mirror of
https://forge.apps.education.fr/blender-edutech/jumeaux-numeriques.git
synced 2024-01-27 06:56:18 +01:00
402 lines
23 KiB
Python
402 lines
23 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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# volrou.py
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# @title: Commandes pour le volet roulant
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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) 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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system_init() # Initialisation du système
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###############################################################################
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# Voyants
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###############################################################################
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##
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# Etat voyant mode automatique
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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 voy_auto (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 auto-on'].visible == False:
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scene.objects['Led auto-on'].setVisible(True,False)
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scene.objects['Led auto'].setVisible(False,False)
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if obj['activated']==False and scene.objects['Led auto-on'].visible == True:
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scene.objects['Led auto'].setVisible(True,False)
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scene.objects['Led auto-on'].setVisible(False,False)
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###############################################################################
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# Actionneurs
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###############################################################################
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##
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# Moteur et volet
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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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# scene.objects['System'].applyMovement((0, 0, 0), False)
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# scene.objects['System'].applyRotation((0, 0, 0), True)
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obj = cont.owner
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layer = 0
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# Monter
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if obj['up']:
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if obj['frame_down']<105: # Volet pas cassé
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if obj['frame_up'] <0: # Réinit entre 0 et -4
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obj['frame_up']=0
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if obj['frame_up']<110 : # Cycle normal de 0 à 100 (butée en 110)
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start = obj['frame_up']
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end = 111
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, 135, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, 135, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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else: # Tourner sans fin
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# vitesse = 0.015
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vitesse = 0.03
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pas_axe_enrouleur = 0.5
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pas_axe_fdc = 0.5/3
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# scene.objects['Axe enrouleur'].applyRotation((pas_axe_enrouleur*vitesse, 0, 0), True)
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scene.objects['Axe fdc'].stopAction(layer)
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scene.objects['Axe fdc'].applyRotation((-pas_axe_fdc*vitesse, 0, 0), True)
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if obj['frame_up'] ==170: # Réinit
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obj['frame_up']=110
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start = obj['frame_up']
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end = 171
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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obj['frame_down']= 100-obj['frame_up']
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# Descendre
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if obj['down']:
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if obj['frame_up']<105: # Volet pas cassé
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if obj['frame_down'] <0: # Réinit entre 0 et -4
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obj['frame_down']=0
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if obj['frame_down']<135 : # Cycle normal de 0 à 100 (butée en 135)
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start = obj['frame_down']
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end = 136
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Down', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['frame_down'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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else: # Tourner sans fin et volet cassé
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scene.objects['Axe enrouleur'].stopAction(layer)
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scene.objects['Axe fdc'].stopAction(layer)
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scene.objects['Lame volet 1'].stopAction(layer)
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scene.objects['Lame volet 2'].stopAction(layer)
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scene.objects['Lame volet 3'].stopAction(layer)
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scene.objects['Lame volet 4'].stopAction(layer)
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scene.objects['Lame volet 5'].stopAction(layer)
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scene.objects['Lame volet 6'].stopAction(layer)
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scene.objects['Lame volet 7'].stopAction(layer)
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scene.objects['Lame volet 8'].stopAction(layer)
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scene.objects['Lame volet 9'].stopAction(layer)
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scene.objects['Lame volet 10'].stopAction(layer)
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scene.objects['Lame volet 11'].stopAction(layer)
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scene.objects['Lame volet 12'].stopAction(layer)
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scene.objects['Lame volet 13'].stopAction(layer)
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vitesse = 0.03
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# vitesse = 0.015
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pas_axe_enrouleur = 0.5
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pas_axe_fdc = 0.5/3
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pas_volet = 10
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scene.objects['Axe enrouleur'].applyRotation((-pas_axe_enrouleur*vitesse, 0, 0), True)
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scene.objects['Axe fdc'].applyRotation((pas_axe_fdc*vitesse, 0, 0), True)
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scene.objects['Lame volet 1'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 2'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 3'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 4'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 5'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 6'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 7'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 8'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 9'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 10'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 11'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 12'].applyMovement((0, 0, -pas_volet*vitesse), False)
