mirror of
https://forge.apps.education.fr/blender-edutech/jumeaux-numeriques.git
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740 lines
27 KiB
Python
740 lines
27 KiB
Python
import bge # Blender Game Engine (UPBGE)
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import bpy # Blender
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import sys
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import math
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import time
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import xml.etree.ElementTree as ET # Creating/parsing XML file
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import importlib
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import runpy # Exécution de script Python légère (sans import)
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from pylint import epylint as lint # Mesure de la qualité d'un code Python
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import twin_doc # Documentation
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import twin_about # About
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import twin_file # Fichier de commande
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###############################################################################
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# twin.py
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# @title: Bibliothèque générale de l'environnement 3D pour le développement de jumeau numérique
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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) 2020-2023 Philippe Roy
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# @license: GNU GPL
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#
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# Cet environnement 3D est programmable en Python. Il est destiné à la découverte de la programmation de système pluritechnologique.
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#
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###############################################################################
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# UPBGE scene
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scene = bge.logic.getCurrentScene()
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eevee = bpy.context.scene.eevee
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system=importlib.import_module(scene.objects['System']['script'][:-4]) # Système
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# Memory
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sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
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# Config file
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twin_config = ET.parse('twin_config.xml').getroot()
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# Couleurs
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color_cmd = (0.8, 0.8, 0.8, 1) # Blanc
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color_cmd_hl = (0.8, 0.619, 0.021, 1) # Jaune
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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 numériquement uniquement : jaune
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color_activated_real = (0.799, 0.031, 0.038, 1) # élément activé physiquement uniquement : rouge (hors clic)
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color_activated_dbl = (0.246, 0.687, 0.078, 1) # élément activé physiquement et numériquement : vert clair
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color_blue = (0.007, 0.111, 0.638, 1) # Couleur Blue (Actionneur type moteur)
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color_blue_dark = (0.004, 0.054, 0.296, 1) # Couleur Blue (Actionneur type moteur)
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color_grey = (0.285, 0.285, 0.285, 1) # Couleur Blue (Actionneur type moteur)
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color_led_yellow = (0.799, 0.617, 0.021, 1) # Couleur Led Jaune
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# Constantes
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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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# Gestion du clavier
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###############################################################################
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# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
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def keyboard(cont):
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obj = scene.objects['System']
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keyboard = bge.logic.keyboard
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# Touche ESC
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue:
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# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
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screen_width = bge.render.getWindowWidth()
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screen_height = bge.render.getWindowHeight()
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twin_config[0][0].text=str(screen_width)
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twin_config[0][1].text=str(screen_height)
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twin_config[0][2].text=str(scene.objects['About']['quality'])
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buffer_xml = ET.tostring(twin_config)
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with open("twin_config.xml", "wb") as f:
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f.write(buffer_xml)
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# Sortir
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bge.logic.endGame()
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# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
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obj['manip_mode']=1
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if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
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obj['manip_mode']=1
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# Ctrl -> mode 2 : Zoom (clic milieu)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
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obj['manip_mode']=2
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if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
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obj['manip_mode']=2
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# Pas de modificateur -> mode 0 : Orbit (clic milieu)
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if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
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obj['manip_mode']=0
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# Touche Home -> Reset de la vue
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if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
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manip_reset()
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# Touche F5 -> Run et Pause
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if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue:
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cycle_run ()
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# Touche F6 -> Stop / Init
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if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue:
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cycle_stop ()
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###############################################################################
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# Commandes
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###############################################################################
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##
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# Initialisation des commandes
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##
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def cmd_init():
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# Fichier de config (screen size : data/config/screen/width-> [0][0].text, height-> [0][1].text)
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bge.render.setWindowSize(int(twin_config[0][0].text),int(twin_config[0][1].text))
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quality_eevee=('NOSMAA', 'LOW', 'MEDIUM','HIGH','ULTRA')
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scene.objects['About']['quality'] = int(twin_config[0][2].text)
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if quality_eevee[scene.objects['About']['quality']] == 'NOSMAA':
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eevee.smaa_quality= 'LOW'
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eevee.use_eevee_smaa = False
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else:
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eevee.use_eevee_smaa = True
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eevee.smaa_quality= quality_eevee[scene.objects['About']['quality']]
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# Ajout du Hud
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# scene.active_camera = scene.objects["Camera"]
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# scene.objects['Sun'].setVisible(True,True)
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# scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud'])
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# UI : Commands
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scene.objects['Run-Hl'].setVisible(False,False)
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# scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Doc-cmd-Hl'].setVisible(False,False)
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scene.objects['ResetView-Hl'].setVisible(False,False)
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scene.objects['File-Hl'].setVisible(False,False)
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scene.objects['About-cmd-Hl'].setVisible(False,False)
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# UI : Text, ...
