color_num(2)
if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
color_num(3)
if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
color_num(4)
if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
color_num(5)
if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
color_num(6)
if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
color_num(7)
if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
color_num(8)
###############################################################################
# Commandes
###############################################################################
##
# Initialisation des commandes
##
def cmd_init():
# Fichier de config (screen size : data/config/screen/width-> [0][0].text, height-> [0][1].text)
bge.render.setWindowSize(int(cine_config_tree[0][0].text),int(cine_config_tree[0][1].text))
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Reset-colors-Hl'].setVisible(False,False)
scene.objects['Reset-view-Hl'].setVisible(False,False)
scene.objects['Help-cmd-Hl'].setVisible(False,False)
scene.objects['About-cmd-Hl'].setVisible(False,False)
for i in range (1, 9):
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,False)
##
# Highlight des commandes
##
def cmd_hl(cont):
obj = cont.owner
# Activation
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
obj.setVisible(False,True)
scene.objects[obj.name+'-Hl'].setVisible(True,True)
# obj.color = color_cmd_hl
# Play et pause
if obj.name=="Pause" or obj.name=="Play":
if scene.objects['Mecanism']['anim'] == True:
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
else:
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(True,False)
# Désactivation
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
scene.objects[obj.name+'-Hl'].setVisible(False,True)
obj.setVisible(True,True)
# Play et pause
if obj.name=="Pause" or obj.name=="Play":
if scene.objects['Mecanism']['anim'] == True:
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
else:
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Play'].setVisible(True,False)
##
# Click sur les commandes
##
def cmd_click(cont):
obj = cont.owner
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
# Play et pause
if obj.name=="Pause" or obj.name=="Run":
# Pause
if scene.objects['Mecanism']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(True,False)
else:
# Play
anim_play()
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
# Reset-colors
if obj.name=="Reset-colors" :
color_reset()
# Reset-view
if obj.name=="Reset-view" :
manip_reset()
# About
if obj.name=="About-cmd" :
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
scene.objects['About']['anim']= True
anim_pause()
else:
scene.objects['About']['anim'] = False
cine_about.open()
# Aide
if obj.name=="Help-cmd" :
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
scene.objects['Doc']['anim']= True
anim_pause()
else:
scene.objects['Doc']['anim'] = False
cine_doc.open()
###############################################################################
# Animation
###############################################################################
# Initialisation de l'animation -> Play
def anim_init():
start = 1
end = 250
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_LOOP
layerWeight = 0.0
ipoFlags = 0
speed = 1.0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Play'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
scene.objects['Mecanism']['anim'] = True
# Animation en pause (bas niveau)
def anim_pause():
layer = 0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects['Mecanism']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
scene.objects[objet].stopAction(layer)
scene.objects['Mecanism']['anim'] = False
# Animation en pseudo-pause
# Play d'une frame pour remettre les pièces en place (après-éclatement)
def anim_play1frame():
start = scene.objects['Mecanism']['anim_frame']
end = scene.objects['Mecanism']['anim_frame']+1
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = 1.0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Mecanism']['anim_frame'] = end
# Reprise de l'animation (bas niveau)
def anim_play():
start = scene.objects['Mecanism']['anim_frame']
end = 250
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = 1.0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Mecanism']['anim'] = True
# Play en continu
def anim_boucle(cont):
if scene.objects['Mecanism']['anim'] == True and scene.objects[scene.objects['Mecanism']['objects_anim'][0]].isPlayingAction(0) == False:
start = 1
end = 250
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_LOOP
layerWeight = 0.0
ipoFlags = 0
speed = 1.0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
