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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
|
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|
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
|
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of this license document, but changing it is not allowed.
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|
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Preamble
|
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|
||||
The GNU General Public License is a free, copyleft license for
|
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software and other kinds of works.
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|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
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software for all its users. We, the Free Software Foundation, use the
|
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GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
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your programs, too.
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|
||||
When we speak of free software, we are referring to freedom, not
|
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price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
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them if you wish), that you receive source code or can get it if you
|
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want it, that you can change the software or use pieces of it in new
|
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free programs, and that you know you can do these things.
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|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
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you modify it: responsibilities to respect the freedom of others.
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For example, if you distribute copies of such a program, whether
|
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gratis or for a fee, you must pass on to the recipients the same
|
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freedoms that you received. You must make sure that they, too, receive
|
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or can get the source code. And you must show them these terms so they
|
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know their rights.
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|
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Developers that use the GNU GPL protect your rights with two steps:
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(1) assert copyright on the software, and (2) offer you this License
|
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giving you legal permission to copy, distribute and/or modify it.
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|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
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authors' sake, the GPL requires that modified versions be marked as
|
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changed, so that their problems will not be attributed erroneously to
|
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authors of previous versions.
|
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|
||||
Some devices are designed to deny users access to install or run
|
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modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
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use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
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||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
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|
||||
Finally, every program is threatened constantly by software patents.
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States should not allow patents to restrict development and use of
|
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software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
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make it effectively proprietary. To prevent this, the GPL assures that
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patents cannot be used to render the program non-free.
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The precise terms and conditions for copying, distribution and
|
||||
modification follow.
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TERMS AND CONDITIONS
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|
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0. Definitions.
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|
||||
"This License" refers to version 3 of the GNU General Public License.
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|
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"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
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|
||||
"The Program" refers to any copyrightable work licensed under this
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License. Each licensee is addressed as "you". "Licensees" and
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"recipients" may be individuals or organizations.
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|
||||
To "modify" a work means to copy from or adapt all or part of the work
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in a fashion requiring copyright permission, other than the making of an
|
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exact copy. The resulting work is called a "modified version" of the
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earlier work or a work "based on" the earlier work.
|
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|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
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|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
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computer or modifying a private copy. Propagation includes copying,
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distribution (with or without modification), making available to the
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public, and in some countries other activities as well.
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|
||||
To "convey" a work means any kind of propagation that enables other
|
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parties to make or receive copies. Mere interaction with a user through
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||||
a computer network, with no transfer of a copy, is not conveying.
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|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
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|
||||
|
||||
1. Source Code.
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|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
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|
||||
A "Standard Interface" means an interface that either is an official
|
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standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
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||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
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|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
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||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
103
README.md
@ -1,92 +1,33 @@
|
||||
# Kinematic Player
|
||||
|
||||
**Lecteur 3D pour l'analyse cinématique des mécanismes** <br/>
|
||||
**3D player for kinematic analysis ** <br/>
|
||||
|
||||
Ce lecteur 3D est un environnement léger et spécifique pour l'analyse cinématique d'un mécanisme en mouvement ( [vidéo de
|
||||
présentation](https://nuage03.apps.education.fr/index.php/s/HiLe7JwgMGDnkaM) ).
|
||||
|
||||
## Getting started
|
||||
Mécanismes :
|
||||
* Baton de colle
|
||||
* Système de clampage d'un automate de prélévement sangin (Hémomixer)
|
||||
* Pince Schrader
|
||||
* Serrure biométrique
|
||||
|
||||
To make it easy for you to get started with GitLab, here's a list of recommended next steps.
|
||||
![Screenshot](img/screenshot-01.jpg)
|
||||
|
||||
Already a pro? Just edit this README.md and make it your own. Want to make it easy? [Use the template at the bottom](#editing-this-readme)!
|
||||
Les fonctionalités du lecteur sont :
|
||||
* l'identification des mobilités cinématiques par l'animation du mécanisme,
|
||||
* l'identification des classes d'équivalence par la colorisation des composants,
|
||||
* l'identification des liaisons normalisées par la visualisation des repères locaux (repère pièce),
|
||||
* l'exploration par la mise en transparence des composants et l'éclatement du mécanisme,
|
||||
* une entrée dans le mécanisme par la nomenclature.
|
||||
|
||||
## Add your files
|
||||
Les fichiers sources sont dans le groupe Blender-Edutech de Gitlab : https://gitlab.com/blender-edutech/kinematic-player
|
||||
|
||||
- [ ] [Create](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#create-a-file) or [upload](https://docs.gitlab.com/ee/user/project/repository/web_editor.html#upload-a-file) files
|
||||
- [ ] [Add files using the command line](https://docs.gitlab.com/ee/gitlab-basics/add-file.html#add-a-file-using-the-command-line) or push an existing Git repository with the following command:
|
||||
Les binaires (Game Engine Runtime) sont hébergés sur [apps.education.fr](https://nuage03.apps.education.fr/index.php/s/g75WfrdXM4Gx35s).
|
||||
|
||||
```
|
||||
cd existing_repo
|
||||
git remote add origin https://gitlab.com/blender-edutech/kinematic-player.git
|
||||
git branch -M main
|
||||
git push -uf origin main
|
||||
```
|
||||
Ce lecteur fait partie du projet open source [Blender-EduTech (Blender/UPBGE pour l'Enseignement Technologique)](https://gitlab.com/blender-edutech).
|
||||
|
||||
## Integrate with your tools
|
||||
L'environnement de développement est basé sur : la plateforme de modélisation et d'animation 3D Blender ( https://blender.org ), le langage Python
|
||||
(https://python.org ) et le moteur de jeu 3D UPGE ( https://upbge.org ).
|
||||
|
||||
- [ ] [Set up project integrations](https://gitlab.com/blender-edutech/kinematic-player/-/settings/integrations)
|
||||
|
||||
## Collaborate with your team
|
||||
|
||||
- [ ] [Invite team members and collaborators](https://docs.gitlab.com/ee/user/project/members/)
|
||||
- [ ] [Create a new merge request](https://docs.gitlab.com/ee/user/project/merge_requests/creating_merge_requests.html)
|
||||
- [ ] [Automatically close issues from merge requests](https://docs.gitlab.com/ee/user/project/issues/managing_issues.html#closing-issues-automatically)
|
||||
- [ ] [Enable merge request approvals](https://docs.gitlab.com/ee/user/project/merge_requests/approvals/)
|
||||
- [ ] [Automatically merge when pipeline succeeds](https://docs.gitlab.com/ee/user/project/merge_requests/merge_when_pipeline_succeeds.html)
|
||||
|
||||
## Test and Deploy
|
||||
|
||||
Use the built-in continuous integration in GitLab.
|
||||
|
||||
- [ ] [Get started with GitLab CI/CD](https://docs.gitlab.com/ee/ci/quick_start/index.html)
|
||||
- [ ] [Analyze your code for known vulnerabilities with Static Application Security Testing(SAST)](https://docs.gitlab.com/ee/user/application_security/sast/)
|
||||
- [ ] [Deploy to Kubernetes, Amazon EC2, or Amazon ECS using Auto Deploy](https://docs.gitlab.com/ee/topics/autodevops/requirements.html)
|
||||
- [ ] [Use pull-based deployments for improved Kubernetes management](https://docs.gitlab.com/ee/user/clusters/agent/)
|
||||
- [ ] [Set up protected environments](https://docs.gitlab.com/ee/ci/environments/protected_environments.html)
|
||||
|
||||
***
|
||||
|
||||
# Editing this README
|
||||
|
||||
When you're ready to make this README your own, just edit this file and use the handy template below (or feel free to structure it however you want - this is just a starting point!). Thank you to [makeareadme.com](https://www.makeareadme.com/) for this template.
|
||||
|
||||
## Suggestions for a good README
|
||||
Every project is different, so consider which of these sections apply to yours. The sections used in the template are suggestions for most open source projects. Also keep in mind that while a README can be too long and detailed, too long is better than too short. If you think your README is too long, consider utilizing another form of documentation rather than cutting out information.
|
||||
|
||||
## Name
|
||||
Choose a self-explaining name for your project.
|
||||
|
||||
## Description
|
||||
Let people know what your project can do specifically. Provide context and add a link to any reference visitors might be unfamiliar with. A list of Features or a Background subsection can also be added here. If there are alternatives to your project, this is a good place to list differentiating factors.
|
||||
|
||||
## Badges
|
||||
On some READMEs, you may see small images that convey metadata, such as whether or not all the tests are passing for the project. You can use Shields to add some to your README. Many services also have instructions for adding a badge.
|
||||
|
||||
## Visuals
|
||||
Depending on what you are making, it can be a good idea to include screenshots or even a video (you'll frequently see GIFs rather than actual videos). Tools like ttygif can help, but check out Asciinema for a more sophisticated method.
|
||||
|
||||
## Installation
|
||||
Within a particular ecosystem, there may be a common way of installing things, such as using Yarn, NuGet, or Homebrew. However, consider the possibility that whoever is reading your README is a novice and would like more guidance. Listing specific steps helps remove ambiguity and gets people to using your project as quickly as possible. If it only runs in a specific context like a particular programming language version or operating system or has dependencies that have to be installed manually, also add a Requirements subsection.
|
||||
|
||||
## Usage
|
||||
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.
|
||||
|
||||
## Support
|
||||
Tell people where they can go to for help. It can be any combination of an issue tracker, a chat room, an email address, etc.
|
||||
|
||||
## Roadmap
|
||||
If you have ideas for releases in the future, it is a good idea to list them in the README.
|
||||
|
||||
## Contributing
|
||||
State if you are open to contributions and what your requirements are for accepting them.
|
||||
|
||||
For people who want to make changes to your project, it's helpful to have some documentation on how to get started. Perhaps there is a script that they should run or some environment variables that they need to set. Make these steps explicit. These instructions could also be useful to your future self.
|
||||
|
||||
You can also document commands to lint the code or run tests. These steps help to ensure high code quality and reduce the likelihood that the changes inadvertently break something. Having instructions for running tests is especially helpful if it requires external setup, such as starting a Selenium server for testing in a browser.
|
||||
|
||||
## Authors and acknowledgment
|
||||
Show your appreciation to those who have contributed to the project.
|
||||
|
||||
## License
|
||||
For open source projects, say how it is licensed.
|
||||
|
||||
## Project status
|
||||
If you have run out of energy or time for your project, put a note at the top of the README saying that development has slowed down or stopped completely. Someone may choose to fork your project or volunteer to step in as a maintainer or owner, allowing your project to keep going. You can also make an explicit request for maintainers.
|
||||
Les applications pédagogique se trouvent dans le [dépôt des documents pédagogiques du projet Blender-EduTech](https://gitlab.com/blender-edutech/blender-edutech-oer-french) .
