jumeaux-numeriques/volet_roulant/volrou.py

289 lines
13 KiB
Python

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 <philippe.roy@ac-grenoble.fr>
# @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
# Mémorisation de la position et orientation des composants du système
# FIXME : animation par keyframe
# scene.objects['Portail']['init_lx']=scene.objects['Portail'].worldPosition.x
# scene.objects['Portail']['init_ly']=scene.objects['Portail'].worldPosition.y
# scene.objects['Portail']['init_lz']=scene.objects['Portail'].worldPosition.z
# scene.objects['Engrenage']['init_rx']=scene.objects['Engrenage'].worldOrientation.to_euler().x
# scene.objects['Engrenage']['init_ry']=scene.objects['Engrenage'].worldOrientation.to_euler().y
# scene.objects['Engrenage']['init_rz']=scene.objects['Engrenage'].worldOrientation.to_euler().z
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']:
obj = cont.owner
print (obj['frame'])
# Monter
if obj['up']:
start = 1
end = 100
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = 0.5
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.bjects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
time.sleep(0.125)
obj['up']= False
# FIXME : Touner sans fin
# Descendre
if obj['down']:
start = 1
end = 100
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = 0.5
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.bjects['Lame volet 13'].playAction('Lame volet 13-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
time.sleep(0.125)
obj['down']= False
# FIXME : Touner sans fin
###############################################################################
# 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 de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
# FIXME : animation par keyframe
# if scene.objects['Portail'].localPosition.x <= 0 and obj['activated'] == False :
# obj['activated'] = True
# if scene.objects['Portail'].localPosition.x > 0 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 de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
# FIXME : animation par keyframe
# if scene.objects['Portail'].localPosition.x >= 218 and obj['activated'] == False :
# obj['activated'] = True
# if scene.objects['Portail'].localPosition.x < 218 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
# FIXME : animation par keyframe
# 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