###############################################################################
# Manipulation du mécanisme
###############################################################################
##
# Dessiner une cercle (bas niveau)
##
def circle (center, radius, color):
ang = 0
ang_step = 0.1
while ang< 2 * math.pi:
x0 = center[0]+float(radius*math.cos(ang)*0.95)
y0 = center[1]
z0 = center[2]+float(radius*math.sin(ang))
x1 = center[0]+float(radius*math.cos(ang+ang_step)*0.95)
y1 = center[1]
z1 = center[2]+float(radius*math.sin(ang+ang_step))
bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
ang += ang_step
# def circle (center, radius, color):
# ang = 0
# ang_step = 0.1
# ang_cam = (25.1 * 2 * math.pi)*(1/360)
# while ang< 2 * math.pi:
# x0 = center[0]+float(radius*math.cos(ang))
# y0 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang))
# z0 = center[2]+float(radius*math.sin(ang) - y0*math.tan(ang_cam))
# x1 = center[0]+float(radius*math.cos(ang+ang_step))
# y1 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang+ang_step))
# z1 = center[2]+float(radius*math.sin(ang+ang_step) - y1*math.tan(ang_cam))
# bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
# ang += ang_step
##
# Initialisation de la vue 3D
##
# def manip_init(cont):
def manip_init():
# Configuration du moteur de rendu
eevee.use_eevee_smaa = True
# Fenêtres
scene.objects['About'].setVisible(False,True)
scene.objects['Doc'].setVisible(False,True)
# Mémorisation de la position des composants
for objet in scene.objects['Mecanism']['objects'] :
scene.objects[objet]['init_lx']=scene.objects[objet].worldPosition.x
scene.objects[objet]['init_ly']=scene.objects[objet].worldPosition.y
scene.objects[objet]['init_lz']=scene.objects[objet].worldPosition.z
if 'init_rx' in scene.objects[objet]:
scene.objects[objet]['init_rx'] = scene.objects[objet].worldOrientation.to_euler().x
if 'init_ry' in scene.objects[objet]:
scene.objects[objet]['init_ry'] = scene.objects[objet].worldOrientation.to_euler().y
if 'init_rz' in scene.objects[objet]:
scene.objects[objet]['init_rz'] = scene.objects[objet].worldOrientation.to_euler().z
# Mémorisation de la position de la caméra
scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
# Mémorisation de la position du modèle
scene.objects['Mecanism']['init_lx']=scene.objects['Mecanism'].worldPosition.x
scene.objects['Mecanism']['init_ly']=scene.objects['Mecanism'].worldPosition.y
scene.objects['Mecanism']['init_lz']=scene.objects['Mecanism'].worldPosition.z
scene.objects['Mecanism']['init_rx']=scene.objects['Mecanism'].worldOrientation.to_euler().x
scene.objects['Mecanism']['init_ry']=scene.objects['Mecanism'].worldOrientation.to_euler().y
scene.objects['Mecanism']['init_rz']=scene.objects['Mecanism'].worldOrientation.to_euler().z
##
# Atteindre une orientation (bas niveau)
##
def applyRotationTo(obj, rx=None, ry=None, rz=None):
rres=0.001 # resolution rotation
# x
if rx is not None:
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
if obj.worldOrientation.to_euler().x-rx > rres:
obj.applyRotation((-rres, 0, 0), True)
if rx-obj.worldOrientation.to_euler().x > rres:
obj.applyRotation((rres, 0, 0), True)
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
# y
if ry is not None:
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
if obj.worldOrientation.to_euler().y-ry > rres:
obj.applyRotation((0, -rres, 0), True)
if ry-obj.worldOrientation.to_euler().y > rres:
obj.applyRotation((0, rres, 0), True)
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
# z
if rz is not None:
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
if obj.worldOrientation.to_euler().z-rz > rres:
obj.applyRotation((0, 0, -rres), True)
if rz-obj.worldOrientation.to_euler().z > rres:
obj.applyRotation((0, 0, rres), True)
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
##
# Reset de la manipulation de la vue
##
def manip_reset():
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
applyRotationTo(scene.objects['Mecanism'], 0, 0, 0)
scene.objects['Mecanism'].worldPosition.x = scene.objects['Mecanism']['init_lx']
scene.objects['Mecanism'].worldPosition.y = scene.objects['Mecanism']['init_ly']
scene.objects['Mecanism'].worldPosition.z = scene.objects['Mecanism']['init_lz']
for objet in scene.objects['Mecanism']['objects'] :
scene.objects[objet].setVisible(True,False)
scene.objects[objet].restorePhysics()
if objet+"_Lines.GP" in scene.objects:
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
# Retour après éclatement
if scene.objects['Mecanism']['expld'] ==True:
print ("retour explod")
scene.objects['Mecanism']['expld'] = False
expld_val = scene.objects['Mecanism']['expld_val'] # Retour après éclatement avec la valeur d'éclatement
sensibilite=0.005
