mirror of
https://forge.apps.education.fr/blender-edutech/lecteur-3d-cinematique.git
synced 2024-01-27 09:43:12 +01:00
785 lines
36 KiB
Python
785 lines
36 KiB
Python
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import bge # Blender Game Engine (UPBGE)
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import bpy # Blender
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import webbrowser
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import math
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import xml.etree.ElementTree as ET # Creating/parsing XML file
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import cine_doc # Documentation
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import cine_about # About
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###############################################################################
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# cine.py
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# @title: Bibliothèque générale du player 3D d'analyse de cinématique
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# @project: Blender-EduTech
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2022 Philippe Roy
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# @license: GNU GPL
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#
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# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
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# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
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#
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###############################################################################
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# UPBGE scene
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eevee = bpy.context.scene.eevee
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scene = bge.logic.getCurrentScene()
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# print("Objets de la scene : ", scene.objects)
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# Config file
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cine_config = ET.parse('cine_config.xml')
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cine_config_tree = cine_config.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_rep_enabled = [0.8, 0.8, 0.8, 1] # Blanc
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color_rep_disabled = [0, 0, 0, 1] # Noir
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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['Mecanism']
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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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cine_config_tree[0][0].text=str(screen_width)
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cine_config_tree[0][1].text=str(screen_height)
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buffer_xml = ET.tostring(cine_config_tree)
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with open("cine_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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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['Mecanism'], 0, 0, 0)
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for objet in objets :
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scene.objects[objet].setVisible(True,False)
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if scene.objects['Mecanism']['exploded'] ==True:
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scene.objects['Mecanism']['exploded'] = False
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for objet in objets :
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scene.objects[objet].worldPosition.x =scene.objects[objet]['init_lx']
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scene.objects[objet].worldPosition.y = scene.objects[objet]['init_ly']
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scene.objects[objet].worldPosition.z = scene.objects[objet]['init_lz']
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if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
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anim_play1frame()
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# Touche Space -> Play et Pause
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
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if scene.objects['Mecanism']['anim'] == True:
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anim_pause()
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Play'].setVisible(True,False)
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else:
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anim_play()
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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# Touche H -> Cacher l'objet (hide)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