|
||||
|
BIN
asset/icons/axes-fond.FCStd
Normal file
495
asset/icons/axes-fond.obj
Normal file
@ -0,0 +1,495 @@
|
||||
# FreeCAD v0.19 build20655 (Git) Arch module
|
||||
# http://www.freecadweb.org
|
||||
mtllib axes-fond.mtl
|
||||
o Body
|
||||
usemtl color_cccccc
|
||||
v -20.0 190.0 -10.0
|
||||
v -29.27051 188.531693 -10.0
|
||||
v -20.0 190.0 10.0
|
||||
v -29.27051 188.531693 10.0
|
||||
v -37.633556 184.270508 -10.0
|
||||
v -37.633556 184.270508 10.0
|
||||
v -44.270512 177.63356 -10.0
|
||||
v -44.270512 177.63356 10.0
|
||||
v -48.531696 169.270508 -10.0
|
||||
v -48.531696 169.270508 10.0
|
||||
v -50.0 160.0 -10.0
|
||||
v -50.0 160.0 10.0
|
||||
v 160.0 190.0 -10.0
|
||||
v 160.0 190.0 10.0
|
||||
v -50.0 -20.0 -10.0
|
||||
v -50.0 -20.0 10.0
|
||||
v 167.0 0.0 -10.0
|
||||
v 169.270508 -48.531693 -10.0
|
||||
v 160.0 -50.0 -10.0
|
||||
v 177.63356 -44.270508 -10.0
|
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vn -0.938254 -0.345948 0.000000
|
||||
vn -0.851783 -0.523894 -0.000000
|
||||
vn -0.851783 -0.523894 0.000000
|
||||
vn -0.759671 -0.650308 -0.000000
|
||||
vn -0.759671 -0.650308 0.000000
|
||||
vn -0.707107 -0.707107 0.000000
|
||||
vn -0.707107 -0.707107 -0.000000
|
||||
vn 0.707107 -0.707107 0.000000
|
||||
vn 0.707107 -0.707107 0.000000
|
||||
vn 0.777028 -0.629466 0.000000
|
||||
vn 0.777028 -0.629466 0.000000
|
||||
vn 0.904651 -0.426154 0.000000
|
||||
vn 0.904651 -0.426154 0.000000
|
||||
vn 0.971763 -0.235959 0.000000
|
||||
vn 0.971763 -0.235959 0.000000
|
||||
vn 0.996909 -0.078570 0.000000
|
||||
vn 0.996909 -0.078570 0.000000
|
||||
vn 1.000000 0.000000 0.000000
|
||||
vn 1.000000 0.000000 0.000000
|
||||
vn -0.000000 1.000000 0.000000
|
||||
vn 0.000000 1.000000 0.000000
|
||||
vn -0.116888 0.993145 0.000000
|
||||
vn -0.116888 0.993145 0.000000
|
||||
vn -0.345948 0.938254 0.000000
|
||||
vn -0.345948 0.938254 0.000000
|
||||
vn -0.523894 0.851784 0.000000
|
||||
vn -0.523894 0.851784 0.000000
|
||||
vn -0.650310 0.759669 0.000000
|
||||
vn -0.650310 0.759669 0.000000
|
||||
vn -0.707106 0.707107 0.000000
|
||||
vn -0.707106 0.707107 0.000000
|
||||
vn 1.000000 0.000000 0.000000
|
||||
vn 1.000000 0.000000 0.000000
|
||||
vn 0.991499 -0.130114 0.000000
|
||||
vn 0.991499 -0.130114 0.000000
|
||||
vn 0.969250 -0.246076 0.000000
|
||||
vn 0.969250 -0.246076 0.000000
|
||||
vn 0.926306 -0.376772 0.000000
|
||||
vn 0.926306 -0.376772 0.000000
|
||||
vn 0.870596 -0.491998 0.000000
|
||||
vn 0.870596 -0.491998 0.000000
|
||||
vn 0.707473 -0.706740 0.000000
|
||||
vn 0.707473 -0.706740 0.000000
|
||||
vn 0.520192 -0.854049 0.000000
|
||||
vn 0.520192 -0.854049 0.000000
|
||||
vn 0.297872 -0.954606 0.000000
|
||||
vn 0.297872 -0.954606 0.000000
|
||||
vn 0.131842 -0.991271 0.000000
|
||||
vn 0.131842 -0.991271 0.000000
|
||||
vn 0.036171 -0.999346 0.000000
|
||||
vn 0.036171 -0.999346 0.000000
|
||||
vn -0.000000 -1.000000 0.000000
|
||||
vn 0.000000 -1.000000 -0.000000
|
||||
vn -0.706468 0.707745 0.000000
|
||||
vn -0.706468 0.707745 0.000000
|
||||
vn -0.707107 -0.707107 0.000000
|
||||
vn -0.707107 -0.707107 -0.000000
|
||||
vn 0.707107 -0.707107 0.000000
|
||||
vn 0.707107 -0.707107 0.000000
|
||||
vn 0.787885 -0.615823 0.000000
|
||||
vn 0.787885 -0.615823 0.000000
|
||||
vn 0.912672 -0.408693 0.000000
|
||||
vn 0.912672 -0.408693 0.000000
|
||||
vn 0.981787 -0.189984 0.000000
|
||||
vn 0.981787 -0.189984 0.000000
|
||||
vn 0.999497 0.031713 0.000000
|
||||
vn 0.999497 0.031713 0.000000
|
||||
vn 0.967961 0.251101 0.000000
|
||||
vn 0.967961 0.251101 0.000000
|
||||
vn 0.891627 0.452770 0.000000
|
||||
vn 0.891627 0.452770 0.000000
|
||||
vn 0.808298 0.588773 0.000000
|
||||
vn 0.808298 0.588773 0.000000
|
||||
vn 0.741758 0.670668 0.000000
|
||||
vn 0.741758 0.670668 0.000000
|
||||
vn 0.706529 0.707684 0.000000
|
||||
vn 0.706529 0.707684 0.000000
|
||||
vn 0.664891 0.746941 0.000000
|
||||
vn 0.664891 0.746941 0.000000
|
||||
vn 0.574902 0.818222 0.000000
|
||||
vn 0.574902 0.818222 0.000000
|
||||
vn 0.373220 0.927743 0.000000
|
||||
vn 0.373220 0.927743 0.000000
|
||||
vn 0.189878 0.981808 0.000000
|
||||
vn 0.189878 0.981808 0.000000
|
||||
vn 0.055039 0.998484 0.000000
|
||||
vn 0.055039 0.998484 0.000000
|
||||
vn -0.000000 1.000000 0.000000
|
||||
vn 0.000000 1.000000 0.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn -0.000000 -0.000000 -1.000000
|
||||
vn -0.000000 -0.000000 -1.000000
|
||||
vn -0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 -0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn 0.000000 0.000000 -1.000000
|
||||
vn -0.000000 0.000000 -1.000000
|
||||
g Extrude
|
||||
f 1//1 2//1 3//1
|
||||
f 3//2 2//2 4//2
|
||||
f 2//3 5//3 4//3
|
||||
f 4//4 5//4 6//4
|
||||
f 5//5 7//5 6//5
|
||||
f 6//6 7//6 8//6
|
||||
f 7//7 9//7 8//7
|
||||
f 8//8 9//8 10//8
|
||||
f 9//9 1//9 10//9
|
||||
f 10//10 1//10 3//10
|
||||
f 1//11 9//11 7//11
|
||||
f 5//12 1//12 7//12
|
||||
f 2//13 1//13 5//13
|
||||
f 10//14 3//14 8//14
|
||||
f 3//15 6//15 8//15
|
||||
f 3//16 4//16 6//16
|
||||
g Extrude001
|
||||
f 11//17 12//17 13//17
|
||||
f 11//18 13//18 14//18
|
||||
f 15//19 14//19 16//19
|
||||
f 15//20 11//20 14//20
|
||||
f 17//21 16//21 18//21
|
||||
f 17//22 15//22 16//22
|
||||
f 19//23 18//23 20//23
|
||||
f 19//24 17//24 18//24
|
||||
f 21//25 20//25 22//25
|
||||
f 21//26 19//26 20//26
|
||||
f 23//27 22//27 24//27
|
||||
f 23//28 21//28 22//28
|
||||
f 25//29 26//29 27//29
|
||||
f 28//30 24//30 29//30
|
||||
f 30//31 23//31 24//31
|
||||
f 30//32 24//32 28//32
|
||||
f 30//33 31//33 25//33
|
||||
f 30//34 28//34 31//34
|
||||
f 32//35 33//35 23//35
|
||||
f 32//36 23//36 30//36
|
||||
f 34//37 30//37 25//37
|
||||
f 34//38 32//38 30//38
|
||||
f 35//39 29//39 36//39
|
||||
f 35//40 36//40 26//40
|
||||
f 35//41 28//41 29//41
|
||||
f 35//42 25//42 31//42
|
||||
f 35//43 31//43 28//43
|
||||
f 35//44 26//44 25//44
|
||||
f 37//45 38//45 33//45
|
||||
f 37//46 27//46 38//46
|
||||
f 37//47 25//47 27//47
|
||||
f 37//48 33//48 32//48
|
||||
f 37//49 34//49 25//49
|
||||
f 37//50 32//50 34//50
|
||||
f 39//51 27//51 26//51
|
||||
f 39//52 26//52 40//52
|
||||
f 41//53 39//53 40//53
|
||||
f 41//54 40//54 42//54
|
||||
f 43//55 41//55 42//55
|
||||
f 43//56 42//56 44//56
|
||||
f 45//57 43//57 44//57
|
||||
f 45//58 44//58 46//58
|
||||
f 47//59 46//59 48//59
|
||||
f 47//60 45//60 46//60
|
||||
f 49//61 48//61 50//61
|
||||
f 49//62 47//62 48//62
|
||||
f 51//63 50//63 52//63
|
||||
f 51//64 49//64 50//64
|
||||
f 53//65 51//65 52//65
|
||||
f 53//66 52//66 54//66
|
||||
f 55//67 53//67 54//67
|
||||
f 55//68 54//68 56//68
|
||||
f 57//69 55//69 56//69
|
||||
f 57//70 56//70 58//70
|
||||
f 59//71 58//71 60//71
|
||||
f 59//72 57//72 58//72
|
||||
f 61//73 60//73 62//73
|
||||
f 61//74 59//74 60//74
|
||||
f 63//75 62//75 64//75
|
||||
f 63//76 61//76 62//76
|
||||
f 65//77 63//77 64//77
|
||||
f 65//78 64//78 66//78
|
||||
f 67//79 65//79 66//79
|
||||
f 67//80 66//80 68//80
|
||||
f 69//81 67//81 68//81
|
||||
f 69//82 68//82 70//82
|
||||
f 71//83 70//83 72//83
|
||||
f 71//84 69//84 70//84
|
||||
f 73//85 72//85 74//85
|
||||
f 73//86 71//86 72//86
|
||||
f 75//87 74//87 76//87
|
||||
f 75//88 73//88 74//88
|
||||
f 77//89 75//89 76//89
|
||||
f 77//90 76//90 78//90
|
||||
f 79//91 77//91 78//91
|
||||
f 79//92 78//92 80//92
|
||||
f 81//93 79//93 80//93
|
||||
f 81//94 80//94 82//94
|
||||
f 83//95 82//95 84//95
|
||||
f 83//96 81//96 82//96
|
||||
f 85//97 84//97 86//97
|
||||
f 85//98 83//98 84//98
|
||||
f 87//99 86//99 88//99
|
||||
f 87//100 85//100 86//100
|
||||
f 89//101 87//101 88//101
|
||||
f 89//102 88//102 90//102
|
||||
f 91//103 89//103 90//103
|
||||
f 91//104 90//104 92//104
|
||||
f 93//105 91//105 92//105
|
||||
f 93//106 92//106 94//106
|
||||
f 95//107 94//107 96//107
|
||||
f 95//108 93//108 94//108
|
||||
f 97//109 96//109 98//109
|
||||
f 97//110 95//110 96//110
|
||||
f 99//111 97//111 98//111
|
||||
f 99//112 98//112 100//112
|
||||
f 101//113 100//113 102//113
|
||||
f 101//114 99//114 100//114
|
||||
f 103//115 102//115 104//115
|
||||
f 103//116 101//116 102//116
|
||||
f 105//117 104//117 106//117
|
||||
f 105//118 103//118 104//118
|
||||
f 107//119 106//119 108//119
|
||||
f 107//120 105//120 106//120
|
||||
f 109//121 108//121 110//121
|
||||
f 109//122 107//122 108//122
|
||||
f 111//123 109//123 110//123
|
||||
f 111//124 110//124 112//124
|
||||
f 113//125 111//125 112//125
|
||||
f 113//126 112//126 114//126
|
||||
f 115//127 113//127 114//127
|
||||
f 115//128 114//128 116//128
|
||||
f 117//129 115//129 116//129
|
||||
f 117//130 116//130 118//130
|
||||
f 119//131 117//131 118//131
|
||||
f 119//132 118//132 120//132
|
||||
f 121//133 120//133 122//133
|
||||
f 121//134 119//134 120//134
|
||||
f 123//135 122//135 124//135
|
||||
f 123//136 121//136 122//136
|
||||
f 125//137 124//137 126//137
|
||||
f 125//138 123//138 124//138
|
||||
f 127//139 126//139 128//139
|
||||
f 127//140 125//140 126//140
|
||||
f 129//141 128//141 130//141
|
||||
f 129//142 127//142 128//142
|
||||
f 131//143 130//143 132//143
|
||||
f 131//144 129//144 130//144
|
||||
f 133//145 132//145 134//145
|
||||
f 133//146 131//146 132//146
|
||||
f 135//147 133//147 134//147
|
||||
f 135//148 134//148 136//148
|
||||
f 137//149 135//149 136//149
|
||||
f 137//150 136//150 138//150
|
||||
f 139//151 137//151 138//151
|
||||
f 139//152 138//152 140//152
|
||||
f 141//153 140//153 142//153
|
||||
f 141//154 139//154 140//154
|
||||
f 143//155 142//155 144//155
|
||||
f 143//156 141//156 142//156
|
||||
f 145//157 144//157 146//157
|
||||
f 145//158 143//158 144//158
|
||||
f 12//159 145//159 146//159
|
||||
f 12//160 146//160 13//160
|
||||
f 51//161 53//161 55//161
|
||||
f 39//162 63//162 65//162
|
||||
f 41//163 45//163 47//163
|
||||
f 41//164 47//164 49//164
|
||||
f 41//165 49//165 51//165
|
||||
f 41//166 55//166 57//166
|
||||
f 41//167 57//167 59//167
|
||||
f 41//168 59//168 61//168
|
||||
f 41//169 61//169 63//169
|
||||
f 41//170 51//170 55//170
|
||||
f 41//171 63//171 39//171
|
||||
f 43//172 45//172 41//172
|
||||
f 89//173 39//173 65//173
|
||||
f 67//174 89//174 65//174
|
||||
f 87//175 89//175 67//175
|
||||
f 71//176 67//176 69//176
|
||||
f 91//177 38//177 27//177
|
||||
f 91//178 27//178 39//178
|
||||
f 91//179 39//179 89//179
|
||||
f 75//180 87//180 67//180
|
||||
f 75//181 67//181 71//181
|
||||
f 75//182 71//182 73//182
|
||||
f 75//183 79//183 81//183
|
||||
f 75//184 81//184 83//184
|
||||
f 75//185 83//185 85//185
|
||||
f 75//186 85//186 87//186
|
||||
f 93//187 33//187 38//187
|
||||
f 93//188 38//188 91//188
|
||||
f 95//189 23//189 33//189
|
||||
f 95//190 33//190 93//190
|
||||
f 97//191 21//191 23//191
|
||||
f 97//192 23//192 95//192
|
||||
f 77//193 79//193 75//193
|
||||
f 99//194 19//194 21//194
|
||||
f 99//195 21//195 97//195
|
||||
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BIN
baton_colle/baton_colle-14.blend
Normal file
71
baton_colle/batoncolle.py
Normal file
@ -0,0 +1,71 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import math
|
||||
import cine # Bibliothèque du player 3d d'analyse de cinématique
|
||||
|
||||
###############################################################################
|
||||
# batoncolle.py
|
||||
# @title: Player 3D cinématique du baton de colle
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Commandes déclenchées par UPBGE pour le modèle du baton de colle
|
||||
#
|
||||
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
|
||||
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer la scène 3D
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Mécanisme (objets 3D)
|
||||
|
||||
objects=['Corps', 'Support', 'Colle', 'Bouton', 'Bouchon']
|
||||
objects_anim=['Support', 'Colle', 'Bouton', 'Bouchon']
|
||||
|
||||
objects_dict={'Corps' : [1, '1 : Corps', 'Color-5', ['Repere A']],
|
||||
'Support' : [2, '2 : Support', 'Color-2', ['Repere B']],
|
||||
'Colle' : [3, '3 : Colle', 'White', []],
|
||||
'Bouton' : [4, '4 : Bouton', 'Color-4', []],
|
||||
'Bouchon' : [5, '5 : Bouchon', 'Color-3', []]}
|
||||
|
||||
# Couleurs
|
||||
|
||||
colors=[['Color-1', [0.202, 0.114, 0.512,1]],
|
||||
['Color-2', [0.051, 0.270, 0.279,1]],
|
||||
['Color-3', [0.799, 0.031, 0.038,1]],
|
||||
['Color-4', [0.799, 0.130, 0.063,1]],
|
||||
['Color-5', [0.8, 0.619, 0.021,1]],
|
||||
['Color-6', [0.246, 0.687, 0.078,1]],
|
||||
['Color-7', [0.800, 0.005, 0.315,1]],
|
||||
['Color-8', [0.75,0.751, 0.75,0]]]
|
||||
|
||||
colors_dict={'Color-1' : [0.202, 0.114, 0.512, 1],
|
||||
'Color-2' : [0.051, 0.270, 0.279, 1],
|
||||
'Color-3' : [0.799, 0.031, 0.038, 1],
|
||||
'Color-4' : [0.799, 0.130, 0.063, 1],
|
||||
'Color-5' : [0.8, 0.619, 0.021, 1],
|
||||
'Color-6' : [0.246, 0.687, 0.078, 1],
|
||||
'Color-7' : [0.800, 0.005, 0.315, 1],
|
||||
'Color-8' : [0.75,0.75, 0.75, 0],
|
||||
'White' : [0.8, 0.8, 0.8, 1]}
|
||||
|
||||
###############################################################################
|
||||
# Mécanisme
|
||||
###############################################################################
|
||||
|
||||
# Initialisation
|
||||
def init(cont):
|
||||
scene.objects['Mecanism']['objects'] = objects
|
||||
scene.objects['Mecanism']['objects_anim'] = objects_anim
|
||||
scene.objects['Mecanism']['objects_dict'] = objects_dict
|
||||
scene.objects['Mecanism']['colors'] = colors
|
||||
scene.objects['Mecanism']['colors_dict'] = colors_dict
|
||||
cine.manip_init() # Manipulation du modèle 3D