objects = scene.objects['Mecanism']['objects']
for object in objects :
ecla_x, ecla_y,ecla_z = 0,0,0
if 'ecla_x' in scene.objects[object]:
ecla_x = scene.objects[object]['ecla_x']
if 'ecla_y' in scene.objects[object]:
ecla_y = scene.objects[object]['ecla_y']
if 'ecla_z' in scene.objects[object]:
ecla_z = scene.objects[object]['ecla_z']
scene.objects[object].applyMovement((-expld_val*sensibilite*ecla_x, -expld_val*sensibilite*ecla_y , -expld_val*sensibilite*ecla_z), False)
scene.objects['Mecanism']['expld_val'] = 0.00
if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
anim_play1frame()
##
# Position de départ pour la manipulation de la vue
##
def manip_start(cont):
obj = cont.owner
obj['click_x']=cont.sensors['ClickM'].position[0]
obj['click_y']=cont.sensors['ClickM'].position[1]
##
# Manipulation du modèle ou de la caméra
##
def manip(cont):
obj = cont.owner
sensibilite_orbit=0.0005
sensibilite_pan=0.005
sensibilite_zoom=0.01
delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
# Orbit
if obj['manip_mode']==0:
x0 = scene.objects['Orbit'].worldPosition.x
y0 =scene.objects['Orbit'].worldPosition.y
z0 =scene.objects['Orbit'].worldPosition.z
width = bge.render.getWindowWidth()
height = bge.render.getWindowHeight()
dist_orbit_y_base=200 # Pour 1280 x 720
radius_orbit_y_base=5
diag_base= math.sqrt(1280**2+720**2)
diag= math.sqrt(width**2+height**2)
dist_orbit_y = dist_orbit_y_base*(diag/diag_base)
radius_orbit_y=radius_orbit_y_base*(diag/diag_base)
dist_orbit = math.sqrt(((width/2)-obj['click_x'])**2+((height/2)-obj['click_y'])**2)
if obj['click_y']> height/2 :
dist_orbit = dist_orbit+((math.sqrt(((height/2)-obj['click_y'])**2)/175)*25) # Correction des Y sous le centre ?
if dist_orbit<dist_orbit_y : # Orbit sur xz
circle ([x0,y0,z0], radius_orbit_y_base, color_cmd)
n=10
pas_x=(delta_x*40*sensibilite_orbit)/n
pas_y=(((width/2)-cont.sensors['DownM'].position[0])+((height/2)-cont.sensors['DownM'].position[1]))*0.005
pas_z=(delta_y*40*sensibilite_orbit)/n
for i in range (n):
bge.render.drawLine([x0+pas_x*i, y0+abs(pas_y*math.sin((3.14*i)/n)), z0-pas_z*i],
[x0+pas_x*(i+1), y0+abs(pas_y*math.sin((3.14*(i+1))/n)), z0-pas_z*(i+1)],
[0.8, 0.619, 0.021])
scene.objects['Mecanism'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
else: # Orbit sur y
circle ([x0,y0,z0], 5, color_cmd_hl)
if abs(delta_x) >= abs(delta_y):
scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
else:
scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
# FIXME : Détecter le sens (trigo ou horaire)
# print ("cont.sensors['DownM'].position[0]", cont.sensors['DownM'].position[0])
# print ("cont.sensors['DownM'].position[1]", cont.sensors['DownM'].position[1])
# print ("delta_x", delta_x)
# print ("delta_y", delta_y)
# # if delta_x != 0 and delta_y != 0:
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x))*(delta_y/abs(delta_y)))
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x))*(delta_y/abs(delta_y)), 0), False)
# # elif delta_y != 0:
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_y/abs(delta_y)))
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_y/abs(delta_y)), 0), False)
# # elif delta_x != 0:
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x)))
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x)), 0), False)
# if abs(delta_x) >= abs(delta_y):
# scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
# # if cont.sensors['DownM'].position[1] > height /2:
# # scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
# # else:
# # scene.objects['Mecanism'].applyRotation((0, -delta_x*sensibilite_orbit, 0), False)
# else:
# scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
# # if cont.sensors['DownM'].position[0] > width /2:
# # scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
# # else:
# # scene.objects['Mecanism'].applyRotation((0, -delta_y*sensibilite_orbit, 0), False)
# Pan
if obj['manip_mode']==1: # Shift
scene.objects['Mecanism'].applyMovement((delta_x*sensibilite_pan, -delta_y*sensibilite_pan, -delta_y*sensibilite_pan), False)
# scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
# Zoom
if obj['manip_mode']==2: # Ctrl
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
##
# Zoom
##
def manip_wheel(cont):
obj = cont.owner
sensibilite_wheel = 20
if cont.sensors['WheelUp'].positive:
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
if cont.sensors['WheelDown'].positive:
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
###############################################################################
# Eclaté
###############################################################################
# Position de départ pour l'éclatement de la vue
def expld_start(cont):