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color_num(8)
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# Touche de 1 à 8 -> Couleur de 1 à 8
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
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color_num(1)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
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color_num(2)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
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color_num(3)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
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color_num(4)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
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color_num(5)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
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color_num(6)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
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color_num(7)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
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color_num(8)
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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(cine_config_tree[0][0].text),int(cine_config_tree[0][1].text))
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Reset-colors-Hl'].setVisible(False,False)
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scene.objects['Reset-view-Hl'].setVisible(False,False)
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scene.objects['Help-cmd-Hl'].setVisible(False,False)
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scene.objects['About-cmd-Hl'].setVisible(False,False)
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for i in range (1, 9):
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scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,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['Mecanism']['manip_mode']==0:
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if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-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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# obj.color = color_cmd_hl
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# Play et pause
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if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['Mecanism']['anim'] == True:
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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else:
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(True,False)
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
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if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
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scene.objects[obj.name+'-Hl'].setVisible(False,True)
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obj.setVisible(True,True)
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# Play et pause
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if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['Mecanism']['anim'] == True:
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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else:
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Play'].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['Mecanism']['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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# Pause
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if scene.objects['Mecanism']['anim'] == True:
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anim_pause()
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(True,False)
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else:
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# Play
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anim_play()
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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# Reset-colors
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if obj.name=="Reset-colors" :
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color_reset()
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# Reset-view
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if obj.name=="Reset-view" :
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manip_reset()
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# About
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if obj.name=="About-cmd" :
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if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
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scene.objects['About']['anim']= True
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anim_pause()
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else:
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scene.objects['About']['anim'] = False
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cine_about.open()