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scene.objects['Cmd-text']['Text']=""
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scene.objects['Cmd-text'].setVisible(True,False)
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scene.objects['Twins-text']['Text']="Connection fermée."
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# Windows
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windows=("Doc", "Doc_chap-general", "Doc_chap-system", "Doc_chap-python", "About")
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for window in windows:
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scene.objects[window].setVisible(False,True)
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# Jumeau
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scene.objects['System']['twins'] = False
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##
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# Highlight des commandes
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##
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def cmd_hl(cont):
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obj = cont.owner
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['System']['manip_mode']==0:
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" and obj.name!="Doc-cmd-colbox":
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# if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Pause-Hl":
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obj.setVisible(False,True)
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scene.objects[obj.name+'-Hl'].setVisible(True,True)
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# Run et pause
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if obj.name=="Pause" or obj.name=="Run":
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if scene.objects['System']['run'] == True:
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pass
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# scene.objects['Pause'].setVisible(False,False) FIXME pause pas implémenté
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# scene.objects['Pause-Hl'].setVisible(True,False) FIXME pause pas implémenté
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else:
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(True,False)
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# Stop
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if obj.name=="Stop":
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(True,False)
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# Doc
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if obj.name=="Doc-cmd-colbox":
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scene.objects['Doc-cmd'].setVisible(False,False)
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scene.objects['Doc-cmd-Hl'].setVisible(True,False)
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# Text
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text_hl ={"Run":"Exécuter (F5)",
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"Stop":"Stop et initialisation (F6)",
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# "Pause":"Pause (F5)",
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"Doc-cmd-colbox":"Documentation",
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"ResetView": "Reset de la vue (Touche Début)",
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"File": "Changer le fichier de commande",
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"About-cmd": "A propos"}
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scene.objects['Cmd-text']['modal']= False
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scene.objects['Cmd-text']['Text']= text_hl[obj.name]
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if scene.objects['Doc']['page_chap']== "" and obj.name =="Doc-cmd-colbox" :
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scene.objects['Cmd-text']['Text']= "Chargement de la documentation ..."
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if scene.objects['Doc']['page_chap']!= "" and obj.name =="Doc-cmd-colbox" :
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bpy.context.view_layer.update() # Bug de mise à jour
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scene.objects['Cmd-text'].setVisible(True,False)
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and (scene.objects['System']['manip_mode']==0 or scene.objects['System']['manip_mode']==9):
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if scene.objects['Cmd-text']['modal'] != True:
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scene.objects['Cmd-text']['Text']= ""
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scene.objects['Cmd-text'].setVisible(False,False)
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" and obj.name!="Doc-cmd-colbox":
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scene.objects[obj.name+'-Hl'].setVisible(False,True)
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obj.setVisible(True,True)
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# Run et pause
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if obj.name=="Pause" or obj.name=="Run":
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if scene.objects['System']['run'] == True:
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pass
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# scene.objects['Pause-Hl'].setVisible(False,False) FIXME pause pas implémenté
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# scene.objects['Pause'].setVisible(True,False) FIXME pause pas implémenté
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else:
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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# Stop
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if obj.name=="Stop":
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scene.objects['Stop-Hl'].setVisible(False,False)
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scene.objects['Stop'].setVisible(True,False)
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# Doc
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if obj.name=="Doc-cmd-colbox":
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scene.objects['Doc-cmd-Hl'].setVisible(False,False)
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scene.objects['Doc-cmd'].setVisible(True,False)
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##
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# Click sur les commandes
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##
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def cmd_click(cont):
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obj = cont.owner
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['System']['manip_mode']==0:
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# Play et pause
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if obj.name=="Pause" or obj.name=="Run":
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cycle_run ()
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# Stop
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if obj.name=="Stop":
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cycle_stop ()
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# Aide
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if obj.name=="Doc-cmd-colbox" :
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twin_doc.open()
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# Reset-view
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if obj.name=="ResetView" :
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manip_reset()
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# Fichier de commande
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if obj.name=="File" :
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twin_file.open()
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# About
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if obj.name=="About-cmd" :
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twin_about.open()
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###############################################################################
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# Manipulation du mécanisme
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###############################################################################
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##
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# Dessiner une cercle (bas niveau)
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##
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def circle (center, radius, color):
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ang = 0
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ang_step = 0.1
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while ang< 2 * math.pi:
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x0 = center[0]+float(radius*math.cos(ang)*0.95)
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y0 = center[1]
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z0 = center[2]+float(radius*math.sin(ang))
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x1 = center[0]+float(radius*math.cos(ang+ang_step)*0.95)
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y1 = center[1]
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z1 = center[2]+float(radius*math.sin(ang+ang_step))
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bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
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ang += ang_step
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##
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# Initialisation de la vue 3D
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##
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# def manip_init(cont):
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def manip_init():
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# Ajout du Hud
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scene.active_camera = scene.objects["Camera"]
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scene.objects['Sun'].setVisible(True,True)
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scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud'])
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# Fenêtres
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scene.objects['About'].setVisible(False,True)
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scene.objects['Doc'].setVisible(False,True)
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# Mémorisation de la position de la caméra
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scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
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scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
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scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
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# Mémorisation de la position du modèle
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scene.objects['System']['init_lx']=scene.objects['System'].worldPosition.x
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scene.objects['System']['init_ly']=scene.objects['System'].worldPosition.y