if scene.objects['Mecanism']['manip_mode']==1:
obj = cont.owner
obj['click_x']=cont.sensors['Click'].position[0]
obj['click_y']=cont.sensors['Click'].position[1]
# Déplacement des composants en vue eclatée
def expld(cont):
obj = cont.owner
sensibilite=0.005
delta=(cont.sensors['Down'].position[0]-obj['click_x'])+(cont.sensors['Down'].position[1]-obj['click_y'])
objects = scene.objects['Mecanism']['objects']
if obj['manip_mode']==1: # Shift
scene.objects['Mecanism']['expld'] =True
scene.objects['Mecanism']['expld_val'] =scene.objects['Mecanism']['expld_val']+delta
# Déplacement dans le repère du mécanisme
x_axis = scene.objects['Mecanism'].orientation.col[0]
y_axis = scene.objects['Mecanism'].orientation.col[1]
z_axis = scene.objects['Mecanism'].orientation.col[2]
for object in objects :
ecla_x, ecla_y,ecla_z = 0,0,0
if 'ecla_x' in scene.objects[object]:
ecla_x = scene.objects[object]['ecla_x']
if 'ecla_y' in scene.objects[object]:
ecla_y = scene.objects[object]['ecla_y']
if 'ecla_z' in scene.objects[object]:
ecla_z = scene.objects[object]['ecla_z']
scene.objects[object].applyMovement((delta*sensibilite*ecla_x*x_axis[0], delta*sensibilite*ecla_x*x_axis[1] , delta*sensibilite*ecla_x*x_axis[2]), False)
scene.objects[object].applyMovement((delta*sensibilite*ecla_y*y_axis[0], delta*sensibilite*ecla_y*y_axis[1] , delta*sensibilite*ecla_y*y_axis[2]), False)
scene.objects[object].applyMovement((delta*sensibilite*ecla_z*z_axis[0], delta*sensibilite*ecla_z*z_axis[1] , delta*sensibilite*ecla_z*z_axis[2]), False)
###############################################################################
# Couleur
###############################################################################
# Reset des couleurs du mécanisme
def color_reset():
colors_dict = scene.objects['Mecanism']['colors_dict']
for object in scene.objects['Mecanism']['objects'] :
scene.objects[object].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][object][0])].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][object][0])+'-Hl'].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
# Sélection couleur dans la palette avec son numéro de couleur (bas niveau)
def color_num(num):
for i in range (1, 9):
scene.objects['Color-'+str(i)].worldScale=[0.125, 0.125, 0.125]
scene.objects['Color-'+str(i)+"-Hl"].worldScale=[0.125, 0.125, 0.125]
scene.objects['Color-'+str(num)].worldScale=[0.156, 0.156, 0.156]
scene.objects['Color-'+str(num)+'-Hl'].worldScale=[0.156, 0.156, 0.156]
scene.objects['Colors']['color_current']=num
# Clic sur la palette
def color_click(cont):
obj = cont.owner
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
color_num(int(obj.name[6]))
# Highlight de la palette
def color_hl(cont):
if cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
hitObject = cont.sensors['MO'].hitObject
if hitObject is not None and "-Hl" not in hitObject .name:
hitObject.setVisible(False,True)
scene.objects[hitObject.name+'-Hl'].setVisible(True,True)
# obj.color = color_cmd_hl
if cont.sensors['MO'].status == JUST_RELEASED:
for i in range (1, 9):
scene.objects['Color-'+str(i)].setVisible(True,True)
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,True)
# Colorisation de la pièce
def color_object(cont):
if cont.sensors['Click'].positive and scene.objects['Mecanism']['manip_mode']==0:
hitObject = cont.sensors['MO'].hitObject
if hitObject is not None and hitObject.visible:
color_select = scene.objects['Colors']['color_current']
if color_select != 0 and color_select != 8:
colors = scene.objects['Mecanism']['colors']
hitObject.color = colors[color_select-1][1]
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])].color = colors[color_select-1][1]
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Hl'].color = colors[color_select-1][1]
if color_select == 8: # Couleur transparente -> disparition
hitObject.setVisible(False,False)
hitObject.suspendPhysics (True)
if hitObject.name+"_Lines.GP" in scene.objects:
scene.objects[hitObject.name+"_Lines.GP"].setVisible(False,False)
###############################################################################
# Objets
###############################################################################
# Initialisation du mécanisme
def objects_init():
objects = scene.objects['Mecanism']['objects']
objects_dict = scene.objects['Mecanism']['objects_dict']
colors_dict = scene.objects['Mecanism']['colors_dict']
i=1
for object in objects:
# Couleurs
scene.objects[object].color = colors_dict[objects_dict[object][2]]
# Nomenclature
scene.objects['Nomenclature-'+str(i)]['Text'] = objects_dict[object][1]
scene.objects['Nomenclature-'+str(i)]['Object'] = objects[i-1]
scene.objects['Nomenclature-'+str(i)].color = colors_dict[objects_dict[object][2]]