|
||||
cine.objects_init() # Mécanisme
|
||||
cine.cmd_init() # Commandes
|
||||
cine.anim_init() # Animation
|
1
baton_colle/cine.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine.py
|
1
baton_colle/cine_about.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_about.py
|
1
baton_colle/cine_config.xml
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_config.xml
|
1
baton_colle/cine_doc.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_doc.py
|
BIN
blender-edutech.png
Normal file
After Width: | Height: | Size: 8.3 KiB |
67
blender-edutech.svg
Normal file
@ -0,0 +1,67 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<svg
|
||||
xmlns:dc="http://purl.org/dc/elements/1.1/"
|
||||
xmlns:cc="http://creativecommons.org/ns#"
|
||||
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
|
||||
xmlns:svg="http://www.w3.org/2000/svg"
|
||||
xmlns="http://www.w3.org/2000/svg"
|
||||
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
|
||||
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
|
||||
id="Layer_1"
|
||||
enable-background="new 0 0 510 510"
|
||||
height="512"
|
||||
viewBox="0 0 510 510"
|
||||
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After Width: | Height: | Size: 4.3 KiB |
784
cine.py
Normal file
@ -0,0 +1,784 @@
|
||||
import bge # Blender Game Engine (UPBGE)
|
||||
import bpy # Blender
|
||||
import webbrowser
|
||||
import math
|
||||
import xml.etree.ElementTree as ET # Creating/parsing XML file
|
||||
|
||||
import cine_doc # Documentation
|
||||
import cine_about # About
|
||||
|
||||
###############################################################################
|
||||
# cine.py
|
||||
# @title: Bibliothèque générale du player 3D d'analyse de cinématique
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
|
||||
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# UPBGE scene
|
||||
eevee = bpy.context.scene.eevee
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Config file
|
||||
cine_config = ET.parse('cine_config.xml')
|
||||
cine_config_tree = cine_config.getroot()
|
||||
|
||||
# Couleurs
|
||||
color_cmd = [0.8, 0.8, 0.8, 1] # Blanc
|
||||
color_cmd_hl = [0.8, 0.619, 0.021, 1] # Jaune
|
||||
color_rep_enabled = [0.8, 0.8, 0.8, 1] # Blanc
|
||||
color_rep_disabled = [0, 0, 0, 1] # Noir
|
||||
|
||||
# Constantes
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
|
||||
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
|
||||
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
###############################################################################
|
||||
# Gestion du clavier
|
||||
###############################################################################
|
||||
|
||||
# Mode : Orbit(0) par défaut, Pan(1) avec Shift, Zoom (2) avec Ctrl, Eclaté (1) avec Shift
|
||||
def keyboard(cont):
|
||||
obj = scene.objects['Mecanism']
|
||||
keyboard = bge.logic.keyboard
|
||||
|
||||
# Touche ESC
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue:
|
||||
|
||||
# Maj du fichier de config (screen size : data/config/screen/width-> [0][0].text)
|
||||
screen_width = bge.render.getWindowWidth()
|
||||
screen_height = bge.render.getWindowHeight()
|
||||
cine_config_tree[0][0].text=str(screen_width)
|
||||
cine_config_tree[0][1].text=str(screen_height)
|
||||
buffer_xml = ET.tostring(cine_config_tree)
|
||||
with open("cine_config.xml", "wb") as f:
|
||||
f.write(buffer_xml)
|
||||
|
||||
# Sortir
|
||||
bge.logic.endGame()
|
||||
|
||||
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
|
||||
# Ctrl -> mode 2 : Zoom (clic milieu)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
|
||||
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
|
||||
# Touche Home -> Reset de la vue
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
|
||||
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 objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
if scene.objects['Mecanism']['exploded'] ==True:
|
||||
scene.objects['Mecanism']['exploded'] = False
|
||||
for objet in objets :
|
||||
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()
|
||||
|
||||
# Touche Space -> Play et Pause
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
|
||||
if scene.objects['Mecanism']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
else:
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
|
||||
# Touche H -> Cacher l'objet (hide)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
|
||||
color_num(8)
|
||||
|
||||
# Touche de 1 à 8 -> Couleur de 1 à 8
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
|
||||
color_num(1)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
|
||||
color_num(2)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
|
||||
color_num(3)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
|
||||
color_num(4)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
|
||||
color_num(5)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
|
||||
color_num(6)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
|
||||
color_num(7)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
|
||||
color_num(8)
|
||||
|
||||
###############################################################################
|
||||
# Commandes
|
||||
###############################################################################
|
||||
|
||||
##
|
||||
# Initialisation des commandes
|
||||
##
|
||||
|
||||
def cmd_init():
|
||||
# Fichier de config (screen size : data/config/screen/width-> [0][0].text, height-> [0][1].text)
|
||||
bge.render.setWindowSize(int(cine_config_tree[0][0].text),int(cine_config_tree[0][1].text))
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Reset-colors-Hl'].setVisible(False,False)
|
||||
scene.objects['Reset-view-Hl'].setVisible(False,False)
|
||||
scene.objects['Help-cmd-Hl'].setVisible(False,False)
|
||||
scene.objects['About-cmd-Hl'].setVisible(False,False)
|
||||
for i in range (1, 9):
|
||||
scene.objects['Color-'+str(i)+"-Hl"].setVisible(False,False)
|
||||
|
||||
##
|
||||
# Highlight des commandes
|
||||
##
|
||||
|
||||
def cmd_hl(cont):
|
||||
obj = cont.owner
|
||||
|
||||
# Activation
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
obj.setVisible(False,True)
|
||||
scene.objects[obj.name+'-Hl'].setVisible(True,True)
|
||||
# obj.color = color_cmd_hl
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanism']['anim'] == True:
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
|
||||
# Désactivation
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanism']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
scene.objects[obj.name+'-Hl'].setVisible(False,True)
|
||||
obj.setVisible(True,True)
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanism']['anim'] == True:
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
|
||||
##
|
||||
# Click sur les commandes
|
||||
##
|
||||
|
||||
def cmd_click(cont):
|
||||
obj = cont.owner
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanism']['manip_mode']==0:
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Run":
|
||||
# Pause
|
||||
if scene.objects['Mecanism']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
else:
|
||||
# Play
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
|
||||
# Reset-colors
|
||||
if obj.name=="Reset-colors" :
|
||||
color_reset()
|
||||
|
||||
# Reset-view
|
||||
if obj.name=="Reset-view" :
|
||||
manip_reset()
|
||||
|
||||
# About
|
||||
if obj.name=="About-cmd" :
|
||||
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
|
||||
scene.objects['About']['anim']= True
|
||||
anim_pause()
|
||||
else:
|
||||
scene.objects['About']['anim'] = False
|
||||
cine_about.open()
|
||||
|
||||
# Aide
|
||||
if obj.name=="Help-cmd" :
|
||||
if scene.objects['Mecanism']['anim'] == True: # Rendu meilleur en pause
|
||||
scene.objects['About']['anim']= True
|
||||
anim_pause()
|
||||
else:
|
||||
scene.objects['About']['anim'] = False
|
||||
cine_doc.open()
|
||||
|
||||
###############################################################################
|
||||
# Animation
|
||||
###############################################################################
|
||||
|
||||
# Initialisation de l'animation -> Play
|
||||
def anim_init():
|
||||
start = 1
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
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['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
scene.objects['Mecanism']['anim'] = True
|
||||
|
||||
# Animation en pause (bas niveau)
|
||||
def anim_pause():
|
||||
layer = 0
|
||||
for objet in scene.objects['Mecanism']['objects_anim'] :
|
||||
scene.objects['Mecanism']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
|
||||
scene.objects[objet].stopAction(layer)
|
||||
scene.objects['Mecanism']['anim'] = False
|
||||
|
||||
# Animation en pseudo-pause
|
||||
# Play d'une frame pour remettre les pièces en place
|
||||
def anim_play1frame():
|
||||
start = scene.objects['Mecanism']['anim_frame']
|
||||
end = scene.objects['Mecanism']['anim_frame']+1
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
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['Mecanism']['anim_frame'] = end
|
||||
|
||||
# Reprise de l'animation (bas niveau)
|
||||
def anim_play():
|
||||
start = scene.objects['Mecanism']['anim_frame']
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
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['Mecanism']['anim'] = True
|
||||
|
||||
# Play en continu
|
||||
def anim_boucle(cont):
|
||||
if scene.objects['Mecanism']['anim'] == True and scene.objects[scene.objects['Mecanism']['objects_anim'][0]].isPlayingAction(0) == False:
|
||||
start = 1
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
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)
|
||||
|
||||
###############################################################################
|
||||
# Manipulation du mécanisme
|
||||
###############################################################################
|
||||
|
||||
##
|
||||
# Dessiner une cercle (bas niveau)
|
||||
##
|
||||
|
||||
def circle (center, radius, color):
|
||||
ang = 0
|
||||
ang_step = 0.1
|
||||
while ang< 2 * math.pi:
|
||||
x0 = center[0]+float(radius*math.cos(ang))
|
||||
y0 = center[1]
|
||||
z0 = center[2]+float(radius*math.sin(ang))
|
||||
x1 = center[0]+float(radius*math.cos(ang+ang_step))
|
||||
y1 = center[1]
|
||||
z1 = center[2]+float(radius*math.sin(ang+ang_step))
|
||||
bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
|
||||
ang += ang_step
|
||||
|
||||
|
||||
##
|
||||
# Initialisation de la vue 3D
|
||||
##
|
||||
|
||||
# def manip_init(cont):
|
||||
def manip_init():
|
||||
|
||||
# Configuration du moteur de rendu
|
||||
eevee.use_eevee_smaa = True
|
||||
|
||||
# Fenêtres
|
||||
scene.objects['About'].setVisible(False,True)
|
||||
|
||||
# Mémorisation de la position des composants
|
||||
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)
|
128
cine_about.py
Normal file
@ -0,0 +1,128 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
import webbrowser
|
||||
import numpy as np
|
||||
|
||||
###############################################################################
|
||||
# cine_about.py
|
||||
# @title: A propos du player 3D d'analyse de cinématique
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
###############################################################################
|
||||
|
||||
# UPBGE scene
|
||||
scene = bge.logic.getCurrentScene()
|
||||
|
||||
# Colors
|
||||
color_link = [0.051, 0.270, 0.279,1] # Turquoise
|
||||
# color_link = [0.024, 0.006, 0.8, 1] # Bleu
|
||||
color_link_hl = [0.8, 0.005, 0.315, 1] # Magenta
|
||||
|
||||
# UPBGE constants
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
|
||||
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
|
||||
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
##
|
||||
# Ouverture
|
||||
##
|
||||
|
||||
def open():
|
||||
scene.active_camera = scene.objects["Camera-About"]
|
||||
scene.objects['About_close'].color= color_link
|
||||
scene.objects['About_screen-up'].color= color_link
|
||||
scene.objects['About_screen-down'].color= color_link
|
||||
scene.objects['About_screen']['Text']= "Taille écran : "+str(bge.render.getWindowWidth()) +" x "+str(bge.render.getWindowHeight())
|
||||
|
||||
scene.objects['About_link-git'].color= color_link
|
||||
scene.objects['About_link-git']['Text'] = "Dépôt des sources" # Pas de ô dans Blender
|
||||
scene.objects['About_link-gpl'].color= color_link
|
||||
scene.objects['About_link-upbge'].color= color_link
|
||||
|
||||
scene.objects['About'].setVisible(True,True)
|
||||
|
||||
def close(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
if scene.objects['About']['anim'] == True:
|
||||
start = scene.objects['Mecanism']['anim_frame']
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
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['Mecanism']['anim'] = True
|
||||
scene.objects['About']['anim'] == False
|
||||
scene.active_camera = scene.objects["Camera"]
|
||||
scene.objects['About'].setVisible(False,True)
|
||||
|
||||
##
|
||||
# Highlight
|
||||
##
|
||||
|
||||
def hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED:
|
||||
obj = cont.owner
|
||||
name=obj.name[:-7]
|
||||
scene.objects[name].color = color_link_hl
|
||||
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
obj = cont.owner
|
||||
name=obj.name[:-7]
|
||||
scene.objects[name].color = color_link
|
||||
|
||||
##
|
||||
# Liens
|
||||
##
|
||||
|
||||
def link(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
