lecteur-3d-cinematique/cine.py

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import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import webbrowser
import math
import os
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
scene = bge.logic.getCurrentScene()
# print("Objets de la scene : ", scene.objects)
# Config file
cine_config = ET.parse('cine_config.xml').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[0][0].text=str(screen_width)
cine_config[0][1].text=str(screen_height)
cine_config[0][2].text=str(scene.objects['About']['quality'])
buffer_xml = ET.tostring(cine_config)
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:
manip_reset()
# 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['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].suspendPhysics()
scene.objects['Play'].setVisible(True,False)
scene.objects['Play'].restorePhysics()
else:
anim_play()
scene.objects['Pause']['MO_desactive']=True # Rester avec Pause-Hl -> Desactive le MO
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Play'].suspendPhysics()
scene.objects['Pause'].setVisible(True,False)
scene.objects['Pause'].restorePhysics()
# 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():
# Configuration de l'écran
bge.render.setWindowSize(int(cine_config[0][0].text),int(cine_config[0][1].text))
scene.objects['About']['quality'] = int(cine_config[0][2].text)
cine_about.quality_apply(scene.objects['About']['quality'], True)
# UI : Commands
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Play'].suspendPhysics()
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)
# Windows
windows=("Doc", "About", "Credits")
for window in windows:
scene.objects[window].setVisible(False,True)
##
# 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:
# Autres que Play et Pause
if obj.name!="Play" and obj.name!="Pause":
obj.setVisible(False,True)
scene.objects[obj.name+'-Hl'].setVisible(True,True)
# obj.color = color_cmd_hl
# Play ou 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:
# Autres que Play et Pause
if obj.name!="Play" and obj.name!="Pause":
scene.objects[obj.name+'-Hl'].setVisible(False,True)
obj.setVisible(True,True)
# Play ou Pause
if obj.name=="Pause" or obj.name=="Play":
# Rester avec Pause-Hl -> Désactive le MO
if scene.objects['Pause']['MO_desactive']==True:
scene.objects['Pause']['MO_desactive']=False
else:
# MO actif
if scene.objects['Mecanism']['anim'] == True:
if scene.objects['Pause']['MO_desactive']==False:
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 ou Pause
if obj.name=="Pause" or obj.name=="Play":
# Pause
if scene.objects['Mecanism']['anim'] == True:
anim_pause()
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].suspendPhysics()
scene.objects['Play-Hl'].setVisible(True,False)
scene.objects['Play'].restorePhysics()
else:
# Play
anim_play()
scene.objects['Pause']['MO_desactive']=True # Rester avec Pause-Hl -> Desactive le MO
scene.objects['Play'].setVisible(False,False)
scene.objects['Play-Hl'].setVisible(False,False)
scene.objects['Play'].suspendPhysics()
scene.objects['Pause-Hl'].setVisible(True,False)
scene.objects['Pause'].restorePhysics()
# 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['Doc']['anim']= True
anim_pause()
else:
scene.objects['Doc']['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 (après-éclatement)
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)*0.95)
y0 = center[1]
z0 = center[2]+float(radius*math.sin(ang))
x1 = center[0]+float(radius*math.cos(ang+ang_step)*0.95)
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
# def circle (center, radius, color):
# ang = 0
# ang_step = 0.1
# ang_cam = (25.1 * 2 * math.pi)*(1/360)
# while ang< 2 * math.pi:
# x0 = center[0]+float(radius*math.cos(ang))
# y0 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang))
# z0 = center[2]+float(radius*math.sin(ang) - y0*math.tan(ang_cam))
# x1 = center[0]+float(radius*math.cos(ang+ang_step))
# y1 = center[1] +float(radius*math.sin(ang_cam)*math.cos(ang+ang_step))
# z1 = center[2]+float(radius*math.sin(ang+ang_step) - y1*math.tan(ang_cam))
# bge.render.drawLine([x0,y0,z0],[x1,y1,z1],color)
# ang += ang_step
##
# Chargement d'objet 3D externes
##
def load_object(file_path, objects):
inner_path = 'Object'
for object_name in objects :
if object_name in scene.objects:
pass
else:
bpy.ops.wm.append(
filepath=os.path.join(file_path, inner_path, object_name),
directory=os.path.join(file_path, inner_path),
filename=object_name)
scene.convertBlenderObject(bpy.data.objects[object_name])