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scene.objects['System']['init_lz']=scene.objects['System'].worldPosition.z
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scene.objects['System']['init_rx']=scene.objects['System'].worldOrientation.to_euler().x
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scene.objects['System']['init_ry']=scene.objects['System'].worldOrientation.to_euler().y
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scene.objects['System']['init_rz']=scene.objects['System'].worldOrientation.to_euler().z
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##
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# Atteindre une orientation (bas niveau)
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##
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def applyRotationTo(obj, rx=None, ry=None, rz=None):
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rres=0.001 # resolution rotation
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# x
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if rx is not None:
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while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
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if obj.worldOrientation.to_euler().x-rx > rres:
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obj.applyRotation((-rres, 0, 0), True)
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if rx-obj.worldOrientation.to_euler().x > rres:
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obj.applyRotation((rres, 0, 0), True)
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# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
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# y
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if ry is not None:
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while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
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if obj.worldOrientation.to_euler().y-ry > rres:
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obj.applyRotation((0, -rres, 0), True)
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if ry-obj.worldOrientation.to_euler().y > rres:
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obj.applyRotation((0, rres, 0), True)
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# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
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# z
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if rz is not None:
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while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
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if obj.worldOrientation.to_euler().z-rz > rres:
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obj.applyRotation((0, 0, -rres), True)
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if rz-obj.worldOrientation.to_euler().z > rres:
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obj.applyRotation((0, 0, rres), True)
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# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
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##
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# Reset de la manipulation de la vue
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##
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def manip_reset():
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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applyRotationTo(scene.objects['System'], 0, 0, 0)
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scene.objects['System'].worldPosition.x = scene.objects['System']['init_lx']
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scene.objects['System'].worldPosition.y = scene.objects['System']['init_ly']
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scene.objects['System'].worldPosition.z = scene.objects['System']['init_lz']
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# for objet in scene.objects['System']['objects'] :
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# scene.objects[objet].setVisible(True,False)
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# scene.objects[objet].restorePhysics()
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# if objet+"_Lines.GP" in scene.objects:
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# scene.objects[objet+"_Lines.GP"].setVisible(True,False)
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##
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# Position de départ pour la manipulation de la vue
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##
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def manip_start(cont):
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obj = cont.owner
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obj['click_x']=cont.sensors['ClickM'].position[0]
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obj['click_y']=cont.sensors['ClickM'].position[1]
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##
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# Manipulation du modèle ou de la caméra
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##
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def manip(cont):
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obj = cont.owner
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sensibilite_orbit=0.0005
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sensibilite_pan=0.005
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sensibilite_zoom=0.01
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delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