obj = cont.owner
|
||||
name=obj.name[:-7]
|
||||
link={
|
||||
'About_link-git' : 'https://gitlab.com/blender-edutech/',
|
||||
'About_link-gpl' : 'https://www.gnu.org/licenses/gpl-3.0.html',
|
||||
'About_link-upbge' : 'https://www.upbge.org'}
|
||||
webbrowser.open(link [name])
|
||||
|
||||
##
|
||||
# Configuration de l'écran
|
||||
##
|
||||
|
||||
def get_near_pos(array,value):
|
||||
array = np.asarray(array)
|
||||
idx = (np.abs(array-value)).argmin()
|
||||
return idx
|
||||
|
||||
# Taille de l'écran +
|
||||
def screen_up(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
screen_width_mode=[640, 960, 1280, 1920]
|
||||
screen_height_mode=[360, 540, 720,1080]
|
||||
screen_mode_txt=["640x360", "960x540", "1280x720", "1920x1080"]
|
||||
i = get_near_pos(screen_width_mode, bge.render.getWindowWidth())
|
||||
if i>=0 and i<3 :
|
||||
screen_width=screen_width_mode[i+1]
|
||||
screen_height=screen_height_mode[i+1]
|
||||
scene.objects['About_screen']['Text']= "Taille écran : "+str(screen_width) +" x "+str(screen_height)
|
||||
bge.render.setWindowSize(screen_width,screen_height)
|
||||
|
||||
# Taille de l'écran -
|
||||
def screen_down(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
screen_width_mode=[640, 960, 1280, 1920]
|
||||
screen_height_mode=[360, 540, 720,1080]
|
||||
screen_mode_txt=["640x360", "960x540", "1280x720", "1920x1080"]
|
||||
i = get_near_pos(screen_width_mode, bge.render.getWindowWidth())
|
||||
if i>0 and i<=3 :
|
||||
screen_width=screen_width_mode[i-1]
|
||||
screen_height=screen_height_mode[i-1]
|
||||
scene.objects['About_screen']['Text']= "Taille écran : "+str(screen_width) +" x "+str(screen_height)
|
||||
bge.render.setWindowSize(screen_width,screen_height)
|
6
cine_config.xml
Normal file
@ -0,0 +1,6 @@
|
||||
<data>
|
||||
<screen>
|
||||
<width>1280</width>
|
||||
<height>720</height>
|
||||
</screen>
|
||||
</data>
|
68
cine_doc.py
Normal file
@ -0,0 +1,68 @@
|
||||
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
||||
|
||||
###############################################################################
|
||||
# cine_doc.py
|
||||
# @title: Documentation du player 3D d'analyse de cinématique
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
###############################################################################
|
||||
|
||||
# UPBGE scene
|
||||
scene = bge.logic.getCurrentScene()
|
||||
|
||||
# Colors
|
||||
color_link = [0.051, 0.270, 0.279,1] # Turquoise
|
||||
# color_link = [0.024, 0.006, 0.8, 1] # Bleu
|
||||
color_link_hl = [0.8, 0.005, 0.315, 1] # Magenta
|
||||
|
||||
# UPBGE constants
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
|
||||
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
|
||||
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
##
|
||||
# Ouverture
|
||||
##
|
||||
|
||||
def open():
|
||||
scene.active_camera = scene.objects["Camera-Doc"]
|
||||
scene.objects['Doc_close'].color= color_link
|
||||
scene.objects['Doc'].setVisible(True,True)
|
||||
|
||||
def close(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
if scene.objects['Doc']['anim'] == True:
|
||||
start = scene.objects['Mecanism']['anim_frame']
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
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['Mecanism']['anim'] = True
|
||||
scene.objects['Doc']['anim'] == False
|
||||
scene.active_camera = scene.objects["Camera"]
|
||||
scene.objects['Doc'].setVisible(False,True)
|
||||
|
||||
##
|
||||
# Highlight
|
||||
##
|
||||
|
||||
def hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED:
|
||||
obj = cont.owner
|
||||
name=obj.name[:-7]
|
||||
scene.objects[name].color = color_link_hl
|
||||
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
obj = cont.owner
|
||||
name=obj.name[:-7]
|
||||
scene.objects[name].color = color_link
|
1
hemomixer/cine.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine.py
|
1
hemomixer/cine_about.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_about.py
|
1
hemomixer/cine_config.xml
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_config.xml
|
1
hemomixer/cine_doc.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_doc.py
|
BIN
hemomixer/hemomixer-11.blend
Normal file
699
hemomixer/hemomixer.py
Normal file
@ -0,0 +1,699 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import webbrowser
|
||||
import math
|
||||
|
||||
###############################################################################
|
||||
# batoncolle.py
|
||||
# @title: Commandes pour le player 3D de l'hémomixer (système de clampage)
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Commandes déclenchées par UPBGE pour le modèle de l'hémomixer (système de clampage)
|
||||
#
|
||||
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
|
||||
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer la scène 3D
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Objets 3D
|
||||
|
||||
objets=['Bloc clampeur', 'Disque', 'Moteur', 'Réducteur', 'Tige clampeur', 'Axe 1', 'Ressort', 'Palonnier', 'Axe réducteur', 'Sabot', 'Support moteur', 'Support clampeur',
|
||||
'Maillon droite', 'Maillon gauche', 'Maillon axe 1', 'Maillon axe 2', 'Guide palonnier', 'Bague 2', 'Bague 1', 'Ecrou 1', 'Ecrou 2', 'Ecrou 3', 'Ecrou 4', 'Ecrou 5', 'Ecrou 6',
|
||||
'Goujon', 'Rondelle 1', 'Rondelle 4', 'Rondelle 2', 'Rondelle 3', 'Vis 5', 'Vis 1', 'Vis 2', 'Vis 3', 'Vis 4', 'Axe 2', 'Circlips 1', 'Circlips 2', 'Circlips 3']
|
||||
|
||||
objets_anim=['Disque', 'Ressort', 'Palonnier', 'Axe réducteur', 'Maillon gauche', 'Maillon axe 1']
|
||||
|
||||
objets_couleur=['VioletF', 'TurquoiseF', 'Couleur7', 'MagentaF', 'Couleur4', 'GrisF', 'Couleur6', 'VertF', 'MagentaF', 'Couleur5', 'Couleur2', 'Couleur1', 'RougeF', 'Couleur3', 'GrisF', 'GrisF',
|
||||
'Gris', 'GrisC', 'GrisC', 'Gris', 'Gris', 'Gris', 'Gris', 'Gris', 'Gris', 'GrisF', 'GrisC', 'GrisC', 'GrisC', 'GrisC', 'Gris', 'Gris', 'Gris', 'Gris', 'Gris', 'GrisF', 'Gris', 'Gris', 'Gris']
|
||||
|
||||
objets_rep=[] # Objet avec un repère
|
||||
objets_rep_dict={}
|
||||
|
||||
# Couleurs
|
||||
|
||||
couleurs=[['Couleur1', [0.202, 0.114, 0.512,1]],
|
||||
['Couleur2', [0.051, 0.270, 0.279,1]],
|
||||
['Couleur3', [0.799, 0.031, 0.038,1]],
|
||||
['Couleur4', [0.799, 0.130, 0.063,1]],
|
||||
['Couleur5', [0.8, 0.619, 0.021,1]],
|
||||
['Couleur6', [0.246, 0.687, 0.078,1]],
|
||||
['Couleur7', [0.800, 0.005, 0.315,1]],
|
||||
['Couleur8', [0.75,0.751, 0.75,0]]]
|
||||
|
||||
couleurs_dict={'Couleur1' : [0.202, 0.114, 0.512, 1],
|
||||
'Couleur2' : [0.051, 0.270, 0.279, 1],
|
||||
'Couleur3' : [0.799, 0.031, 0.038, 1],
|
||||
'Couleur4' : [0.799, 0.130, 0.063, 1],
|
||||
'Couleur5' : [0.8, 0.619, 0.021, 1],
|
||||
'Couleur6' : [0.246, 0.687, 0.078, 1],
|
||||
'Couleur7' : [0.800, 0.005, 0.315, 1],
|
||||
'Couleur8' : [0.75,0.75, 0.75, 0],
|
||||
'TurquoiseF' : [0.019,0.107, 0.105, 1],
|
||||
'MagentaF' : [0.212,0.003, 0.089, 1],
|
||||
'VertF' : [0.041,0.127, 0.014, 1],
|
||||
'VioletF' : [0.080,0.046, 0.307, 1],
|
||||
'RougeF' : [0.175,0.010, 0.012, 1],
|
||||
'Gris' : [0.258,0.275, 0.319, 1],
|
||||
'GrisF' : [0.087,0.093, 0.107, 1],
|
||||
'GrisC' : [0.501,0.534, 0.621, 1],
|
||||
'Blanc' : [0.8, 0.8, 0.8, 1]}
|
||||
|
||||
couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
|
||||
couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
|
||||
couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
|
||||
couleur_lien_hl = [0.8, 0.005, 0.315, 1] # bleu
|
||||
|
||||
# Constantes
|
||||
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
|
||||
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
|
||||
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
###############################################################################
|
||||
# Gestion du clavier
|
||||
###############################################################################
|
||||
|
||||
# Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl, Orbit (0), Eclaté avec Shift
|
||||
def mode(cont):
|
||||
obj = cont.owner
|
||||
keyboard = bge.logic.keyboard
|
||||
|
||||
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
|
||||
# Ctrl -> mode 2 : Zoom (clic milieu)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
|
||||
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
|
||||
# Touche Home -> Reset de la vue
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
|
||||
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['Mecanisme'], 0, 0, 0)
|
||||
for objet in objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
|
||||
# Retour après éclatement
|
||||
if scene.objects['Mecanisme']['eclate'] ==True:
|
||||
scene.objects['Mecanisme']['eclate'] = False
|
||||
ecla_val = scene.objects['Mecanisme']['ecla_val'] # Retour après éclatement avec la valeur d'éclatement
|
||||
sensibilite=0.005
|
||||
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']
|
||||
scene.objects[objet].applyMovement((-ecla_val*sensibilite*ecla_x, -ecla_val*sensibilite*ecla_y , -ecla_val*sensibilite*ecla_z), False)
|
||||
scene.objects['Mecanisme']['ecla_val'] = 0.00
|
||||
if scene.objects['Mecanisme']['anim'] == False: # Play d'une frame
|
||||
anim_play1frame()
|
||||
|
||||
# Touche Space -> Play et Pause
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
else:
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
|
||||
# Touche H -> Cacher l'objet
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
|
||||
couleur_choix_num(8)
|
||||
|
||||
# Touche de 1 à 8 -> Couleur de 1 à 8
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
|
||||
couleur_choix_num(1)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
|
||||
couleur_choix_num(2)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
|
||||
couleur_choix_num(3)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
|
||||
couleur_choix_num(4)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
|
||||
couleur_choix_num(5)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
|
||||
couleur_choix_num(6)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
|
||||
couleur_choix_num(7)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
|
||||
couleur_choix_num(8)
|
||||
|
||||
###############################################################################
|
||||
# Commandes
|
||||
###############################################################################
|
||||
|
||||
# Init
|
||||
def cmd_init():
|
||||
scene.objects['Aide-cmd-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Raz-couleurs-Hl'].setVisible(False,False)
|
||||
scene.objects['Raz-vue-Hl'].setVisible(False,False)
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,True)
|
||||
|
||||
# Le highlight des commandes
|
||||
def cmd_hl(cont):
|
||||
obj = cont.owner
|
||||
|
||||
# Activation
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
obj.setVisible(False,True)
|
||||
scene.objects[obj.name+'-Hl'].setVisible(True,True)
|
||||
# obj.color = couleur_cmd_hl
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
|
||||
# Désactivation
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
scene.objects[obj.name+'-Hl'].setVisible(False,True)
|
||||
obj.setVisible(True,True)
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
|
||||
###############################################################################
|
||||
# Animation
|
||||
###############################################################################
|
||||
|
||||
# Initialisation de l'animation -> Play
|
||||
def anim_init(cont):
|
||||
start = 1
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
scene.objects['Mecanisme']['anim'] = True
|
||||
|
||||
# Animation en pause (bas niveau)
|
||||
def anim_pause():
|
||||
layer = 0
|
||||
for objet in objets_anim :
|
||||
scene.objects['Mecanisme']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
|
||||
scene.objects[objet].stopAction(layer)
|
||||
scene.objects['Mecanisme']['anim'] = False
|
||||
|
||||
# Animation en pseudo-pause
|
||||
# Play d'une frame pour remettre les pièces en place
|
||||
def anim_play1frame():
|
||||
start = scene.objects['Mecanisme']['anim_frame']
|
||||
end = scene.objects['Mecanisme']['anim_frame']+1
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanisme']['anim_frame'] = end
|
||||
|
||||
# Reprise de l'animation (bas niveau)
|
||||
def anim_play():
|
||||
start = scene.objects['Mecanisme']['anim_frame']
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanisme']['anim'] = True
|
||||
|
||||
# Pause et replay par les commandes
|
||||
def anim_cmd(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
|
||||
# Pause
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
else:
|
||||
# Play
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
|
||||
# Play en continu
|
||||
def anim_boucle(cont):
|
||||
if scene.objects['Mecanisme']['anim'] == True and scene.objects[objets_anim[0]].isPlayingAction(0) == False:
|
||||
# scene.objects['Mecanisme']['anim_frame']=1
|
||||
start = 1
|
||||
end = 250
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
|
||||
###############################################################################
|
||||
# Manipulation du mécanisme
|
||||
###############################################################################
|
||||
|
||||
# Mémorisation de la position et orientation initiales du modèle et de la caméra
|
||||
def manip_init(cont):
|
||||
for objet in objets :
|
||||
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
|
||||
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