scene.objects['Nomenclature-'+str(i)+'-Hl'].setVisible(False,False)
scene.objects['Nomenclature-'+str(i)+'-Hl']['Text'] = objects_dict[object][1]
scene.objects['Nomenclature-'+str(i)+'-Hl'].color = colors_dict[objects_dict[object][2]]
scene.objects['Nomenclature-'+str(i)+'-Ot']['Text'] = objects_dict[object][1]
scene.objects['Nomenclature-'+str(i)+'-Ot2']['Text'] = objects_dict[object][1]
scene.objects['Nomenclature-'+str(i)+'-Ot2'].setVisible(False,False)
# Repères
if len(objects_dict[object][3])>0:
scene.objects['Rep-'+str(i)]['Object'] = objects[i-1]
scene.objects['Rep-'+str(i)].color = color_rep_disabled
scene.objects['Rep-'+str(i)+'-Hl'].setVisible(False,False)
for j in range (len (objects_dict[object][3])):
scene.objects[objects_dict[object][3][j]].setVisible(False,True)
i +=1
# Highlight de la pièce dans la nomenclature
def object_hl(cont):
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
hitObject = cont.sensors['MO'].hitObject
if hitObject is not None and hitObject.visible:
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])].setVisible(False,False)
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Hl'].setVisible(True,False)
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Ot2'].setVisible(True,False)
if cont.sensors['MO'].status == JUST_RELEASED:
for objet in scene.objects['Mecanism']['objects'] :
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])].setVisible(True,False)
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])+'-Hl'].setVisible(False,False)
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])+'-Ot2'].setVisible(False,False)
###############################################################################
# Nomenclature
###############################################################################
# Clic sur la nomenclature
def nom_click(cont):
name=cont.owner.name[:-7]
obj = scene.objects[name]
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
color_select = scene.objects['Colors']['color_current']
# Colorisation de la pièce par la nomenclature
if color_select != 0 and color_select != 8:
colors = scene.objects['Mecanism']['colors']
obj.color = colors[color_select-1][1]
scene.objects[name+'-Hl'].color = colors[color_select-1][1]
scene.objects[obj['Object']].color = colors[color_select-1][1]
if scene.objects[obj['Object']].visible==False:
scene.objects[obj['Object']].setVisible(True,False)
scene.objects[obj['Object']].restorePhysics()
if obj['Object']+"_Lines.GP" in scene.objects:
scene.objects[obj['Object']+"_Lines.GP"].setVisible(True,False)
# Couleur transparente -> disparition / apparition
if color_select == 8:
if scene.objects[obj['Object']].visible==True:
scene.objects[obj['Object']].setVisible(False,False)
scene.objects[obj['Object']].suspendPhysics (True)
if obj['Object']+"_Lines.GP" in scene.objects:
scene.objects[obj['Object']+"_Lines.GP"].setVisible(False,False)
else:
scene.objects[obj['Object']].setVisible(True,False)
scene.objects[obj['Object']].restorePhysics()
if obj['Object']+"_Lines.GP" in scene.objects:
scene.objects[obj['Object']+"_Lines.GP"].setVisible(True,False)
# Highlight de la nomenclature
def nom_hl(cont):
name=cont.owner.name[:-7]
obj = scene.objects[name]
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
obj.setVisible(False,False)
scene.objects[name+'-Hl'].setVisible(True,False)
scene.objects[name+'-Ot2'].setVisible(True,False)
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
obj.setVisible(True,False)
scene.objects[name+'-Hl'].setVisible(False,False)
scene.objects[name+'-Ot2'].setVisible(False,False)
###############################################################################
# Repères
###############################################################################
# Click sur un repère
def rep_click(cont):
name=cont.owner.name[:-7]
obj = scene.objects[name]
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
objects_dict = scene.objects['Mecanism']['objects_dict']
if obj['enabled']:
for i in range (len (objects_dict[obj['Object']][3])):
scene.objects[objects_dict[obj['Object']][3][i]].setVisible(False,True)
obj.color = color_rep_disabled
obj['enabled']=False
else:
for i in range (len (objects_dict[obj['Object']][3])):
scene.objects[objects_dict[obj['Object']][3][i]].setVisible(True,True)
obj.color = color_rep_enabled
obj['enabled']=True
# Highlight sur un repère
def rep_hl(cont):
name=cont.owner.name[:-7]
obj = scene.objects[name]
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
obj.setVisible(False,False)
scene.objects[name+'-Hl'].setVisible(True,False)
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
obj.setVisible(True,False)
scene.objects[name+'-Hl'].setVisible(False,False)