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# Aide
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if obj.name=="Help-cmd" :
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if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
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scene.objects['About']['anim']= True
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anim_pause()
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else:
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scene.objects['About']['anim'] = False
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cine_doc.open()
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###############################################################################
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# Animation
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###############################################################################
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# Initialisation de l'animation -> Play
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def anim_init():
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start = 1
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end = 250
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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_LOOP
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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scene.objects['Mecanism']['anim'] = True
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# Animation en pause (bas niveau)
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def anim_pause():
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layer = 0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects['Mecanism']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
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scene.objects[objet].stopAction(layer)
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scene.objects['Mecanism']['anim'] = False
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# Animation en pseudo-pause
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# Play d'une frame pour remettre les pièces en place
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def anim_play1frame():
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start = scene.objects['Mecanism']['anim_frame']
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end = scene.objects['Mecanism']['anim_frame']+1
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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 = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mecanism']['anim_frame'] = end
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# Reprise de l'animation (bas niveau)
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def anim_play():
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start = scene.objects['Mecanism']['anim_frame']
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end = 250
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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 = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mecanism']['anim'] = True
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# Play en continu
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def anim_boucle(cont):
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if scene.objects['Mecanism']['anim'] == True and scene.objects[scene.objects['Mecanism']['objects_anim'][0]].isPlayingAction(0) == False:
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start = 1
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end = 250
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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_LOOP
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in scene.objects['Mecanism']['objects_anim'] :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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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))
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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))
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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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# Configuration du moteur de rendu
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eevee.use_eevee_smaa = True
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# Fenêtres
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scene.objects['About'].setVisible(False,True)
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# Mémorisation de la position des composants
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|||
|
for objet in scene.objects['Mecanism']['objects'] :
|
|||
|
scene.objects[objet]['init_lx']=scene.objects[objet].worldPosition.x
|
|||
|
scene.objects[objet]['init_ly']=scene.objects[objet].worldPosition.y
|
|||
|
scene.objects[objet]['init_lz']=scene.objects[objet].worldPosition.z
|
|||
|