|
||||
scene.objects['Mecanisme']['init_lx']=scene.objects['Mecanisme'].worldPosition.x
|
||||
scene.objects['Mecanisme']['init_ly']=scene.objects['Mecanisme'].worldPosition.y
|
||||
scene.objects['Mecanisme']['init_lz']=scene.objects['Mecanisme'].worldPosition.z
|
||||
scene.objects['Mecanisme']['init_rx']=scene.objects['Mecanisme'].worldOrientation.to_euler().x
|
||||
scene.objects['Mecanisme']['init_ry']=scene.objects['Mecanisme'].worldOrientation.to_euler().y
|
||||
scene.objects['Mecanisme']['init_rz']=scene.objects['Mecanisme'].worldOrientation.to_euler().z
|
||||
|
||||
# def applyMovemenTo(obj, lx,ly,lz,rx,ry,rz):
|
||||
# lres=0.001 # resolution location
|
||||
# rres=0.001 # resolution rotation
|
||||
# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres) or (obj.worldOrientation.to_euler().x-rx > rres) or (obj.worldOrientation.to_euler().y-ry > rres) or (obj.worldOrientation.to_euler().z-rz > rres):
|
||||
# if obj.worldPosition.x-lx > lres:
|
||||
# obj. applyMovement(lres,0,0)
|
||||
# if obj.worldPosition.y-ly > lres:
|
||||
# obj. applyMovement(0,lres,0 )
|
||||
# if obj.worldPosition.z-lz > lres:
|
||||
# obj. applyMovement(0,0,lres)
|
||||
# if obj.worldOrientation.to_euler().x-rx > rres:
|
||||
# obj.applyRotation(rres,0,0)
|
||||
# if obj.worldOrientation.to_euler().y-ry > rres:
|
||||
# obj.applyRotation(0,rres,0)
|
||||
# if obj.worldOrientation.to_euler().z-ry > rres:
|
||||
# obj.applyRotation(0,0,rres)
|
||||
|
||||
# def applyTranslationTo(obj, lx,ly,lz):
|
||||
# lres=0.001 # resolution location
|
||||
# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres):
|
||||
# if obj.worldPosition.x-lx > lres:
|
||||
# obj. applyMovement(lres,0,0)
|
||||
# if obj.worldPosition.y-ly > lres:
|
||||
# obj. applyMovement(0,lres,0 )
|
||||
# if obj.worldPosition.z-lz > lres:
|
||||
# obj. applyMovement(0,0,lres)
|
||||
|
||||
# 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(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
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['Mecanisme'], 0, 0, 0)
|
||||
for objet in objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
|
||||
# Retour après éclatement
|
||||
if scene.objects['Mecanisme']['eclate'] ==True:
|
||||
scene.objects['Mecanisme']['eclate'] = False
|
||||
ecla_val = scene.objects['Mecanisme']['ecla_val'] # Retour après éclatement avec la valeur d'éclatement
|
||||
sensibilite=0.005
|
||||
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']
|
||||
scene.objects[objet].applyMovement((-ecla_val*sensibilite*ecla_x, -ecla_val*sensibilite*ecla_y , -ecla_val*sensibilite*ecla_z), False)
|
||||
scene.objects['Mecanisme']['ecla_val'] = 0.00
|
||||
if scene.objects['Mecanisme']['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]
|
||||
|
||||
# Cacher le cercle de la manipulation Orbit
|
||||
def manip_stop(cont):
|
||||
scene.objects['Orbit'].setVisible(False,False)
|
||||
|
||||
# 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 (1280 * 720 px)
|
||||
if obj['manip_mode']==0:
|
||||
scene.objects['Orbit'].color=couleur_cmd
|
||||
scene.objects['Orbit'].setVisible(True,False)
|
||||
dist_orbit = math.sqrt(((1280/2)-obj['click_x'])**2+((720/2)-obj['click_y'])**2)
|
||||
if dist_orbit<235 : # Orbit sur x et z
|
||||
n=10
|
||||
pas_x=(delta_x*40*sensibilite_orbit)/n
|
||||
pas_y=(((1280/2)-cont.sensors['DownM'].position[0])+((720/2)-cont.sensors['DownM'].position[1]))*0.005
|
||||
pas_z=(delta_y*40*sensibilite_orbit)/n
|
||||
for i in range (n):
|
||||
bge.render.drawLine([scene.objects['Orbit'].worldPosition.x+pas_x*i, scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*i)/n)), scene.objects['Orbit'].worldPosition.z-pas_z*i],
|
||||
[scene.objects['Orbit'].worldPosition.x+pas_x*(i+1), scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*(i+1))/n)), scene.objects['Orbit'].worldPosition.z-pas_z*(i+1)],
|
||||
[0.8, 0.619, 0.021])
|
||||
scene.objects['Mecanisme'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||||
else: # Orbit sur y
|
||||
scene.objects['Orbit'].color=couleur_cmd_hl
|
||||
if abs(delta_x) >= abs(delta_y):
|
||||
scene.objects['Mecanisme'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
||||
else:
|
||||
scene.objects['Mecanisme'].applyRotation((0, delta_y*sensibilite_orbit, 0), True)
|
||||
# if obj['manip_mode']==0:
|
||||
# scene.objects['Mecanisme'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||||
|
||||
# Pan
|
||||
if obj['manip_mode']==1: # Shift
|
||||
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)
|
||||
|
||||
# Manipulation du modèle ou de la caméra
|
||||
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)
|
||||
|
||||
###############################################################################
|
||||
# Eclaté
|
||||
###############################################################################
|
||||
|
||||
# Position de départ pour l'éclatement de la vue
|
||||
def eclate_start(cont):
|
||||
if scene.objects['Mecanisme']['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 eclate(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['Mecanisme']['eclate'] =True
|
||||
scene.objects['Mecanisme']['ecla_val'] =scene.objects['Mecanisme']['ecla_val']+delta
|
||||
|
||||
# Déplacement dans le repère du mécanisme
|
||||
x_axis = scene.objects['Mecanisme'].orientation.col[0]
|
||||
y_axis = scene.objects['Mecanisme'].orientation.col[1]
|
||||
z_axis = scene.objects['Mecanisme'].orientation.col[2]
|
||||
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']
|
||||
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
|
||||
###############################################################################
|
||||
|
||||
# Initialisation des couleurs du mécanisme
|
||||
def couleur_init():
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
i=0
|
||||
for objet in objets :
|
||||
scene.objects[objet].color = couleurs_dict[objets_couleur[i]]
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom"].color = couleurs_dict[objets_couleur[i]]
|
||||
scene.objects[objet+"-Nom-Hl"].color = couleurs_dict[objets_couleur[i]]
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
i +=1
|
||||
|
||||
# Reset des couleurs du mécanisme
|
||||
def couleur_reset(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
couleur_init()
|
||||
|
||||
# Sélection couleur dans la palette avec son numéro de couleur (bas niveau)
|
||||
def couleur_choix_num(num):
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)].worldScale=[3, 3, 3]
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].worldScale=[3, 3, 3]
|
||||
scene.objects['Couleur'+str(num)].worldScale=[4, 4, 4]
|
||||
scene.objects['Couleur'+str(num)+'-Hl'].worldScale=[4, 4, 4]
|
||||
scene.objects['Couleurs']['couleur_select']=num
|
||||
|
||||
# Sélection couleur dans la palette
|
||||
def couleur_choix(cont):
|
||||
obj = cont.owner
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and "-Hl" not in hitObject .name:
|
||||
couleur_choix_num(int(hitObject .name[7]))
|
||||
|
||||
# Le highlight de 'couleur_choix'
|
||||
def couleur_choix_hl(cont):
|
||||
if cont.sensors['MO'].positive and scene.objects['Mecanisme']['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 = couleur_cmd_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)].setVisible(True,True)
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,True)
|
||||
|
||||
# Colorisation de la pièce
|
||||
def couleur_objet(cont):
|
||||
if cont.sensors['Click'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
couleur_select = scene.objects['Couleurs']['couleur_select']
|
||||
if couleur_select != 0 and couleur_select != 8:
|
||||
hitObject.color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Nom"].color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Nom-Hl"].color = couleurs[couleur_select-1][1]
|
||||
if couleur_select == 8: # Couleur transparente -> disparition
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+"_Lines.GP"].setVisible(False,False)
|
||||
|
||||
# Le highlight de 'couleur_objet'
|
||||
def couleur_objet_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
scene.objects[hitObject.name+"-Nom"].setVisible(False,False)
|
||||
scene.objects[hitObject.name+"-Nom-Hl"].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for objet in objets :
|
||||
scene.objects[objet+"-Nom"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Nomenclature
|
||||
###############################################################################
|
||||
|
||||
# Click sur la nomeclature
|
||||
def nom(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None:
|
||||
|
||||
# Afficher/cacher les repères de la pièce
|
||||
if "-Nom-Rep" in hitObject.name:
|
||||
obj=hitObject.name[:len(hitObject.name)-8]
|
||||
if scene.objects[obj]['rep']==False:
|
||||
scene.objects[obj]['rep']=True
|
||||
hitObject.color=couleur_rep_actif
|
||||
for rep in objets_rep_dict[obj]:
|
||||
scene.objects[rep].setVisible(True,False)
|
||||
else:
|
||||
scene.objects[obj]['rep']=False
|
||||
hitObject.color=couleur_rep_pasactif
|
||||
for rep in objets_rep_dict[obj]:
|
||||
scene.objects[rep].setVisible(False,False)
|
||||
|
||||
# Colorisation de la pièce par la nomenclature
|
||||
else:
|
||||
couleur_select = scene.objects['Couleurs']['couleur_select']
|
||||
if couleur_select != 0 and couleur_select != 8:
|
||||
hitObject.color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Hl"].color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name[0:len(hitObject.name)-4]].setVisible(True,False)
|
||||
scene.objects[hitObject.name[0:len(hitObject.name)-4]].color = couleurs[couleur_select-1][1]
|
||||
|
||||
if couleur_select == 8: # Couleur transparente -> disparition / apparition
|
||||
obj=scene.objects[hitObject.name[0:len(hitObject.name)-4]]
|
||||
obj_GP=scene.objects[hitObject.name[0:len(hitObject.name)-4]+"_Lines.GP"]
|
||||
if obj.visible==True:
|
||||
obj.setVisible(False,False)
|
||||
obj_GP.setVisible(False,False)
|
||||
else:
|
||||
obj.setVisible(True,False)
|
||||
obj_GP.setVisible(True,False)
|
||||
# if couleur_select == 8: # Couleur transparente -> disparition
|
||||
# scene.objects[hitObject.name[0:len(hitObject.name)-4]].setVisible(False,False)
|
||||
|
||||
# Le highlight de la nomenclature
|
||||
def nom_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None:
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+'-Hl'].setVisible(True,False)
|
||||
# obj.color = couleur_cmd_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
for objet in objets :
|
||||
scene.objects[objet+"-Nom"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
for objet in objets_rep :
|
||||
scene.objects[objet+'-Nom-Rep'].setVisible(True,False)
|
||||
scene.objects[objet+'-Nom-Rep-Hl'].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Aide
|
||||
###############################################################################
|
||||
|
||||
# Ouvrir la page d'aide
|
||||
def aide(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# scene.replace('Scene-Aide') # Bug Eevee -> même scene mais camera différente
|
||||
scene.active_camera=scene.objects['Aide-Camera']
|
||||
scene.objects['Apropos-Lien_projet'].color= couleur_lien
|
||||
scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
||||
scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
||||
|
||||
# Fermer la page d'aide
|
||||
def aide_fermer(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente
|
||||
scene.active_camera=scene.objects['Camera']
|
||||
|
||||
# Aller sur les liens
|
||||
def aide_apropos(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
obj = cont.owner
|
||||
if obj.name == "Apropos-Lien_projet" :
|
||||
webbrowser.open('https://gitlab.com/blender-edutech')
|
||||
if obj.name == "Apropos-Lien_blender" :
|
||||
webbrowser.open('https://blender.org')
|
||||
if obj.name == "Apropos-Lien_upbge" :
|
||||
webbrowser.open('https://upbge.org')
|
||||
|
||||
# Le highlight des liens
|
||||
def aide_apropos_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED :
|
||||
obj = cont.owner
|
||||
obj.color = couleur_lien_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED :
|
||||
obj = cont.owner
|
||||
obj.color = couleur_lien
|
BIN
img/screenshot-01.jpg
Normal file
After Width: | Height: | Size: 546 KiB |
1
pince_schrader/cine.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine.py
|
1
pince_schrader/cine_about.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_about.py
|
1
pince_schrader/cine_config.xml
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_config.xml
|
1
pince_schrader/cine_doc.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_doc.py
|
BIN
pince_schrader/pince_schrader-05.blend
Normal file
666
pince_schrader/schrader.py
Normal file
@ -0,0 +1,666 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import webbrowser
|
||||
import math
|
||||
|
||||
###############################################################################
|
||||
# serrbio.py
|
||||
# @title: Commandes pour le player 3D de la pince schrader
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# Commandes déclenchées par UPBGE pour le modèle de la pince schrader
|
||||
#
|
||||
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
|
||||
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer la scène 3D
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Objets 3D
|
||||
|
||||
objets=['Axe biellette inf', 'Axe biellette sup', 'Axe doigt inf', 'Axe doigt sup', 'Axe piston', 'Biellette inf', 'Biellette sup', 'Bouchon', 'Circlips 1', 'Circlips 2',