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scene.objects['Lame volet 13'].applyMovement((0, 0, -pas_volet*vitesse), False)
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obj['frame_down'] +=1
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obj['frame_up']= 100-obj['frame_down']
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# Arrêt
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if obj['up'] == False and obj['down'] == False:
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if scene.objects['Axe enrouleur'].isPlayingAction(layer):
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scene.objects['Axe enrouleur'].stopAction(layer)
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scene.objects['Axe fdc'].stopAction(layer)
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scene.objects['Lame volet 1'].stopAction(layer)
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scene.objects['Lame volet 2'].stopAction(layer)
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scene.objects['Lame volet 3'].stopAction(layer)
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scene.objects['Lame volet 4'].stopAction(layer)
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scene.objects['Lame volet 5'].stopAction(layer)
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scene.objects['Lame volet 6'].stopAction(layer)
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scene.objects['Lame volet 7'].stopAction(layer)
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scene.objects['Lame volet 8'].stopAction(layer)
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scene.objects['Lame volet 9'].stopAction(layer)
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scene.objects['Lame volet 10'].stopAction(layer)
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scene.objects['Lame volet 11'].stopAction(layer)
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scene.objects['Lame volet 12'].stopAction(layer)
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scene.objects['Lame volet 13'].stopAction(layer)
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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 volet en haut
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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_h (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 du volet
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scene.objects['Axe fdc']['rx']= scene.objects['Axe fdc'].localOrientation.to_euler().x *(180/math.pi)
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if scene.objects['Axe fdc']['rx'] >= -175 and scene.objects['Axe fdc']['rx'] <= -155 and obj['activated'] == False :
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obj['activated'] = True
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if scene.objects['Axe fdc']['rx'] < -175 or scene.objects['Axe fdc']['rx'] > -155 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 volet en bas
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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_b (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 du volet
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if scene.objects['Axe fdc']['rx'] >= -10 and scene.objects['Axe fdc']['rx'] <= 10 and obj['activated'] == False :
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obj['activated'] = True
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if scene.objects['Axe fdc']['rx'] < -10 or scene.objects['Axe fdc']['rx'] > 10 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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# 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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# Voyants statiques
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scene.objects['Led capteur courant'].setVisible(True,False)
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scene.objects['Led capteur courant-on'].setVisible(False,False)
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scene.objects['Led moteur'].setVisible(True,False)
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scene.objects['Led moteur-on'].setVisible(False,False)
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scene.objects['Led alimentation'].setVisible(True,False)
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scene.objects['Led alimentation-on'].setVisible(False,False)
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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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# Voyants aux états initiaux
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scene.objects['Led auto'].setVisible(True,False)
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scene.objects['Led auto-on'].setVisible(False,False)
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# Volet
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obj = scene.objects['Moteur']
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start = 49
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end = 50
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priority = 1
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layer = 0
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 0.4
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scene.objects['Axe enrouleur'].playAction('Axe enrouleur-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Axe fdc'].playAction('Axe fdc-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 1'].playAction('Lame volet 1-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 2'].playAction('Lame volet 2-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 3'].playAction('Lame volet 3-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 4'].playAction('Lame volet 4-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 5'].playAction('Lame volet 5-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 6'].playAction('Lame volet 6-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 7'].playAction('Lame volet 7-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 8'].playAction('Lame volet 8-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 9'].playAction('Lame volet 9-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 10'].playAction('Lame volet 10-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 11'].playAction('Lame volet 11-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 12'].playAction('Lame volet 12-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Lame volet 13'].playAction('Lame volet 13-Up', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# print ("reset")
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obj['frame_up'] = scene.objects['Axe enrouleur'].getActionFrame(layer)
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obj['frame_down']= 100-obj['frame_up']
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# I/O à l'état initial
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scene.objects['Led auto']['activated']=False
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scene.objects['Bp monter']['activated']=False
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scene.objects['Bp arret']['activated']=False
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scene.objects['Bp descendre']['activated']=False
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scene.objects['Bp auto']['activated']=False
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scene.objects['Microrupteur haut']['activated']=False
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scene.objects['Microrupteur bas']['activated']=False
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scene.objects['Moteur']['up']=False
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scene.objects['Moteur']['down']=False
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scene.objects['Recepteur LDR']['activated']=False
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