if 'init_rx' in scene.objects[objet]:
|
|||
|
scene.objects[objet]['init_rx'] = scene.objects[objet].worldOrientation.to_euler().x
|
|||
|
if 'init_ry' in scene.objects[objet]:
|
|||
|
scene.objects[objet]['init_ry'] = scene.objects[objet].worldOrientation.to_euler().y
|
|||
|
if 'init_rz' in scene.objects[objet]:
|
|||
|
scene.objects[objet]['init_rz'] = scene.objects[objet].worldOrientation.to_euler().z
|
|||
|
|
|||
|
# Mémorisation de la position de la caméra
|
|||
|
scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
|
|||
|
scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
|
|||
|
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
|
|||
|
|
|||
|
# Mémorisation de la position du modèle
|
|||
|
scene.objects['Mecanism']['init_lx']=scene.objects['Mecanism'].worldPosition.x
|
|||
|
scene.objects['Mecanism']['init_ly']=scene.objects['Mecanism'].worldPosition.y
|
|||
|
scene.objects['Mecanism']['init_lz']=scene.objects['Mecanism'].worldPosition.z
|
|||
|
scene.objects['Mecanism']['init_rx']=scene.objects['Mecanism'].worldOrientation.to_euler().x
|
|||
|
scene.objects['Mecanism']['init_ry']=scene.objects['Mecanism'].worldOrientation.to_euler().y
|
|||
|
scene.objects['Mecanism']['init_rz']=scene.objects['Mecanism'].worldOrientation.to_euler().z
|
|||
|
|
|||
|
##
|
|||
|
# Atteindre une orientation (bas niveau)
|
|||
|
##
|
|||
|
|
|||
|
def applyRotationTo(obj, rx=None, ry=None, rz=None):
|
|||
|
rres=0.001 # resolution rotation
|
|||
|
|
|||
|
# x
|
|||
|
if rx is not None:
|
|||
|
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
|
|||
|
if obj.worldOrientation.to_euler().x-rx > rres:
|
|||
|
obj.applyRotation((-rres, 0, 0), True)
|
|||
|
if rx-obj.worldOrientation.to_euler().x > rres:
|
|||
|
obj.applyRotation((rres, 0, 0), True)
|
|||
|
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
|
|||
|
|
|||
|
# y
|
|||
|
if ry is not None:
|
|||
|
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
|
|||
|
if obj.worldOrientation.to_euler().y-ry > rres:
|
|||
|
obj.applyRotation((0, -rres, 0), True)
|
|||
|
if ry-obj.worldOrientation.to_euler().y > rres:
|
|||
|
obj.applyRotation((0, rres, 0), True)
|
|||
|
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
|
|||
|
|
|||
|
# z
|
|||
|
if rz is not None:
|
|||
|
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
|
|||
|
if obj.worldOrientation.to_euler().z-rz > rres:
|
|||
|
obj.applyRotation((0, 0, -rres), True)
|
|||
|
if rz-obj.worldOrientation.to_euler().z > rres:
|
|||
|
obj.applyRotation((0, 0, rres), True)
|
|||
|
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
|
|||
|
|
|||
|
##
|
|||
|
# Reset de la manipulation de la vue
|
|||
|
##
|
|||
|
|
|||
|
def manip_reset():
|
|||
|
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
|
|||
|
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
|
|||
|
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
|
|||
|
applyRotationTo(scene.objects['Mecanism'], 0, 0, 0)
|
|||
|
for objet in scene.objects['Mecanism']['objects'] :
|
|||
|
scene.objects[objet].setVisible(True,False)
|
|||
|
scene.objects[objet].restorePhysics()
|
|||
|
if scene.objects['Mecanism']['expld'] ==True:
|
|||
|
scene.objects['Mecanism']['expld'] = False
|
|||
|
for objet in scene.objects['Mecanism']['objects'] :
|
|||
|
scene.objects[objet].worldPosition.x =scene.objects[objet]['init_lx']
|
|||
|
scene.objects[objet].worldPosition.y = scene.objects[objet]['init_ly']
|
|||
|
scene.objects[objet].worldPosition.z = scene.objects[objet]['init_lz']
|
|||
|
if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
|
|||
|
anim_play1frame()
|
|||
|
|
|||
|
##
|
|||
|
# Position de départ pour la manipulation de la vue
|
|||
|
##
|
|||
|
|
|||
|
def manip_start(cont):
|
|||
|
obj = cont.owner
|
|||
|
obj['click_x']=cont.sensors['ClickM'].position[0]
|
|||
|
obj['click_y']=cont.sensors['ClickM'].position[1]
|
|||
|
|
|||
|
##
|
|||
|
# Manipulation du modèle ou de la caméra
|
|||
|
##
|
|||
|
|
|||
|
def manip(cont):
|
|||
|
obj = cont.owner
|
|||
|
sensibilite_orbit=0.0005
|
|||
|
sensibilite_pan=0.005
|
|||
|
sensibilite_zoom=0.01
|
|||
|
delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
|
|||
|
delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
|
|||
|
|
|||
|
# Orbit
|
|||
|
if obj['manip_mode']==0:
|
|||
|
x0 = scene.objects['Orbit'].worldPosition.x
|
|||
|
y0 =scene.objects['Orbit'].worldPosition.y
|
|||
|
z0 =scene.objects['Orbit'].worldPosition.z
|
|||
|
width = bge.render.getWindowWidth()
|
|||
|
height = bge.render.getWindowHeight()
|
|||
|
dist_orbit = math.sqrt(((width/2)-obj['click_x'])**2+((height/2)-obj['click_y'])**2)
|
|||
|
if dist_orbit<215 : # Orbit sur x et z (150 valeur déterminée visuellement, anciennement 235)
|
|||
|
circle ([x0,y0,z0], 5, color_cmd)
|
|||
|
n=10
|
|||
|
pas_x=(delta_x*40*sensibilite_orbit)/n
|
|||
|
pas_y=(((width/2)-cont.sensors['DownM'].position[0])+((height/2)-cont.sensors['DownM'].position[1]))*0.005
|
|||
|
pas_z=(delta_y*40*sensibilite_orbit)/n
|
|||
|
for i in range (n):
|
|||