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delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
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# Orbit
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if obj['manip_mode']==0:
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x0 = scene.objects['Orbit-Hud'].worldPosition.x
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y0 =scene.objects['Orbit-Hud'].worldPosition.y
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z0 =scene.objects['Orbit-Hud'].worldPosition.z
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width = bge.render.getWindowWidth()
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height = bge.render.getWindowHeight()
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dist_orbit_y_base=200 # Pour 1280 x 720
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# radius_orbit_y_base=5
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radius_orbit_y_base=0.875
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diag_base= math.sqrt(1280**2+720**2)
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diag= math.sqrt(width**2+height**2)
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dist_orbit_y = dist_orbit_y_base*(diag/diag_base)
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radius_orbit_y=radius_orbit_y_base*(diag/diag_base)
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dist_orbit = math.sqrt(((width/2)-obj['click_x'])**2+((height/2)-obj['click_y'])**2)
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if obj['click_y']> height/2 :
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dist_orbit = dist_orbit+((math.sqrt(((height/2)-obj['click_y'])**2)/175)*25) # Correction des Y sous le centre ?
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if dist_orbit<dist_orbit_y : # Orbit sur xz
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circle ([x0,y0,z0], radius_orbit_y_base, color_cmd)
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n=10
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# pas_x=(delta_x*40*sensibilite_orbit)/n
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pas_x=(delta_x*4*sensibilite_orbit)/n
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# pas_y=(((width/2)-cont.sensors['DownM'].position[0])+((height/2)-cont.sensors['DownM'].position[1]))*0.005
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pas_y=((((width/2)-cont.sensors['DownM'].position[0])+((height/2)-cont.sensors['DownM'].position[1]))*0.005)/10
|
||
# pas_z=(delta_y*40*sensibilite_orbit)/n
|
||
pas_z=(delta_y*4*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['System'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
|
||
else: # Orbit sur y
|
||
circle ([x0,y0,z0], radius_orbit_y_base, color_cmd_hl)
|
||
if abs(delta_x) >= abs(delta_y):
|
||
scene.objects['System'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
|
||
else:
|
||
scene.objects['System'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
||
|
||
# Pan
|
||
if obj['manip_mode']==1: # Shift
|
||
scene.objects['System'].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)
|
||
|
||
###############################################################################
|
||
# Cycle
|
||
###############################################################################
|
||
|
||
|
||
##
|
||
# Validation du code Python
|
||
##
|
||
|
||
def python_validation(file):
|
||
(pylint_stdout, pylint_stderr) = lint.py_run(file+' --disable=C --disable=W --disable=R', return_std=True)
|
||
stdout = pylint_stdout.read()
|
||
stderr = pylint_stderr.read()
|
||
if " error (" in stdout: # Présence d'erreur
|
||
|
||
# UI : information
|
||
scene.objects['Cmd-text']['modal']= True
|
||
scene.objects['Cmd-text']['Text']= "Erreur dans le script ... "
|
||
scene.objects['Cmd-text'].setVisible(True,False)
|
||
print(stdout) # Affichage console
|
||
return False
|
||
else:
|
||
scene.objects['Cmd-text']['modal']= False
|
||
scene.objects['Cmd-text']['Text']= ""
|
||
scene.objects['Cmd-text'].setVisible(False,False)
|
||
return True
|
||
|
||
##
|
||
# Mise en route et pause du cycle
|
||
##
|
||
|
||
def cycle_run ():
|
||
|
||
# Pause
|
||
if scene.objects['System']['run'] == True:
|
||
scene.objects['System']['run']=False
|
||
scene.objects['Pause'].setVisible(False,False)
|
||
scene.objects['Pause'].suspendPhysics()
|
||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||
scene.objects['Run'].restorePhysics()
|
||
scene.objects['Run-Hl'].setVisible(True,False)
|
||
|
||
# Run
|
||
else :
|
||
scene.objects['System']['run']=True
|
||
scene.objects['Run'].setVisible(False,False)
|
||
scene.objects['Run'].suspendPhysics()
|
||
scene.objects['Run-Hl'].setVisible(False,False)
|
||
# scene.objects['Pause']. restorePhysics() # FIXME pause pas implémentée
|
||
# scene.objects['Pause'].setVisible(True,False) # FIXME pause pas implémentée
|
||
|
||
# Démarrage du cycle
|
||
if scene.objects['System']['thread_cmd']==False:
|
||
time.sleep(0.125)
|
||
scene.objects['System']['thread_cmd']=True
|
||
system.system_reset()
|
||
time.sleep(0.125)
|
||
scene.objects['System']['time']=0
|
||
if python_validation(scene.objects['System']['script']+'.py'):
|
||
runpy.run_module(scene.objects['System']['script'], run_name='start') # Execution du script utilisateur
|
||
|
||
# Arrêt de la pause
|
||
else:
|
||
# FIXME : Relancer la maquette
|
||
pass
|
||
|
||
##
|
||
# Arrêt et réinitialisation du cycle (forçage)
|
||
##
|
||
|
||
def cycle_stop ():
|
||
scene.objects['System']['thread_cmd']=False
|
||
system.system_reset()
|
||
|
||
##
|
||
# Fin naturelle du cycle
|
||
##
|
||
|
||
def cycle_end (cont):
|
||