|
||||
'Circlips 3', 'Circlips 4', 'Circlips 5', 'Corps', 'Doigt inf', 'Doigt sup', 'Joint bouchon', 'Joint piston', 'Piston']
|
||||
objets_anim=['Axe biellette inf', 'Axe biellette sup', 'Axe piston', 'Biellette inf', 'Biellette sup', 'Doigt inf', 'Doigt sup', 'Joint piston', 'Piston']
|
||||
objets_couleur=['MagentaF', 'MagentaF', 'VioletF', 'VioletF', 'VertF', 'Couleur5', 'Couleur5', 'TurquoiseF', 'Gris', 'Gris', 'Gris', 'Gris', 'Gris',
|
||||
'Couleur1', 'Couleur7', 'Couleur7', 'Couleur2', 'Couleur6', 'Vert']
|
||||
|
||||
# Couleurs
|
||||
|
||||
couleurs=[['Couleur1', [0.202, 0.114, 0.512, 1]],
|
||||
['Couleur2', [0.051, 0.270, 0.279, 1]],
|
||||
['Couleur3', [0.799, 0.031, 0.038, 1]],
|
||||
['Couleur4', [0.799, 0.130, 0.063, 1]],
|
||||
['Couleur5', [0.8, 0.619, 0.021, 1]],
|
||||
['Couleur6', [0.246, 0.687, 0.078, 1]],
|
||||
['Couleur7', [0.800, 0.005, 0.315, 1]],
|
||||
['Couleur8', [0.75,0.75, 0.75, 0]]]
|
||||
|
||||
couleurs_dict={'Couleur1' : [0.202, 0.114, 0.512, 1],
|
||||
'Couleur2' : [0.051, 0.270, 0.279, 1],
|
||||
'Couleur3' : [0.799, 0.031, 0.038, 1],
|
||||
'Couleur4' : [0.799, 0.130, 0.063, 1],
|
||||
'Couleur5' : [0.8, 0.619, 0.021, 1],
|
||||
'Couleur6' : [0.246, 0.687, 0.078, 1],
|
||||
'Couleur7' : [0.800, 0.005, 0.315, 1],
|
||||
'Couleur8' : [0.75,0.75, 0.75, 0],
|
||||
'TurquoiseF' : [0.019,0.107, 0.105, 1],
|
||||
'Vert' : [0.130,0.799, 0.036, 1],
|
||||
'VertF' : [0.041,0.127, 0.014, 1],
|
||||
'MagentaF' : [0.153,0.002, 0.091, 1],
|
||||
'Gris' : [0.258,0.275, 0.319, 1],
|
||||
'VioletF' : [0.100,0.058, 0.254, 1]}
|
||||
|
||||
couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
|
||||
couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
|
||||
couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
|
||||
couleur_lien_hl = [0.8, 0.005, 0.315, 1] # bleu
|
||||
|
||||
# Constantes
|
||||
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
|
||||
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
|
||||
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
###############################################################################
|
||||
# Gestion du clavier
|
||||
###############################################################################
|
||||
|
||||
# Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl, Orbit (0), Eclaté avec Shift
|
||||
def mode(cont):
|
||||
obj = cont.owner
|
||||
keyboard = bge.logic.keyboard
|
||||
|
||||
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
|
||||
# Ctrl -> mode 2 : Zoom (clic milieu)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
|
||||
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
|
||||
# Touche Home -> Reset de la vue
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
|
||||
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['Mecanisme'], 0, 0, 0)
|
||||
for objet in objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
if scene.objects['Mecanisme']['eclate'] ==True:
|
||||
scene.objects['Mecanisme']['eclate'] = False
|
||||
for objet in objets :
|
||||
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['Mecanisme']['anim'] == False: # Play d'une frame
|
||||
anim_play1frame()
|
||||
|
||||
# Touche Space -> Play et Pause
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
else:
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
|
||||
# Touche H -> Cacher l'objet
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
|
||||
couleur_choix_num(8)
|
||||
|
||||
# Touche de 1 à 8 -> Couleur de 1 à 8
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
|
||||
couleur_choix_num(1)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
|
||||
couleur_choix_num(2)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
|
||||
couleur_choix_num(3)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
|
||||
couleur_choix_num(4)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
|
||||
couleur_choix_num(5)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
|
||||
couleur_choix_num(6)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
|
||||
couleur_choix_num(7)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
|
||||
couleur_choix_num(8)
|
||||
|
||||
###############################################################################
|
||||
# Commandes
|
||||
###############################################################################
|
||||
|
||||
# Init
|
||||
def cmd_init():
|
||||
scene.objects['Aide-cmd-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Raz-couleurs-Hl'].setVisible(False,False)
|
||||
scene.objects['Raz-vue-Hl'].setVisible(False,False)
|
||||
scene.objects['Orbit'].setVisible(False,False)
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,False)
|
||||
|
||||
# Le highlight des commandes
|
||||
def cmd_hl(cont):
|
||||
obj = cont.owner
|
||||
|
||||
# Activation
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
obj.setVisible(False,True)
|
||||
scene.objects[obj.name+'-Hl'].setVisible(True,True)
|
||||
# obj.color = couleur_cmd_hl
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
|
||||
# Désactivation
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
scene.objects[obj.name+'-Hl'].setVisible(False,True)
|
||||
obj.setVisible(True,True)
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
|
||||
###############################################################################
|
||||
# Animation
|
||||
###############################################################################
|
||||
|
||||
# Initialisation de l'animation -> Play
|
||||
def anim_init(cont):
|
||||
start = 1
|
||||
end = 200
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
scene.objects['Mecanisme']['anim'] = True
|
||||
|
||||
# Animation en pause (bas niveau)
|
||||
def anim_pause():
|
||||
layer = 0
|
||||
for objet in objets_anim :
|
||||
scene.objects['Mecanisme']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
|
||||
scene.objects[objet].stopAction(layer)
|
||||
scene.objects['Mecanisme']['anim'] = False
|
||||
|
||||
# Animation en pseudo-pause
|
||||
# Play d'une frame pour remettre les pièces en place
|
||||
def anim_play1frame():
|
||||
start = scene.objects['Mecanisme']['anim_frame']
|
||||
end = scene.objects['Mecanisme']['anim_frame']+1
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanisme']['anim_frame'] = end
|
||||
|
||||
# Reprise de l'animation (bas niveau)
|
||||
def anim_play():
|
||||
start = scene.objects['Mecanisme']['anim_frame']
|
||||
end = 200
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanisme']['anim'] = True
|
||||
|
||||
# Pause et replay par les commandes
|
||||
def anim_cmd(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
|
||||
# Pause
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
else:
|
||||
# Play
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
|
||||
# Play en continu
|
||||
def anim_boucle(cont):
|
||||
if scene.objects['Mecanisme']['anim'] == True and scene.objects['Piston'].isPlayingAction(0) == False:
|
||||
start = 1
|
||||
end = 200
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
|
||||
###############################################################################
|
||||
# Manipulation du mécanisme
|
||||
###############################################################################
|
||||
|
||||
# Mémorisation de la position et orientation initiales du modèle et de la caméra
|
||||
def manip_init(cont):
|
||||
for objet in objets :
|
||||
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
|
||||
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
|
||||
scene.objects['Mecanisme']['init_lx']=scene.objects['Mecanisme'].worldPosition.x
|
||||
scene.objects['Mecanisme']['init_ly']=scene.objects['Mecanisme'].worldPosition.y
|
||||
scene.objects['Mecanisme']['init_lz']=scene.objects['Mecanisme'].worldPosition.z
|
||||
scene.objects['Mecanisme']['init_rx']=scene.objects['Mecanisme'].worldOrientation.to_euler().x
|
||||
scene.objects['Mecanisme']['init_ry']=scene.objects['Mecanisme'].worldOrientation.to_euler().y
|
||||
scene.objects['Mecanisme']['init_rz']=scene.objects['Mecanisme'].worldOrientation.to_euler().z
|
||||
|
||||
# def applyMovemenTo(obj, lx,ly,lz,rx,ry,rz):
|
||||
# lres=0.001 # resolution location
|
||||
# rres=0.001 # resolution rotation
|
||||
# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres) or (obj.worldOrientation.to_euler().x-rx > rres) or (obj.worldOrientation.to_euler().y-ry > rres) or (obj.worldOrientation.to_euler().z-rz > rres):
|
||||
# if obj.worldPosition.x-lx > lres:
|
||||
# obj. applyMovement(lres,0,0)
|
||||
# if obj.worldPosition.y-ly > lres:
|
||||
# obj. applyMovement(0,lres,0 )
|
||||
# if obj.worldPosition.z-lz > lres:
|
||||
# obj. applyMovement(0,0,lres)
|
||||
# if obj.worldOrientation.to_euler().x-rx > rres:
|
||||
# obj.applyRotation(rres,0,0)
|
||||
# if obj.worldOrientation.to_euler().y-ry > rres:
|
||||
# obj.applyRotation(0,rres,0)
|
||||
# if obj.worldOrientation.to_euler().z-ry > rres:
|
||||
# obj.applyRotation(0,0,rres)
|
||||
|
||||
# def applyTranslationTo(obj, lx,ly,lz):
|
||||
# lres=0.001 # resolution location
|
||||
# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres):
|
||||
# if obj.worldPosition.x-lx > lres:
|
||||
# obj. applyMovement(lres,0,0)
|
||||
# if obj.worldPosition.y-ly > lres:
|
||||
# obj. applyMovement(0,lres,0 )
|
||||
# if obj.worldPosition.z-lz > lres:
|
||||
# obj. applyMovement(0,0,lres)
|
||||
|
||||
# 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(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
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['Mecanisme'], 0, 0, 0)
|
||||
for objet in objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
if scene.objects['Mecanisme']['eclate'] ==True:
|
||||
scene.objects['Mecanisme']['eclate'] = False
|
||||
for objet in objets :
|
||||
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['Mecanisme']['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]
|
||||
|
||||
# Cacher le cercle de la manipulation Orbit
|
||||
def manip_stop(cont):
|
||||
scene.objects['Orbit'].setVisible(False,False)
|
||||
|
||||
# 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 (1280 * 720 px)
|
||||
if obj['manip_mode']==0:
|
||||
scene.objects['Orbit'].color=couleur_cmd
|
||||
scene.objects['Orbit'].setVisible(True,False)
|
||||
dist_orbit = math.sqrt(((1280/2)-obj['click_x'])**2+((720/2)-obj['click_y'])**2)
|
||||
if dist_orbit<235 : # Orbit sur x et z
|
||||
n=10
|
||||
pas_x=(delta_x*40*sensibilite_orbit)/n
|
||||
pas_y=(((1280/2)-cont.sensors['DownM'].position[0])+((720/2)-cont.sensors['DownM'].position[1]))*0.005
|
||||
pas_z=(delta_y*40*sensibilite_orbit)/n
|
||||
for i in range (n):
|
||||
bge.render.drawLine([scene.objects['Orbit'].worldPosition.x+pas_x*i, scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*i)/n)), scene.objects['Orbit'].worldPosition.z-pas_z*i],
|
||||
[scene.objects['Orbit'].worldPosition.x+pas_x*(i+1), scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*(i+1))/n)), scene.objects['Orbit'].worldPosition.z-pas_z*(i+1)],
|
||||
[0.8, 0.619, 0.021])
|
||||
scene.objects['Mecanisme'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||||
else: # Orbit sur y
|
||||
scene.objects['Orbit'].color=couleur_cmd_hl
|
||||
if abs(delta_x) >= abs(delta_y):
|
||||
scene.objects['Mecanisme'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
||||
else:
|
||||
scene.objects['Mecanisme'].applyRotation((0, delta_y*sensibilite_orbit, 0), True)
|
||||
|
||||
# Pan
|
||||
if obj['manip_mode']==1: # Shift
|
||||
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)
|
||||
|
||||
# Zoom avec la molette
|
||||
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)
|
||||
|
||||
###############################################################################
|
||||
# Eclaté
|
||||
###############################################################################
|
||||
|
||||
# Position de départ pour l'éclatement de la vue
|
||||
def eclate_start(cont):
|
||||
if scene.objects['Mecanisme']['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 eclate(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['Mecanisme']['eclate'] =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['Mecanisme'].orientation.col[0]
|
||||
y_axis = scene.objects['Mecanisme'].orientation.col[1]
|
||||
z_axis = scene.objects['Mecanisme'].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
|
||||
###############################################################################
|
||||
|
||||
# Initialisation des couleurs du mécanisme
|
||||
def couleur_init():
|
||||
i=0
|
||||
for objet in objets :
|
||||
scene.objects[objet].color = couleurs_dict[objets_couleur[i]]
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom"].color = couleurs_dict[objets_couleur[i]]
|
||||
scene.objects[objet+"-Nom-Hl"].color = couleurs_dict[objets_couleur[i]]
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
i +=1
|
||||
|
||||
# Reset des couleurs du mécanisme
|
||||
def couleur_reset(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
couleur_init()
|
||||
|
||||
# Sélection couleur dans la palette avec son numéro de couleur (bas niveau)
|
||||
def couleur_choix_num(num):
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)].worldScale=[3, 3, 3]
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].worldScale=[3, 3, 3]
|
||||
scene.objects['Couleur'+str(num)].worldScale=[4, 4, 4]
|
||||
scene.objects['Couleur'+str(num)+'-Hl'].worldScale=[4, 4, 4]
|
||||
scene.objects['Couleurs']['couleur_select']=num