|
bge.render.drawLine([x0+pas_x*i, y0+abs(pas_y*math.sin((3.14*i)/n)), z0-pas_z*i],
|
|||
|
[x0+pas_x*(i+1), y0+abs(pas_y*math.sin((3.14*(i+1))/n)), z0-pas_z*(i+1)],
|
|||
|
[0.8, 0.619, 0.021])
|
|||
|
scene.objects['Mecanism'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), False)
|
|||
|
else: # Orbit sur y
|
|||
|
circle ([x0,y0,z0], 5, color_cmd_hl)
|
|||
|
if abs(delta_x) >= abs(delta_y):
|
|||
|
scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
|
|||
|
else:
|
|||
|
scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
|||
|
# FIXME : Détecter le sens (trigo ou horaire)
|
|||
|
# print ("cont.sensors['DownM'].position[0]", cont.sensors['DownM'].position[0])
|
|||
|
# print ("cont.sensors['DownM'].position[1]", cont.sensors['DownM'].position[1])
|
|||
|
# print ("delta_x", delta_x)
|
|||
|
# print ("delta_y", delta_y)
|
|||
|
# # if delta_x != 0 and delta_y != 0:
|
|||
|
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x))*(delta_y/abs(delta_y)))
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x))*(delta_y/abs(delta_y)), 0), False)
|
|||
|
# # elif delta_y != 0:
|
|||
|
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_y/abs(delta_y)))
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_y/abs(delta_y)), 0), False)
|
|||
|
# # elif delta_x != 0:
|
|||
|
# # print ("delta :", math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x)))
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, math.sqrt(abs(delta_x*delta_y))*sensibilite_orbit*(delta_x/abs(delta_x)), 0), False)
|
|||
|
# if abs(delta_x) >= abs(delta_y):
|
|||
|
# scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
|
|||
|
# # if cont.sensors['DownM'].position[1] > height /2:
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, delta_x*sensibilite_orbit, 0), False)
|
|||
|
# # else:
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, -delta_x*sensibilite_orbit, 0), False)
|
|||
|
# else:
|
|||
|
# scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
|||
|
# # if cont.sensors['DownM'].position[0] > width /2:
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, delta_y*sensibilite_orbit, 0), False)
|
|||
|
# # else:
|
|||
|
# # scene.objects['Mecanism'].applyRotation((0, -delta_y*sensibilite_orbit, 0), False)
|
|||
|
|
|||
|
# Pan
|
|||
|
if obj['manip_mode']==1: # Shift
|
|||
|
scene.objects['Mecanism'].applyMovement((delta_x*sensibilite_pan, -delta_y*sensibilite_pan, -delta_y*sensibilite_pan), False)
|
|||
|
# scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
|
|||
|
|
|||
|
# Zoom
|
|||
|
if obj['manip_mode']==2: # Ctrl
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
|
|||
|
|
|||
|
##
|
|||
|
# Zoom
|
|||
|
##
|
|||
|
|
|||
|
def manip_wheel(cont):
|
|||
|
obj = cont.owner
|
|||
|
sensibilite_wheel = 20
|
|||
|
if cont.sensors['WheelUp'].positive:
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
|
|||
|
if cont.sensors['WheelDown'].positive:
|
|||
|
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
|
|||
|
|
|||
|
##
|
|||
|
# Vue en éclaté
|
|||
|
##
|
|||
|
|
|||
|
# Position de départ pour l'éclatement de la vue
|
|||
|
def expld_start(cont):
|
|||
|
if scene.objects['Mecanism']['manip_mode']==1:
|
|||
|
obj = cont.owner
|
|||
|
obj['click_x']=cont.sensors['Click'].position[0]
|
|||
|
obj['click_y']=cont.sensors['Click'].position[1]
|
|||
|
|
|||
|
# Déplacement des composants en vue eclatée
|
|||
|
def expld(cont):
|
|||
|
obj = cont.owner
|
|||
|
sensibilite=0.005
|
|||
|
delta=(cont.sensors['Down'].position[0]-obj['click_x'])+(cont.sensors['Down'].position[1]-obj['click_y'])
|
|||
|
objects = scene.objects['Mecanism']['objects']
|
|||
|
if obj['manip_mode']==1: # Shift
|
|||
|
scene.objects['Mecanism']['expld'] =True
|
|||
|
for object in objects :
|
|||
|
ecla_x, ecla_y,ecla_z = 0,0,0
|
|||
|
if 'ecla_x' in scene.objects[object]:
|
|||
|
ecla_x = scene.objects[object]['ecla_x']
|
|||
|
if 'ecla_y' in scene.objects[object]:
|
|||
|
ecla_y = scene.objects[object]['ecla_y']
|
|||
|
if 'ecla_z' in scene.objects[object]:
|
|||
|
ecla_z = scene.objects[object]['ecla_z']
|
|||
|
|
|||
|
# Déplacement dans le repère du mécanisme
|
|||
|
x_axis = scene.objects['Mecanism'].orientation.col[0]
|
|||
|
y_axis = scene.objects['Mecanism'].orientation.col[1]
|
|||
|
z_axis = scene.objects['Mecanism'].orientation.col[2]
|
|||
|
scene.objects[object].applyMovement((delta*sensibilite*ecla_x*x_axis[0], delta*sensibilite*ecla_x*x_axis[1] , delta*sensibilite*ecla_x*x_axis[2]), False)
|
|||
|
scene.objects[object].applyMovement((delta*sensibilite*ecla_y*y_axis[0], delta*sensibilite*ecla_y*y_axis[1] , delta*sensibilite*ecla_y*y_axis[2]), False)
|
|||
|
scene.objects[object].applyMovement((delta*sensibilite*ecla_z*z_axis[0], delta*sensibilite*ecla_z*z_axis[1] , delta*sensibilite*ecla_z*z_axis[2]), False)
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Eclaté
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Position de départ pour l'éclatement de la vue
|
|||
|
def explode_start(cont):
|
|||
|
