Bugfix : revenir après éclatement, Aide : ajout de l'orbit

This commit is contained in:
Philippe Roy 2022-11-20 19:43:05 +01:00
parent c497db2aab
commit 31210aa515
18 changed files with 190 additions and 54 deletions

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Board Game Icons (1.0)
Created/distributed by Kenney (www.kenney.nl)
Creation date: 10-01-2022
------------------------------
License: (Creative Commons Zero, CC0)
http://creativecommons.org/publicdomain/zero/1.0/
This content is free to use in personal, educational and commercial projects.
Support us by crediting Kenney or www.kenney.nl (this is not mandatory)
------------------------------
Donate: http://support.kenney.nl
Patreon: http://patreon.com/kenney/
Follow on Twitter for updates:
http://twitter.com/KenneyNL

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###############################################################################
Game icon pack by Kenney Vleugels (www.kenney.nl)
------------------------------
License (CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
###############################################################################

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###############################################################################
Game icon pack (expansion) by Kenney Vleugels (www.kenney.nl)
------------------------------
License (CC0)
http://creativecommons.org/publicdomain/zero/1.0/
You may use these graphics in personal and commercial projects.
Credit (Kenney or www.kenney.nl) would be nice but is not mandatory.
###############################################################################

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80
cine.py
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@ -262,7 +262,7 @@ def anim_pause():
scene.objects['Mecanism']['anim'] = False
# Animation en pseudo-pause
# Play d'une frame pour remettre les pièces en place (après-écltement)
# Play d'une frame pour remettre les pièces en place (après-éclatement)
def anim_play1frame():
start = scene.objects['Mecanism']['anim_frame']
end = scene.objects['Mecanism']['anim_frame']+1
@ -275,8 +275,6 @@ def anim_play1frame():
speed = 1.0
for objet in scene.objects['Mecanism']['objects_anim'] :
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Axe 2'].playAction('Axe 2-Action_init', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Mecanism']['anim_frame'] = end
# Reprise de l'animation (bas niveau)
@ -437,15 +435,25 @@ def manip_reset():
if objet+"_Lines.GP" in scene.objects:
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
# FIXME : retour pas bon pour tous les composants
# Retour après éclatement
if scene.objects['Mecanism']['expld'] ==True:
print ("retour explod")
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()
expld_val = scene.objects['Mecanism']['expld_val'] # Retour après éclatement avec la valeur d'éclatement
sensibilite=0.005
objects = scene.objects['Mecanism']['objects']
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']
scene.objects[object].applyMovement((-expld_val*sensibilite*ecla_x, -expld_val*sensibilite*ecla_y , -expld_val*sensibilite*ecla_z), False)
scene.objects['Mecanism']['expld_val'] = 0.00
if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
anim_play1frame()
##
# Position de départ pour la manipulation de la vue
@ -552,9 +560,9 @@ def manip_wheel(cont):
if cont.sensors['WheelDown'].positive:
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
##
# Vue en éclaté
##
###############################################################################
# Eclaté
###############################################################################
# Position de départ pour l'éclatement de la vue
def expld_start(cont):
@ -571,6 +579,12 @@ def expld(cont):
objects = scene.objects['Mecanism']['objects']
if obj['manip_mode']==1: # Shift
scene.objects['Mecanism']['expld'] =True
scene.objects['Mecanism']['expld_val'] =scene.objects['Mecanism']['expld_val']+delta
# 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]
for object in objects :
ecla_x, ecla_y,ecla_z = 0,0,0
if 'ecla_x' in scene.objects[object]:
@ -579,50 +593,10 @@ def expld(cont):
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
###############################################################################

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@ -50,7 +50,6 @@ def close(cont):
scene.objects['Mecanism']['anim'] = True
scene.objects['Doc']['anim'] == False
scene.active_camera = scene.objects["Camera"]
print ("hoho")
scene.objects['Doc'].setVisible(False,True)
##

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@ -30,6 +30,7 @@ objects=['Bloc clampeur', 'Disque', 'Moteur', 'Palonnier', 'Ressort', 'Reducteur
'Ecrou 1', 'Ecrou 2', 'Ecrou 3', 'Ecrou 4', 'Ecrou 5', 'Ecrou 6','Rondelle 1', 'Rondelle 2', 'Rondelle 3', 'Rondelle 4','Bague 1','Bague 2', 'Axe reducteur']
objects_anim=['Disque', 'Ressort', 'Palonnier', 'Axe reducteur', 'Maillon gauche', 'Maillon axe 1']
objects_anim_init=['Axe 2']
objects_dict={'Bloc clampeur' : [1, '1 : Bloc clampeur', 'VioletF', []],
'Disque' : [2, '2 : Disque', 'TurquoiseF', []],
@ -104,6 +105,7 @@ colors_dict={'Couleur1' : [0.202, 0.114, 0.512, 1],
def init(cont):
scene.objects['Mecanism']['objects'] = objects
scene.objects['Mecanism']['objects_anim'] = objects_anim
scene.objects['Mecanism']['objects_anim_init'] = objects_anim_init
scene.objects['Mecanism']['objects_dict'] = objects_dict
scene.objects['Mecanism']['colors'] = colors
scene.objects['Mecanism']['colors_dict'] = colors_dict