|
||||
|
||||
# Sélection couleur dans la palette
|
||||
def couleur_choix(cont):
|
||||
obj = cont.owner
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and "-Hl" not in hitObject .name:
|
||||
couleur_choix_num(int(hitObject .name[7]))
|
||||
|
||||
# Le highlight de 'couleur_choix'
|
||||
def couleur_choix_hl(cont):
|
||||
if cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and "-Hl" not in hitObject .name:
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+'-Hl'].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)].setVisible(True,False)
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,False)
|
||||
|
||||
# Colorisation de la pièce
|
||||
def couleur_objet(cont):
|
||||
if cont.sensors['Click'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
couleur_select = scene.objects['Couleurs']['couleur_select']
|
||||
if couleur_select != 0 and couleur_select != 8:
|
||||
hitObject.color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Nom"].color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Nom-Hl"].color = couleurs[couleur_select-1][1]
|
||||
if couleur_select == 8: # Couleur transparente -> disparition
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+"_Lines.GP"].setVisible(False,False)
|
||||
|
||||
# Le highlight de 'couleur_objet'
|
||||
def couleur_objet_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
scene.objects[hitObject.name+"-Nom"].setVisible(False,False)
|
||||
scene.objects[hitObject.name+"-Nom-Hl"].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for objet in objets :
|
||||
scene.objects[objet+"-Nom"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Nomenclature
|
||||
###############################################################################
|
||||
|
||||
# Click sur la nomeclature
|
||||
def nom(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None:
|
||||
|
||||
# Afficher/cacher les repères de la pièce
|
||||
if "-Nom-Rep" in hitObject.name:
|
||||
obj=hitObject.name[:len(hitObject.name)-8]
|
||||
print (scene.objects[obj]['rep'])
|
||||
if scene.objects[obj]['rep']==False:
|
||||
scene.objects[obj]['rep']=True
|
||||
hitObject.color=couleur_rep_actif
|
||||
for rep in objets_rep_dict[obj]:
|
||||
scene.objects[rep].setVisible(True,False)
|
||||
else:
|
||||
scene.objects[obj]['rep']=False
|
||||
hitObject.color=couleur_rep_pasactif
|
||||
for rep in objets_rep_dict[obj]:
|
||||
scene.objects[rep].setVisible(False,False)
|
||||
|
||||
# Colorisation de la pièce par la nomenclature
|
||||
else:
|
||||
couleur_select = scene.objects['Couleurs']['couleur_select']
|
||||
if couleur_select != 0 and couleur_select != 8:
|
||||
hitObject.color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Hl"].color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name[0:len(hitObject.name)-4]].setVisible(True,False)
|
||||
scene.objects[hitObject.name[0:len(hitObject.name)-4]].color = couleurs[couleur_select-1][1]
|
||||
|
||||
if couleur_select == 8: # Couleur transparente -> disparition / apparition
|
||||
obj=scene.objects[hitObject.name[0:len(hitObject.name)-4]]
|
||||
obj_GP=scene.objects[hitObject.name[0:len(hitObject.name)-4]+"_Lines.GP"]
|
||||
if obj.visible==True:
|
||||
obj.setVisible(False,False)
|
||||
obj_GP.setVisible(False,False)
|
||||
else:
|
||||
obj.setVisible(True,False)
|
||||
obj_GP.setVisible(True,False)
|
||||
# if couleur_select == 8: # Couleur transparente -> disparition
|
||||
# scene.objects[hitObject.name[0:len(hitObject.name)-4]].setVisible(False,False)
|
||||
|
||||
# Le highlight de la nomenclature
|
||||
def nom_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None:
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+'-Hl'].setVisible(True,False)
|
||||
# obj.color = couleur_cmd_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
for objet in objets :
|
||||
scene.objects[objet+"-Nom"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
# for objet in objets_rep :
|
||||
# scene.objects[objet+'-Nom-Rep'].setVisible(True,False)
|
||||
# scene.objects[objet+'-Nom-Rep-Hl'].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Aide
|
||||
###############################################################################
|
||||
|
||||
# Ouvrir la page d'aide
|
||||
def aide(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# scene.replace('Scene-Aide') # Bug Eevee -> même scene mais camera différente
|
||||
scene.active_camera=scene.objects['Aide-Camera']
|
||||
scene.objects['Apropos-Lien_projet'].color= couleur_lien
|
||||
scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
||||
scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
||||
|
||||
# Fermer la page d'aide
|
||||
def aide_fermer(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente
|
||||
scene.active_camera=scene.objects['Camera']
|
||||
|
||||
# Aller sur les liens
|
||||
def aide_apropos(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
obj = cont.owner
|
||||
if obj.name == "Apropos-Lien_projet" :
|
||||
webbrowser.open('https://gitlab.com/blender-edutech')
|
||||
if obj.name == "Apropos-Lien_blender" :
|
||||
webbrowser.open('https://blender.org')
|
||||
if obj.name == "Apropos-Lien_upbge" :
|
||||
webbrowser.open('https://upbge.org')
|
||||
|
||||
# Le highlight des liens
|
||||
def aide_apropos_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED :
|
||||
obj = cont.owner
|
||||
obj.color = couleur_lien_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED :
|
||||
obj = cont.owner
|
||||
obj.color = couleur_lien
|
1
serrure_biometrique/cine.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine.py
|
1
serrure_biometrique/cine_about.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_about.py
|
1
serrure_biometrique/cine_config.xml
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_config.xml
|
1
serrure_biometrique/cine_doc.py
Symbolic link
@ -0,0 +1 @@
|
||||
/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_doc.py
|
678
serrure_biometrique/serrbio.py
Normal file
@ -0,0 +1,678 @@
|
||||
import bge # Bibliothèque Blender Game Engine (BGE)
|
||||
import webbrowser
|
||||
import math
|
||||
|
||||
###############################################################################
|
||||
# serrbio.py
|
||||
# @title: Commandes pour le player 3D de la serrure biométrique
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2020-2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
#
|
||||
# # Commandes déclenchées par UPBGE pour le modèle de la serrure biométrique
|
||||
#
|
||||
# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
|
||||
# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
# Récupérer la scène 3D
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# print("Objets de la scene : ", scene.objects)
|
||||
|
||||
# Objets 3D
|
||||
|
||||
objets=['Carre', 'Coffre', 'Noix', 'Pene', 'Plaque', 'Poignee', 'Tetiere']
|
||||
objets_couleur=[2, 0, 4, 1, 6, 3, 5] # Couleur des objets par défaut
|
||||
|
||||
objets_anim=['Carre', 'Noix', 'Pene', 'Plaque', 'Poignee'] # Objet animé
|
||||
|
||||
objets_rep=['Coffre', 'Noix', 'Pene', 'Plaque', 'Poignee'] # Objet avec une repère
|
||||
objets_rep_dict={'Coffre' : ['Repere O'],
|
||||
'Noix' : ['Repere A', 'Repere D'],
|
||||
'Pene' : ['Repere C', 'Repere E'],
|
||||
'Plaque' : ['Repere B'],
|
||||
'Poignee' : ['Repere F']}
|
||||
|
||||
# Couleurs
|
||||
|
||||
couleurs=[['Couleur1', [0.202, 0.114, 0.512,1]],
|
||||
['Couleur2', [0.051, 0.270, 0.279,1]],
|
||||
['Couleur3', [0.799, 0.031, 0.038,1]],
|
||||
['Couleur4', [0.799, 0.130, 0.063,1]],
|
||||
['Couleur5', [0.8, 0.619, 0.021,1]],
|
||||
['Couleur6', [0.246, 0.687, 0.078,1]],
|
||||
['Couleur7', [0.800, 0.005, 0.315,1]],
|
||||
['Couleur8', [0.75,0.751, 0.75,0]]]
|
||||
|
||||
couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
|
||||
couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
|
||||
couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
|
||||
couleur_lien_hl = [0.8, 0.005, 0.315, 1] # bleu
|
||||
|
||||
couleur_rep_actif = [0.8, 0.8, 0.8, 1] # blanc
|
||||
couleur_rep_pasactif = [0, 0, 0, 1] # noir
|
||||
|
||||
# Constantes
|
||||
|
||||
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
|
||||
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
|
||||
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
|
||||
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
###############################################################################
|
||||
# Gestion du clavier
|
||||
###############################################################################
|
||||
|
||||
# Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl, Orbit (0), Eclaté avec Shift
|
||||
def mode(cont):
|
||||
obj = cont.owner
|
||||
keyboard = bge.logic.keyboard
|
||||
|
||||
# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=1
|
||||
|
||||
# Ctrl -> mode 2 : Zoom (clic milieu)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=2
|
||||
|
||||
# Pas de modificateur -> mode 0 : Orbit (clic milieu)
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||||
obj['manip_mode']=0
|
||||
|
||||
# Touche Home -> Reset de la vue
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
|
||||
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['Mecanisme'], 0, 0, 0)
|
||||
for objet in objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
if scene.objects['Mecanisme']['eclate'] ==True:
|
||||
scene.objects['Mecanisme']['eclate'] = False
|
||||
for objet in objets :
|
||||
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['Mecanisme']['anim'] == False: # Play d'une frame
|
||||
anim_play1frame()
|
||||
|
||||
# Touche Space -> Play et Pause
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
else:
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
|
||||
# Touche H -> Cacher l'objet
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
|
||||
couleur_choix_num(8)
|
||||
|
||||
# Touche de 1 à 8 -> Couleur de 1 à 8
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
|
||||
couleur_choix_num(1)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
|
||||
couleur_choix_num(2)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
|
||||
couleur_choix_num(3)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
|
||||
couleur_choix_num(4)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
|
||||
couleur_choix_num(5)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
|
||||
couleur_choix_num(6)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
|
||||
couleur_choix_num(7)
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
|
||||
couleur_choix_num(8)
|
||||
|
||||
###############################################################################
|
||||
# Commandes
|
||||
###############################################################################
|
||||
|
||||
# Init
|
||||
def cmd_init():
|
||||
scene.objects['Aide-cmd-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Raz-couleurs-Hl'].setVisible(False,False)
|
||||
scene.objects['Raz-vue-Hl'].setVisible(False,False)
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,False)
|
||||
for objet in objets_rep :
|
||||
scene.objects[objet+'-Nom-Rep-Hl'].setVisible(False,False)
|
||||
|
||||
# Le highlight des commandes
|
||||
def cmd_hl(cont):
|
||||
obj = cont.owner
|
||||
|
||||
# Activation
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
obj.setVisible(False,True)
|
||||
scene.objects[obj.name+'-Hl'].setVisible(True,True)
|
||||
# obj.color = couleur_cmd_hl
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
|
||||
# Désactivation
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
|
||||
scene.objects[obj.name+'-Hl'].setVisible(False,True)
|
||||
obj.setVisible(True,True)
|
||||
|
||||
# Play et pause
|
||||
if obj.name=="Pause" or obj.name=="Play":
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Play'].setVisible(True,False)
|
||||
|
||||
###############################################################################
|
||||
# Animation
|
||||
###############################################################################
|
||||
|
||||
# Initialisation de l'animation -> Play
|
||||
def anim_init(cont):
|
||||
start = 1
|
||||
end = 200
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
scene.objects['Mecanisme']['anim'] = True
|
||||
|
||||
# Animation en pause (bas niveau)
|
||||
def anim_pause():
|
||||
layer = 0
|
||||
for objet in objets_anim :
|
||||
scene.objects['Mecanisme']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
|
||||
scene.objects[objet].stopAction(layer)
|
||||
scene.objects['Mecanisme']['anim'] = False
|
||||
|
||||
# Animation en pseudo-pause
|
||||
# Play d'une frame pour remettre les pièces en place
|
||||
def anim_play1frame():
|
||||
start = scene.objects['Mecanisme']['anim_frame']
|
||||
end = scene.objects['Mecanisme']['anim_frame']+1
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanisme']['anim_frame'] = end
|
||||
|
||||
# Reprise de l'animation (bas niveau)
|
||||
def anim_play():
|
||||
start = scene.objects['Mecanisme']['anim_frame']
|
||||
end = 200
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_PLAY
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
scene.objects['Mecanisme']['anim'] = True
|
||||
|
||||
# Pause et replay par les commandes
|
||||
def anim_cmd(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
|
||||
# Pause
|
||||
if scene.objects['Mecanisme']['anim'] == True:
|
||||
anim_pause()
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(True,False)
|
||||
else:
|
||||
# Play
|