if scene.objects['Mecanism']['manip_mode']==1:
|
|||
|
obj = cont.owner
|
|||
|
obj['click_x']=cont.sensors['Click'].position[0]
|
|||
|
obj['click_y']=cont.sensors['Click'].position[1]
|
|||
|
|
|||
|
# Déplacement des composants en vue éclatée
|
|||
|
def explode(cont):
|
|||
|
obj = cont.owner
|
|||
|
sensibilite=0.005
|
|||
|
delta=(cont.sensors['Down'].position[0]-obj['click_x'])+(cont.sensors['Down'].position[1]-obj['click_y'])
|
|||
|
if obj['manip_mode']==1: # Shift
|
|||
|
scene.objects['Mecanism']['exploded'] =True
|
|||
|
for objet in objets :
|
|||
|
ecla_x, ecla_y,ecla_z = 0,0,0
|
|||
|
if 'ecla_x' in scene.objects[objet]:
|
|||
|
ecla_x = scene.objects[objet]['ecla_x']
|
|||
|
if 'ecla_y' in scene.objects[objet]:
|
|||
|
ecla_y = scene.objects[objet]['ecla_y']
|
|||
|
if 'ecla_z' in scene.objects[objet]:
|
|||
|
ecla_z = scene.objects[objet]['ecla_z']
|
|||
|
|
|||
|
# Déplacement dans le repère du mécanisme
|
|||
|
x_axis = scene.objects['Mecanism'].orientation.col[0]
|
|||
|
y_axis = scene.objects['Mecanism'].orientation.col[1]
|
|||
|
z_axis = scene.objects['Mecanism'].orientation.col[2]
|
|||
|
scene.objects[objet].applyMovement((delta*sensibilite*ecla_x*x_axis[0], delta*sensibilite*ecla_x*x_axis[1] , delta*sensibilite*ecla_x*x_axis[2]), False)
|
|||
|
scene.objects[objet].applyMovement((delta*sensibilite*ecla_y*y_axis[0], delta*sensibilite*ecla_y*y_axis[1] , delta*sensibilite*ecla_y*y_axis[2]), False)
|
|||
|
scene.objects[objet].applyMovement((delta*sensibilite*ecla_z*z_axis[0], delta*sensibilite*ecla_z*z_axis[1] , delta*sensibilite*ecla_z*z_axis[2]), False)
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Couleur
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Reset des couleurs du mécanisme
|
|||
|
def color_reset():
|
|||
|
colors_dict = scene.objects['Mecanism']['colors_dict']
|
|||
|
for object in scene.objects['Mecanism']['objects'] :
|
|||
|
scene.objects[object].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][object][0])].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][object][0])+'-Hl'].color = colors_dict[scene.objects['Mecanism']['objects_dict'][object][2]]
|
|||
|
|
|||
|
# Sélection couleur dans la palette avec son numéro de couleur (bas niveau)
|
|||
|
def color_num(num):
|
|||
|
for i in range (1, 9):
|
|||
|
scene.objects['Color-'+str(i)].worldScale=[0.125, 0.125, 0.125]
|
|||
|
scene.objects['Color-'+str(i)+"-Hl"].worldScale=[0.125, 0.125, 0.125]
|
|||
|
scene.objects['Color-'+str(num)].worldScale=[0.156, 0.156, 0.156]
|
|||
|
scene.objects['Color-'+str(num)+'-Hl'].worldScale=[0.156, 0.156, 0.156]
|
|||
|
scene.objects['Colors']['color_current']=num
|
|||
|
|
|||
|
# Clic sur la palette
|
|||
|
def color_click(cont):
|
|||
|
obj = cont.owner
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
color_num(int(obj.name[6]))
|
|||
|
|
|||
|
# Highlight de la palette
|
|||
|
def color_hl(cont):
|
|||
|
if cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
hitObject = cont.sensors['MO'].hitObject
|
|||
|
if hitObject is not None and "-Hl" not in hitObject .name:
|
|||
|
hitObject.setVisible(False,True)
|
|||
|
scene.objects[hitObject.name+'-Hl'].setVisible(True,True)
|
|||
|
# obj.color = color_cmd_hl
|
|||
|
if cont.sensors['MO'].status == JUST_RELEASED:
|
|||
|
for i in range (1, 9):
|
|||
|
scene.objects['Color-'+str(i)].setVisible(True,True)
|
|||
|
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,True)
|
|||
|
|
|||
|
# Colorisation de la pièce
|
|||
|
def color_object(cont):
|
|||
|
if cont.sensors['Click'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
hitObject = cont.sensors['MO'].hitObject
|
|||
|
if hitObject is not None and hitObject.visible:
|
|||
|
color_select = scene.objects['Colors']['color_current']
|
|||
|
if color_select != 0 and color_select != 8:
|
|||
|
colors = scene.objects['Mecanism']['colors']
|
|||
|
hitObject.color = colors[color_select-1][1]
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])].color = colors[color_select-1][1]
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Hl'].color = colors[color_select-1][1]
|
|||
|
if color_select == 8: # Couleur transparente -> disparition
|
|||
|
hitObject.setVisible(False,False)
|
|||
|
hitObject.suspendPhysics (True)
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Objets
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Initialisation du mécanisme
|
|||
|
def objects_init():
|
|||
|
|
|||
|
objects = scene.objects['Mecanism']['objects']
|
|||
|
objects_dict = scene.objects['Mecanism']['objects_dict']
|
|||
|
colors_dict = scene.objects['Mecanism']['colors_dict']
|
|||
|
|
|||
|
i=1
|
|||
|
for object in objects:
|
|||
|
|
|||
|
# Couleurs
|
|||
|
scene.objects[object].color = colors_dict[objects_dict[object][2]]
|
|||
|
|
|||
|
# Nomenclature
|
|||
|
scene.objects['Nomenclature-'+str(i)]['Text'] = objects_dict[object][1]
|
|||
|
scene.objects['Nomenclature-'+str(i)]['Object'] = objects[i-1]
|
|||
|
scene.objects['Nomenclature-'+str(i)].color = colors_dict[objects_dict[object][2]]
|
|||
|