# print(bpy.data.objects[object_name].children)
# print ("bpy : debut")
# for obj in bpy.data.objects:
# print(obj.name)
# print ("bpy : fin")
# for child in bpy.data.objects[object_name].children:
# print(child.name)
# for object_children in bpy.data.objects:
# print (object_name, object_children)
# if object_children.parent == bpy.data.objects[object_name]:
# scene.convertBlenderObject(bpy.data.objects[object_children])
# scene.convertBlenderCollection(bpy.data.collections[about_object_name],True)
# print ("bge : debut")
# print (scene.objects)
# print ("bge : fin")
# print ("bpy : debut")
# for obj in bpy.data.objects:
# print(obj.name)
# print ("bpy : fin")
##
# Initialisation de la vue 3D
##
# def manip_init(cont):
def manip_init():
# Fenêtres
scene.objects['About'].setVisible(False,True)
scene.objects['Doc'].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)
scene.objects['Mecanism'].worldPosition.x = scene.objects['Mecanism']['init_lx']
scene.objects['Mecanism'].worldPosition.y = scene.objects['Mecanism']['init_ly']
scene.objects['Mecanism'].worldPosition.z = scene.objects['Mecanism']['init_lz']
for objet in scene.objects['Mecanism']['objects'] :
scene.objects[objet].setVisible(True,False)
scene.objects[objet].restorePhysics()
if objet+"_Lines.GP" in scene.objects:
scene.objects[objet+"_Lines.GP"].setVisible(True,False)
# Retour après éclatement
if scene.objects['Mecanism']['expld'] ==True:
print ("retour explod")
scene.objects['Mecanism']['expld'] = False
expld_val = scene.objects['Mecanism']['expld_val'] # Retour après éclatement avec la valeur d'éclatement
sensibilite=0.005
objects = scene.objects['Mecanism']['objects']
for object in objects :
ecla_x, ecla_y,ecla_z = 0,0,0
if 'ecla_x' in scene.objects[object]:
ecla_x = scene.objects[object]['ecla_x']
if 'ecla_y' in scene.objects[object]:
ecla_y = scene.objects[object]['ecla_y']
if 'ecla_z' in scene.objects[object]:
ecla_z = scene.objects[object]['ecla_z']
scene.objects[object].applyMovement((-expld_val*sensibilite*ecla_x, -expld_val*sensibilite*ecla_y , -expld_val*sensibilite*ecla_z), False)
scene.objects['Mecanism']['expld_val'] = 0.00
if scene.objects['Mecanism']['anim'] == False: # Play d'une frame
anim_play1frame()
##
# Position de départ pour la manipulation de la vue
##
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_system'].worldPosition.x
# y0 =scene.objects['Orbit_system'].worldPosition.y
# z0=scene.objects['Orbit_system'].worldPosition.z
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_y_base=200 # Pour 1280 x 720
radius_orbit_y_base=5
diag_base= math.sqrt(1280**2+720**2)
diag= math.sqrt(width**2+height**2)
dist_orbit_y = dist_orbit_y_base*(diag/diag_base)
radius_orbit_y=radius_orbit_y_base*(diag/diag_base)
dist_orbit = math.sqrt(((width/2)-obj['click_x'])**2+((height/2)-obj['click_y'])**2)
if obj['click_y']> height/2 :
dist_orbit = dist_orbit+((math.sqrt(((height/2)-obj['click_y'])**2)/175)*25) # Correction des Y sous le centre ?
if dist_orbit<dist_orbit_y : # Orbit sur xz
circle ([x0,y0,z0], radius_orbit_y_base, 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)
###############################################################################
# Eclaté
###############################################################################
# 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
scene.objects['Mecanism']['expld_val'] =scene.objects['Mecanism']['expld_val']+delta
# Déplacement dans le repère du mécanisme
x_axis = scene.objects['Mecanism'].orientation.col[0]
y_axis = scene.objects['Mecanism'].orientation.col[1]
z_axis = scene.objects['Mecanism'].orientation.col[2]
for object in objects :
ecla_x, ecla_y,ecla_z = 0,0,0
if 'ecla_x' in scene.objects[object]:
ecla_x = scene.objects[object]['ecla_x']
if 'ecla_y' in scene.objects[object]:
ecla_y = scene.objects[object]['ecla_y']
if 'ecla_z' in scene.objects[object]:
ecla_z = scene.objects[object]['ecla_z']
scene.objects[object].applyMovement((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)
###############################################################################
# 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)
if hitObject.name+"_Lines.GP" in scene.objects:
scene.objects[hitObject.name+"_Lines.GP"].setVisible(False,False)
###############################################################################
# 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
###############################################################################
# Clic sur la nomenclature
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 nomenclature
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()
if obj['Object']+"_Lines.GP" in scene.objects:
scene.objects[obj['Object']+"_Lines.GP"].setVisible(True,False)
# 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)
if obj['Object']+"_Lines.GP" in scene.objects:
scene.objects[obj['Object']+"_Lines.GP"].setVisible(False,False)
else:
scene.objects[obj['Object']].setVisible(True,False)
scene.objects[obj['Object']].restorePhysics()
if obj['Object']+"_Lines.GP" in scene.objects:
scene.objects[obj['Object']+"_Lines.GP"].setVisible(True,False)
# 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)