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GNU GENERAL PUBLIC LICENSE
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<https://www.gnu.org/licenses/why-not-lgpl.html>.

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README.md
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# Kinematic Player # 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 Les binaires (Game Engine Runtime) sont hébergés sur [apps.education.fr](https://nuage03.apps.education.fr/index.php/s/g75WfrdXM4Gx35s).
- [ ] [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:
``` Ce lecteur fait partie du projet open source [Blender-EduTech (Blender/UPBGE pour l'Enseignement Technologique)](https://gitlab.com/blender-edutech).
cd existing_repo
git remote add origin https://gitlab.com/blender-edutech/kinematic-player.git
git branch -M main
git push -uf origin main
```
## 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) Les applications pédagogique se trouvent dans le [dépôt des documents pédagogiques du projet Blender-EduTech](https://gitlab.com/blender-edutech/blender-edutech-oer-french) .
## 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.

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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

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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)

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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)

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<data>
<screen>
<width>1280</width>
<height>720</height>
</screen>
</data>

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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

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine.py

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_about.py

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_config.xml

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_doc.py

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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

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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

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serrure_biometrique/cine.py Symbolic link
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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine.py

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_about.py

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_config.xml

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/home/phroy/Bureau/seriousgames/blender-edutech/git/kinematic-player/cine_doc.py

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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

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