scene.objects['Nomenclature-'+str(i)+'-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Nomenclature-'+str(i)+'-Hl']['Text'] = objects_dict[object][1]
|
|||
|
scene.objects['Nomenclature-'+str(i)+'-Hl'].color = colors_dict[objects_dict[object][2]]
|
|||
|
scene.objects['Nomenclature-'+str(i)+'-Ot']['Text'] = objects_dict[object][1]
|
|||
|
scene.objects['Nomenclature-'+str(i)+'-Ot2']['Text'] = objects_dict[object][1]
|
|||
|
scene.objects['Nomenclature-'+str(i)+'-Ot2'].setVisible(False,False)
|
|||
|
|
|||
|
# Repères
|
|||
|
if len(objects_dict[object][3])>0:
|
|||
|
scene.objects['Rep-'+str(i)]['Object'] = objects[i-1]
|
|||
|
scene.objects['Rep-'+str(i)].color = color_rep_disabled
|
|||
|
scene.objects['Rep-'+str(i)+'-Hl'].setVisible(False,False)
|
|||
|
for j in range (len (objects_dict[object][3])):
|
|||
|
scene.objects[objects_dict[object][3][j]].setVisible(False,True)
|
|||
|
|
|||
|
i +=1
|
|||
|
|
|||
|
# Highlight de la pièce dans la nomenclature
|
|||
|
def object_hl(cont):
|
|||
|
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
hitObject = cont.sensors['MO'].hitObject
|
|||
|
if hitObject is not None and hitObject.visible:
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])].setVisible(False,False)
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Hl'].setVisible(True,False)
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][hitObject.name][0])+'-Ot2'].setVisible(True,False)
|
|||
|
if cont.sensors['MO'].status == JUST_RELEASED:
|
|||
|
for objet in scene.objects['Mecanism']['objects'] :
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])].setVisible(True,False)
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])+'-Hl'].setVisible(False,False)
|
|||
|
scene.objects['Nomenclature-'+str(scene.objects['Mecanism']['objects_dict'][objet][0])+'-Ot2'].setVisible(False,False)
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Nomenclature
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Click sur la nomemclature
|
|||
|
def nom_click(cont):
|
|||
|
name=cont.owner.name[:-7]
|
|||
|
obj = scene.objects[name]
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
color_select = scene.objects['Colors']['color_current']
|
|||
|
|
|||
|
# Colorisation de la pièce par la nomenclaturep
|
|||
|
if color_select != 0 and color_select != 8:
|
|||
|
colors = scene.objects['Mecanism']['colors']
|
|||
|
obj.color = colors[color_select-1][1]
|
|||
|
scene.objects[name+'-Hl'].color = colors[color_select-1][1]
|
|||
|
scene.objects[obj['Object']].color = colors[color_select-1][1]
|
|||
|
if scene.objects[obj['Object']].visible==False:
|
|||
|
scene.objects[obj['Object']].setVisible(True,False)
|
|||
|
scene.objects[obj['Object']].restorePhysics()
|
|||
|
|
|||
|
# Couleur transparente -> disparition / apparition
|
|||
|
if color_select == 8:
|
|||
|
if scene.objects[obj['Object']].visible==True:
|
|||
|
scene.objects[obj['Object']].setVisible(False,False)
|
|||
|
scene.objects[obj['Object']].suspendPhysics (True)
|
|||
|
else:
|
|||
|
scene.objects[obj['Object']].setVisible(True,False)
|
|||
|
scene.objects[obj['Object']].restorePhysics()
|
|||
|
|
|||
|
# Highlight de la nomenclature
|
|||
|
def nom_hl(cont):
|
|||
|
name=cont.owner.name[:-7]
|
|||
|
obj = scene.objects[name]
|
|||
|
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
obj.setVisible(False,False)
|
|||
|
scene.objects[name+'-Hl'].setVisible(True,False)
|
|||
|
scene.objects[name+'-Ot2'].setVisible(True,False)
|
|||
|
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
obj.setVisible(True,False)
|
|||
|
scene.objects[name+'-Hl'].setVisible(False,False)
|
|||
|
scene.objects[name+'-Ot2'].setVisible(False,False)
|
|||
|
|
|||
|
###############################################################################
|
|||
|
# Repères
|
|||
|
###############################################################################
|
|||
|
|
|||
|
# Click sur un repère
|
|||
|
def rep_click(cont):
|
|||
|
name=cont.owner.name[:-7]
|
|||
|
obj = scene.objects[name]
|
|||
|
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
objects_dict = scene.objects['Mecanism']['objects_dict']
|
|||
|
if obj['enabled']:
|
|||
|
for i in range (len (objects_dict[obj['Object']][3])):
|
|||
|
scene.objects[objects_dict[obj['Object']][3][i]].setVisible(False,True)
|
|||
|
obj.color = color_rep_disabled
|
|||
|
obj['enabled']=False
|
|||
|
else:
|
|||
|
for i in range (len (objects_dict[obj['Object']][3])):
|
|||
|
scene.objects[objects_dict[obj['Object']][3][i]].setVisible(True,True)
|
|||
|
obj.color = color_rep_enabled
|
|||
|
obj['enabled']=True
|
|||
|
|
|||
|
# Highlight sur un repère
|
|||
|
def rep_hl(cont):
|
|||
|
name=cont.owner.name[:-7]
|
|||
|
obj = scene.objects[name]
|
|||
|
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
obj.setVisible(False,False)
|
|||
|
scene.objects[name+'-Hl'].setVisible(True,False)
|
|||
|
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
|
|||
|
obj.setVisible(True,False)
|
|||
|
scene.objects[name+'-Hl'].setVisible(False,False)
|