if cont.sensors['End cycle'].positive:
|
||
scene.objects['System']['run']=False
|
||
if python_validation(scene.objects['System']['script']+'.py'):
|
||
runpy.run_module(scene.objects['System']['script'], run_name='stop') # Fin du script utilisateur
|
||
|
||
# Commandes
|
||
scene.objects['Pause'].setVisible(False,False)
|
||
scene.objects['Pause'].suspendPhysics()
|
||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||
scene.objects['Run'].setVisible(True,False)
|
||
scene.objects['Run'].restorePhysics()
|
||
|
||
##
|
||
# Highlight sur les éléments cliquable du systèmes
|
||
##
|
||
|
||
def cycle_hl(cont):
|
||
if "-colbox" in cont.owner.name:
|
||
obj= scene.objects[cont.owner.name[:-7]]
|
||
else:
|
||
obj = cont.owner
|
||
|
||
# Activation
|
||
if cont.sensors['MO'].status == JUST_ACTIVATED:
|
||
obj['mo'] = True
|
||
|
||
# Composant avec un goupe de couleur (type actionneur)
|
||
if "color_group" in obj.getPropertyNames():
|
||
for obj_name in obj['color_group']:
|
||
scene.objects[obj_name].color = color_hl
|
||
else:
|
||
obj.color = color_hl
|
||
|
||
# Description
|
||
if obj['description'] is not None:
|
||
scene.objects['Cmd-text']['Text']=obj['description']
|
||
scene.objects['Cmd-text'].setVisible(True,True)
|
||
|
||
# Désactivation
|
||
if cont.sensors['MO'].status == JUST_RELEASED :
|
||
obj['mo'] = False
|
||
scene.objects['Cmd-text']['Text']=""
|
||
|
||
# Composant passif
|
||
if "active" in obj.getPropertyNames():
|
||
if obj['active'] == False: # Composant passif
|
||
obj.color = color_passive
|
||
return
|
||
|
||
# Composant avec un goupe de couleur (type actionneur)
|
||
if "color_group" in obj.getPropertyNames():
|
||
for obj_name in obj['color_group']:
|
||
cycle_actuator_color(obj_name)
|
||
return
|
||
|
||
# Composant simple
|
||
obj.color = color_active
|
||
|
||
##
|
||
# Click sur les éléments cliquables du système (activation numérique)
|
||
##
|
||
|
||
def cycle_click(cont):
|
||
obj = cont.owner
|
||
if scene.objects['System']['run'] ==False:
|
||
return
|
||
|
||
# Passif
|
||
if "active" in obj.getPropertyNames():
|
||
if obj['active'] == False:
|
||
obj.color = color_passive
|
||
return
|
||
|
||
# Activation
|
||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['System']['manip_mode']==0:
|
||
obj.color = color_activated
|
||
obj['activated'] = True
|
||
obj['click'] = True
|
||
# Modele 3d -> Arduino : FIXME
|
||
|
||
# Désactivation
|
||
if cont.sensors['Click'].status == JUST_RELEASED:
|
||
obj['activated'] = False
|
||
obj['click'] = False
|
||
# Modele 3d -> Arduino : FIXME
|
||
if cont.sensors['MO'].positive:
|
||
obj.color = color_hl
|
||
else:
|
||
obj.color = color_active
|
||
|
||
##
|
||
# Couleurs sur les éléments sensibles du système
|
||
##
|
||
|
||
def cycle_sensitive_color(obj):
|
||
|
||
# Mouse over
|
||
if obj['mo'] == True and obj['click'] == False and obj.color !=color_hl:
|
||
obj.color =color_hl
|
||
|
||
# Jumeau
|
||
elif scene.objects['System']['twins']:
|
||
if obj['activated_real'] ==False and obj['activated']==False and obj.color !=color_active:
|
||
obj.color =color_active
|
||
elif obj['activated_real'] and obj['activated'] and obj.color !=color_activated_dbl:
|
||
obj.color =color_activated_dbl
|
||
elif obj['activated_real'] and obj['activated']==False and obj.color !=color_activated_real:
|
||
obj.color =color_activated_real
|
||
elif obj['activated_real'] ==False and obj['activated'] and obj.color !=color_activated:
|
||
obj.color =color_activated
|
||
elif obj['activated_real'] ==False and obj['activated']==False and obj.color !=color_activated:
|
||
obj.color =color_active
|
||
|
||
# Uniquement maquette 3D
|
||
else:
|
||
if obj['activated'] == True and obj.color !=color_activated:
|
||
obj.color =color_activated
|
||
elif obj['activated'] == False and obj.color !=color_active:
|
||
obj.color =color_active
|
||
|
||
##
|
||
# Couleurs des actionneurs
|
||
##
|
||
|
||
def cycle_actuator_color(name):
|
||
obj = scene.objects[name]
|
||
if obj['color']== "blue":
|
||
obj.color = color_blue
|
||
elif obj['color']== "blue-dark":
|
||
obj.color = color_blue_dark
|
||
elif obj['color']== "grey":
|
||
obj.color = color_grey
|
||
elif obj['color']== "led_yellow":
|
||
obj.color = color_led_yellow
|
||
|
||
##
|
||
# Comportement standard des boutons
|
||
##
|
||
|
||
def cycle_bp(cont):
|
||
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
|
||
|
||
# Couleurs
|
||
cycle_sensitive_color(obj)
|
||
|
||
##
|
||
# Comportement standard des voyants
|
||
##
|
||
|
||
def cycle_voy(cont):
|
||
obj = cont.owner
|
||
obj_on=scene.objects[obj.name+"-on"]
|
||
|
||
# Mouse over
|
||
if obj['mo'] == True and obj.color !=color_hl:
|
||
obj.color =color_hl
|
||
|
||
elif scene.objects['System']['run']:
|
||
|
||
# Activation
|
||
if obj['activated'] and obj_on.visible == False:
|
||
obj_on.setVisible(True,False)
|
||
obj.setVisible(False,False)
|
||
|
||
# Modele 3D -> Arduino
|
||
if scene.objects['System']['twins']:
|
||
if obj['pin'] is not None:
|
||
obj['pin'].write(1)
|
||
|
||
# Désactivation
|
||
if obj['activated']==False and obj_on.visible == True:
|
||
obj.setVisible(True,False)
|
||
obj_on.setVisible(False,False)
|
||
|
||
# Modele 3D -> Arduino
|
||
if scene.objects['System']['twins']:
|
||
if obj['pin'] is not None:
|
||
obj['pin'].write(0)
|
||
|
||
##
|
||
# Mise en couleur des actionneurs
|
||
##
|
||
|
||
def cycle_def_focusgroup(focusgroup, description):
|
||
group=[]
|
||
for obj in focusgroup:
|
||
group.append(obj[0])
|
||
for obj in focusgroup:
|
||
scene.objects[obj[0]]['color_group'] = group
|
||
scene.objects[obj[0]]['color'] = obj[1]
|
||
scene.objects[obj[0]]['description']=description
|
||
cycle_actuator_color(obj[0])
|