||||
anim_play()
|
||||
scene.objects['Play'].setVisible(False,False)
|
||||
scene.objects['Play-Hl'].setVisible(False,False)
|
||||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||||
|
||||
# Play en continu
|
||||
def anim_boucle(cont):
|
||||
if scene.objects['Mecanisme']['anim'] == True and scene.objects['Carre'].isPlayingAction(0) == False:
|
||||
# scene.objects['Mecanisme']['anim_frame']=1
|
||||
start = 1
|
||||
end = 200
|
||||
layer = 0
|
||||
priority = 1
|
||||
blendin = 1.0
|
||||
mode = bge.logic.KX_ACTION_MODE_LOOP
|
||||
layerWeight = 0.0
|
||||
ipoFlags = 0
|
||||
speed = 1.0
|
||||
for objet in objets_anim :
|
||||
scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
|
||||
|
||||
###############################################################################
|
||||
# Manipulation du mécanisme
|
||||
###############################################################################
|
||||
|
||||
# Initialisation de la vue 3D
|
||||
def manip_init(cont):
|
||||
|
||||
# Mémorisation de la position des composants
|
||||
for objet in objets :
|
||||
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['Mecanisme']['init_lx']=scene.objects['Mecanisme'].worldPosition.x
|
||||
scene.objects['Mecanisme']['init_ly']=scene.objects['Mecanisme'].worldPosition.y
|
||||
scene.objects['Mecanisme']['init_lz']=scene.objects['Mecanisme'].worldPosition.z
|
||||
scene.objects['Mecanisme']['init_rx']=scene.objects['Mecanisme'].worldOrientation.to_euler().x
|
||||
scene.objects['Mecanisme']['init_ry']=scene.objects['Mecanisme'].worldOrientation.to_euler().y
|
||||
scene.objects['Mecanisme']['init_rz']=scene.objects['Mecanisme'].worldOrientation.to_euler().z
|
||||
|
||||
# Cacher les repères
|
||||
for objet in objets_rep :
|
||||
scene.objects[objet]['rep']=False
|
||||
scene.objects[objet+"-Nom-Rep"].color=couleur_rep_pasactif
|
||||
for rep in objets_rep_dict[objet]:
|
||||
scene.objects[rep].setVisible(False,False)
|
||||
|
||||
# def applyMovemenTo(obj, lx,ly,lz,rx,ry,rz):
|
||||
# lres=0.001 # resolution location
|
||||
# rres=0.001 # resolution rotation
|
||||
# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres) or (obj.worldOrientation.to_euler().x-rx > rres) or (obj.worldOrientation.to_euler().y-ry > rres) or (obj.worldOrientation.to_euler().z-rz > rres):
|
||||
# if obj.worldPosition.x-lx > lres:
|
||||
# obj. applyMovement(lres,0,0)
|
||||
# if obj.worldPosition.y-ly > lres:
|
||||
# obj. applyMovement(0,lres,0 )
|
||||
# if obj.worldPosition.z-lz > lres:
|
||||
# obj. applyMovement(0,0,lres)
|
||||
# if obj.worldOrientation.to_euler().x-rx > rres:
|
||||
# obj.applyRotation(rres,0,0)
|
||||
# if obj.worldOrientation.to_euler().y-ry > rres:
|
||||
# obj.applyRotation(0,rres,0)
|
||||
# if obj.worldOrientation.to_euler().z-ry > rres:
|
||||
# obj.applyRotation(0,0,rres)
|
||||
|
||||
# def applyTranslationTo(obj, lx,ly,lz):
|
||||
# lres=0.001 # resolution location
|
||||
# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres):
|
||||
# if obj.worldPosition.x-lx > lres:
|
||||
# obj. applyMovement(lres,0,0)
|
||||
# if obj.worldPosition.y-ly > lres:
|
||||
# obj. applyMovement(0,lres,0 )
|
||||
# if obj.worldPosition.z-lz > lres:
|
||||
# obj. applyMovement(0,0,lres)
|
||||
|
||||
# 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(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
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['Mecanisme'], 0, 0, 0)
|
||||
for objet in objets :
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
if scene.objects['Mecanisme']['eclate'] ==True:
|
||||
scene.objects['Mecanisme']['eclate'] = False
|
||||
for objet in objets :
|
||||
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['Mecanisme']['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]
|
||||
|
||||
# Cacher le cercle de la manipulation Orbit
|
||||
def manip_stop(cont):
|
||||
scene.objects['Orbit'].setVisible(False,False)
|
||||
|
||||
# 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 (1280 * 720 px)
|
||||
if obj['manip_mode']==0:
|
||||
scene.objects['Orbit'].color=couleur_cmd
|
||||
scene.objects['Orbit'].setVisible(True,False)
|
||||
dist_orbit = math.sqrt(((1280/2)-obj['click_x'])**2+((720/2)-obj['click_y'])**2)
|
||||
if dist_orbit<235 : # Orbit sur x et z
|
||||
n=10
|
||||
pas_x=(delta_x*40*sensibilite_orbit)/n
|
||||
pas_y=(((1280/2)-cont.sensors['DownM'].position[0])+((720/2)-cont.sensors['DownM'].position[1]))*0.005
|
||||
pas_z=(delta_y*40*sensibilite_orbit)/n
|
||||
for i in range (n):
|
||||
bge.render.drawLine([scene.objects['Orbit'].worldPosition.x+pas_x*i, scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*i)/n)), scene.objects['Orbit'].worldPosition.z-pas_z*i],
|
||||
[scene.objects['Orbit'].worldPosition.x+pas_x*(i+1), scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*(i+1))/n)), scene.objects['Orbit'].worldPosition.z-pas_z*(i+1)],
|
||||
[0.8, 0.619, 0.021])
|
||||
scene.objects['Mecanisme'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||||
else: # Orbit sur y
|
||||
scene.objects['Orbit'].color=couleur_cmd_hl
|
||||
if abs(delta_x) >= abs(delta_y):
|
||||
scene.objects['Mecanisme'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
||||
else:
|
||||
scene.objects['Mecanisme'].applyRotation((0, delta_y*sensibilite_orbit, 0), True)
|
||||
# if obj['manip_mode']==0:
|
||||
# scene.objects['Mecanisme'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||||
|
||||
# Pan
|
||||
if obj['manip_mode']==1: # Shift
|
||||
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)
|
||||
|
||||
# Manipulation du modèle ou de la caméra
|
||||
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)
|
||||
|
||||
###############################################################################
|
||||
# Eclaté
|
||||
###############################################################################
|
||||
|
||||
# Position de départ pour l'éclatement de la vue
|
||||
def eclate_start(cont):
|
||||
if scene.objects['Mecanisme']['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 eclate(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['Mecanisme']['eclate'] =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['Mecanisme'].orientation.col[0]
|
||||
y_axis = scene.objects['Mecanisme'].orientation.col[1]
|
||||
z_axis = scene.objects['Mecanisme'].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
|
||||
###############################################################################
|
||||
|
||||
# Initialisation des couleurs du mécanisme
|
||||
def couleur_init():
|
||||
i=0
|
||||
for objet in objets :
|
||||
scene.objects[objet].color = couleurs[objets_couleur[i]][1]
|
||||
scene.objects[objet].setVisible(True,False)
|
||||
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom"].color = couleurs[objets_couleur[i]][1]
|
||||
scene.objects[objet+"-Nom-Hl"].color = couleurs[objets_couleur[i]][1]
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
i +=1
|
||||
|
||||
# Reset des couleurs du mécanisme
|
||||
def couleur_reset(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
couleur_init()
|
||||
|
||||
# Sélection couleur dans la palette avec son numéro de couleur (bas niveau)
|
||||
def couleur_choix_num(num):
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)].worldScale=[3, 3, 3]
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].worldScale=[3, 3, 3]
|
||||
scene.objects['Couleur'+str(num)].worldScale=[4, 4, 4]
|
||||
scene.objects['Couleur'+str(num)+'-Hl'].worldScale=[4, 4, 4]
|
||||
scene.objects['Couleurs']['couleur_select']=num
|
||||
|
||||
# Sélection couleur dans la palette
|
||||
def couleur_choix(cont):
|
||||
obj = cont.owner
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and "-Hl" not in hitObject .name:
|
||||
couleur_choix_num(int(hitObject .name[7]))
|
||||
|
||||
# Le highlight de 'couleur_choix'
|
||||
def couleur_choix_hl(cont):
|
||||
if cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and "-Hl" not in hitObject .name:
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+'-Hl'].setVisible(True,False)
|
||||
# obj.color = couleur_cmd_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for i in range (1, 9):
|
||||
scene.objects['Couleur'+str(i)].setVisible(True,False)
|
||||
scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,False)
|
||||
|
||||
# Colorisation de la pièce
|
||||
def couleur_objet(cont):
|
||||
if cont.sensors['Click'].positive and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
couleur_select = scene.objects['Couleurs']['couleur_select']
|
||||
if couleur_select != 0 and couleur_select != 8:
|
||||
hitObject.color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Nom"].color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Nom-Hl"].color = couleurs[couleur_select-1][1]
|
||||
if couleur_select == 8: # Couleur transparente -> disparition / apparition
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+"_Lines.GP"].setVisible(False,False)
|
||||
|
||||
# Le highlight de 'couleur_objet'
|
||||
def couleur_objet_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None and hitObject.visible:
|
||||
scene.objects[hitObject.name+"-Nom"].setVisible(False,False)
|
||||
scene.objects[hitObject.name+"-Nom-Hl"].setVisible(True,False)
|
||||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||||
for objet in objets :
|
||||
scene.objects[objet+"-Nom"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Nomenclature
|
||||
###############################################################################
|
||||
|
||||
# Click sur la nomeclature
|
||||
def nom(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None:
|
||||
|
||||
# Afficher/cacher les repères de la pièce
|
||||
if "-Nom-Rep" in hitObject.name:
|
||||
obj=hitObject.name[:len(hitObject.name)-8]
|
||||
print (scene.objects[obj]['rep'])
|
||||
if scene.objects[obj]['rep']==False:
|
||||
scene.objects[obj]['rep']=True
|
||||
hitObject.color=couleur_rep_actif
|
||||
for rep in objets_rep_dict[obj]:
|
||||
scene.objects[rep].setVisible(True,False)
|
||||
else:
|
||||
scene.objects[obj]['rep']=False
|
||||
hitObject.color=couleur_rep_pasactif
|
||||
for rep in objets_rep_dict[obj]:
|
||||
scene.objects[rep].setVisible(False,False)
|
||||
|
||||
# Colorisation de la pièce par la nomenclature
|
||||
else:
|
||||
couleur_select = scene.objects['Couleurs']['couleur_select']
|
||||
if couleur_select != 0 and couleur_select != 8:
|
||||
hitObject.color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name+"-Hl"].color = couleurs[couleur_select-1][1]
|
||||
scene.objects[hitObject.name[0:len(hitObject.name)-4]].setVisible(True,False)
|
||||
scene.objects[hitObject.name[0:len(hitObject.name)-4]].color = couleurs[couleur_select-1][1]
|
||||
|
||||
if couleur_select == 8: # Couleur transparente -> disparition / apparition
|
||||
obj=scene.objects[hitObject.name[0:len(hitObject.name)-4]]
|
||||
obj_GP=scene.objects[hitObject.name[0:len(hitObject.name)-4]+"_Lines.GP"]
|
||||
if obj.visible==True:
|
||||
obj.setVisible(False,False)
|
||||
obj_GP.setVisible(False,False)
|
||||
else:
|
||||
obj.setVisible(True,False)
|
||||
obj_GP.setVisible(True,False)
|
||||
# if couleur_select == 8: # Couleur transparente -> disparition
|
||||
# scene.objects[hitObject.name[0:len(hitObject.name)-4]].setVisible(False,False)
|
||||
|
||||
# Le highlight de la nomenclature
|
||||
def nom_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
hitObject = cont.sensors['MO'].hitObject
|
||||
if hitObject is not None:
|
||||
hitObject.setVisible(False,False)
|
||||
scene.objects[hitObject.name+'-Hl'].setVisible(True,False)
|
||||
# obj.color = couleur_cmd_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
|
||||
for objet in objets :
|
||||
scene.objects[objet+"-Nom"].setVisible(True,False)
|
||||
scene.objects[objet+"-Nom-Hl"].setVisible(False,False)
|
||||
for objet in objets_rep :
|
||||
scene.objects[objet+'-Nom-Rep'].setVisible(True,False)
|
||||
scene.objects[objet+'-Nom-Rep-Hl'].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Aide
|
||||
###############################################################################
|
||||
|
||||
# Ouvrir la page d'aide
|
||||
def aide(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# scene.replace('Scene-Aide') # Bug Eevee -> même scene mais camera différente
|
||||
scene.active_camera=scene.objects['Aide-Camera']
|
||||
scene.objects['Apropos-Lien_projet'].color= couleur_lien
|
||||
scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
||||
scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
||||
|
||||
# Fermer la page d'aide
|
||||
def aide_fermer(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
# bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente
|
||||
scene.active_camera=scene.objects['Camera']
|
||||
|
||||
# Aller sur les liens
|
||||
def aide_apropos(cont):
|
||||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||||
obj = cont.owner
|
||||
if obj.name == "Apropos-Lien_projet" :
|
||||
webbrowser.open('https://gitlab.com/blender-edutech')
|
||||
if obj.name == "Apropos-Lien_blender" :
|
||||
webbrowser.open('https://blender.org')
|
||||
if obj.name == "Apropos-Lien_upbge" :
|
||||
webbrowser.open('https://upbge.org')
|
||||
|
||||
# Le highlight des liens
|
||||
def aide_apropos_hl(cont):
|
||||
if cont.sensors['MO'].status == JUST_ACTIVATED :
|
||||
obj = cont.owner
|
||||
obj.color = couleur_lien_hl
|
||||
if cont.sensors['MO'].status == JUST_RELEASED :
|
||||
obj = cont.owner
|
||||
obj.color = couleur_lien
|