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316 lines
12 KiB
Python
316 lines
12 KiB
Python
import bge # Bibliothèque Blender Game Engine (UPBGE)
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import twin # Bibliothèque de l'environnement 3D des jumeaux numériques
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import math
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import time
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###############################################################################
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# porcou.py
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# @title: Commandes pour le portail coulissant
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# @project: Blender-EduTech
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2022 Philippe Roy
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# @license: GNU GPL
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###############################################################################
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# Récupérer la scène UPBGE
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scene = bge.logic.getCurrentScene()
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# Couleurs
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color_passive = (0.800, 0.005, 0.315,1) # bouton non activable : magenta
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color_active = (0.799, 0.130, 0.063,1) # bouton activable : orange
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color_hl = (0.8, 0.8, 0.8, 1) # bouton focus : blanc
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color_activated = (0.8, 0.619, 0.021, 1) # bouton activé : jaune
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# Constantes UPBGE
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
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###############################################################################
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# Initialisation de la scène
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###############################################################################
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def init(cont):
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if cont.sensors['Init'].positive == False: # 1 seule fois
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return False
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twin.manip_init() # Manipulation du modèle 3D
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twin.cmd_init() # Commandes
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twin.manip_init() # Cacher les objets de l'aide
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# Mémorisation de la position et orientation des composants du système
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scene.objects['Portail']['init_lx']=scene.objects['Portail'].worldPosition.x
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scene.objects['Portail']['init_ly']=scene.objects['Portail'].worldPosition.y
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scene.objects['Portail']['init_lz']=scene.objects['Portail'].worldPosition.z
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scene.objects['Engrenage']['init_rx']=scene.objects['Engrenage'].worldOrientation.to_euler().x
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scene.objects['Engrenage']['init_ry']=scene.objects['Engrenage'].worldOrientation.to_euler().y
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scene.objects['Engrenage']['init_rz']=scene.objects['Engrenage'].worldOrientation.to_euler().z
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system_init() # Initialisation du système
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###############################################################################
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# Actionneurs
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###############################################################################
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##
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# Gyrophare
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# Modele 3d -> Arduino : FIXME
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# Arduino -> Modele 3d : FIXME
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##
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def gyr (cont):
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if scene.objects['System']['run']:
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obj = cont.owner
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if obj['activated'] and scene.objects['Led-on'].visible == False:
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scene.objects['Led-on'].setVisible(True,False)
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scene.objects['Led'].setVisible(False,False)
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if obj['activated']==False and scene.objects['Led-on'].visible == True:
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scene.objects['Led'].setVisible(True,False)
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scene.objects['Led-on'].setVisible(False,False)
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##
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# Moteur et portail
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# Modele 3d -> Arduino : FIXME
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# Arduino -> Modele 3d : FIXME
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##
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def mot (cont):
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if scene.objects['System']['run']:
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obj = cont.owner
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vitesse = 0.05
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pas_portail = 2.35619/0.3 # pas echelle 1:1 = 2.35619 -> pas à l'échelle de la maquette (0,3) : 2.35619/0.3 = 7,85396
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pas_engrenage = math.pi/7 # z = 14
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obj_engrenage = scene.objects['Engrenage']
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obj_portail = scene.objects['Portail']
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obj_portail['x']= scene.objects['Portail'].localPosition.x # Affichage de la position du portail
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if obj['open']:
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obj_engrenage.applyRotation((0, 0, -pas_engrenage*vitesse), True)
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obj_portail.applyMovement((-pas_portail*vitesse, 0, 0), True)
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# else: # Pas de priorité
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if obj['close']:
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obj_engrenage.applyRotation((0, 0, pas_engrenage*vitesse), True)
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obj_portail.applyMovement((pas_portail*vitesse, 0, 0), True)
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###############################################################################
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# Capteurs fin de course
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###############################################################################
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##
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# Etat capteur fin de course portail ouvert
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# Modele 3d -> Arduino : FIXME
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# Arduino -> Modele 3d : FIXME
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##
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def fdc_o (cont):
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if scene.objects['System']['run'] :
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obj = cont.owner
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# Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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if scene.objects['Portail'].localPosition.x <= 0 and obj['activated'] == False :
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obj['activated'] = True
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if scene.objects['Portail'].localPosition.x > 0 and obj['activated'] == True :
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obj['activated'] = False
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# Forçage (click)
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if obj['click'] == True:
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obj['activated'] = True
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# Couleurs
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if obj['activated'] == True and obj.color !=color_activated:
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obj.color =color_activated
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if obj['activated'] == False :
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if obj['mo'] == True and obj.color !=color_hl:
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obj.color =color_hl
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if obj['mo'] == False and obj.color !=color_active:
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obj.color =color_active
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##
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# Etat capteur fin de course portail fermé
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# Modele 3d -> Arduino : FIXME
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# Arduino -> Modele 3d : FIXME
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##
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def fdc_f (cont):
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if scene.objects['System']['run'] :
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obj = cont.owner
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# Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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if scene.objects['Portail'].localPosition.x >= 218 and obj['activated'] == False :
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obj['activated'] = True
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if scene.objects['Portail'].localPosition.x < 218 and obj['activated'] == True :
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obj['activated'] = False
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# Forçage (click)
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if obj['click'] == True:
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obj['activated'] = True
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# Couleurs
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if obj['activated'] == True and obj.color !=color_activated:
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obj.color =color_activated
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if obj['activated'] == False :
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if obj['mo'] == True and obj.color !=color_hl:
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obj.color =color_hl
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if obj['mo'] == False and obj.color !=color_active:
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obj.color =color_active
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###############################################################################
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# Capteur barrage
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###############################################################################
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##
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# Emetteur IR
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##
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def ir_emet (cont):
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if scene.objects['System']['run'] :
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obj = cont.owner
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# Passif
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if obj['active'] == False and obj.color !=color_passive:
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obj.color =color_passive
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR Led-on'].setVisible(False,False)
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scene.objects['Recepteur IR']['active'] = False
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# Active
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if obj['active']:
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# Allumage
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if scene.objects['Emetteur IR Led-on'].visible == False:
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scene.objects['Emetteur IR Led-on'].setVisible(True,False)
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scene.objects['Emetteur IR Led'].setVisible(False,False)
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obj.color = color_active
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scene.objects['Recepteur IR']['active'] = True
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# Forçage (click)
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if obj['click'] == True:
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obj['activated'] = True
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scene.objects['Recepteur IR']['activated'] = True
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# Couleurs
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if obj['activated'] == True and obj.color !=color_activated:
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obj.color =color_activated
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if obj['activated'] == False :
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if obj['mo'] == True and obj.color !=color_hl:
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obj.color =color_hl
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if obj['mo'] == False and obj.color !=color_active:
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obj.color =color_active
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##
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# Récepteur IR
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##
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def ir_recep (cont):
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if scene.objects['System']['run'] :
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obj = cont.owner
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# Passif
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if obj['active'] == False and obj.color !=color_passive:
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obj.color =color_passive
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# Active
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if obj['active']:
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# Forçage (click)
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if obj['click'] == True:
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obj['activated'] = True
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scene.objects['Emetteur IR']['activated'] = True
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# Couleurs
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if obj['activated'] == True and obj.color !=color_activated:
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obj.color =color_activated
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if obj['activated'] == False :
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if obj['mo'] == True and obj.color !=color_hl:
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obj.color =color_hl
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if obj['mo'] == False and obj.color !=color_active:
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obj.color =color_active
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###############################################################################
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# Boutons
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###############################################################################
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# Modele 3d -> Arduino : FIXME
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# Arduino -> Modele 3d : FIXME
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# Arduino -> numérique
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# bt_a_m_txt = txt_extrac_bool(serial_msg,"bt_a_m: ")
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# bt_a_d_txt = txt_extrac_bool(serial_msg,"bt_a_d: ")
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# bt_b_m_txt = txt_extrac_bool(serial_msg,"bt_b_m: ")
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# bt_b_d_txt = txt_extrac_bool(serial_msg,"bt_b_d: ")
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# bt_c_m_txt = txt_extrac_bool(serial_msg,"bt_c_m: ")
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# bt_c_d_txt = txt_extrac_bool(serial_msg,"bt_c_d: ")
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# bp_phy('Bp Am', bt_a_m_txt)
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# bp_phy('Bp Ad', bt_a_d_txt)
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# bp_phy('Bp Bm', bt_b_m_txt)
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# bp_phy('Bp Bd', bt_b_d_txt)
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# bp_phy('Bp Cm', bt_c_m_txt)
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# bp_phy('Bp Cd', bt_c_d_txt)
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# # Affichage de l'activation physique des boutons
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# def bp_phy(obj_name, bp_phy_sig):
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# obj=scene.objects[obj_name]
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# if bp_phy_sig =="0":
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# obj['actif_phy'] = True
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# obj.color = couleur_jaune
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# else:
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# if obj['actif_phy']:
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# obj['actif_phy'] = False
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# obj.color = couleur_orange
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###############################################################################
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# Système
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###############################################################################
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##
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# Initialisation du système
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# Le moteur est géré en continue.
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##
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def system_init ():
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system_reset()
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##
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# Réinitialisation du système
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##
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def system_reset ():
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# Grille à l'état initial
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scene.objects['Portail'].worldPosition.x = scene.objects['Portail']['init_lx']-scene.objects['System']['init_lx']+scene.objects['System'].worldPosition.x
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scene.objects['Portail'].worldPosition.y = scene.objects['Portail']['init_ly']-scene.objects['System']['init_ly']+scene.objects['System'].worldPosition.y
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scene.objects['Portail'].worldPosition.z = scene.objects['Portail']['init_lz']-scene.objects['System']['init_lz']+scene.objects['System'].worldPosition.z
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# Moteur à l'état initial
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rres=0.001 # resolution rotation
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obj1=scene.objects['Engrenage']
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while (obj1.localOrientation.to_euler().y) > 1.1*rres :
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obj1.applyRotation((0, 0, -rres), True)
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while (obj1.localOrientation.to_euler().y) < -1.1*rres :
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obj1.applyRotation((0, 0, rres), True)
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# Gyrophare à l'état initial
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scene.objects['Led'].setVisible(True,False)
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scene.objects['Led-on'].setVisible(False,False)
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# Capteur barrage IR
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR Led-on'].setVisible(False,False)
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scene.objects['Emetteur IR'].color = color_passive
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scene.objects['Recepteur IR'].color = color_passive
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# I/O à l'état initial
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scene.objects['Led']['activated']=False
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scene.objects['Moteur']['open']=False
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scene.objects['Moteur']['close']=False
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scene.objects['Microrupteur fdc ouvert']['activated']=False
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scene.objects['Microrupteur fdc ferme']['activated']=False
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scene.objects['Bp cote cour']['activated'] =False
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scene.objects['Bp cote rue']['activated'] =False
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scene.objects['Emetteur IR']['activated'] =False
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scene.objects['Emetteur IR']['active'] =False
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scene.objects['Recepteur IR']['activated'] =False
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scene.objects['Recepteur IR']['active'] =False
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