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https://forge.apps.education.fr/blender-edutech/lecteur-3d-cinematique.git
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679 lines
31 KiB
Python
679 lines
31 KiB
Python
import bge # Bibliothèque Blender Game Engine (BGE)
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import webbrowser
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import math
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###############################################################################
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# serrbio.py
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# @title: Commandes pour le player 3D de la serrure biométrique
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# @project: Blender-EduTech
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2022 Philippe Roy
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# @license: GNU GPL
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#
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# # Commandes déclenchées par UPBGE pour le modèle de la serrure biométrique
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#
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# Ce player 3D est un environnement léger et spécifique pour la colorisation des solides d'un mécanisme en mouvement.
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# Il sert principalement pour l'apprentissage de la détection des classes d'équivalence d'un mécanisme afin de pouvoir faire sa modélisation cinématique.
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#
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###############################################################################
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# Récupérer la scène 3D
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scene = bge.logic.getCurrentScene()
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# print("Objets de la scene : ", scene.objects)
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# Objets 3D
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objets=['Carre', 'Coffre', 'Noix', 'Pene', 'Plaque', 'Poignee', 'Tetiere']
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objets_couleur=[2, 0, 4, 1, 6, 3, 5] # Couleur des objets par défaut
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objets_anim=['Carre', 'Noix', 'Pene', 'Plaque', 'Poignee'] # Objet animé
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objets_rep=['Coffre', 'Noix', 'Pene', 'Plaque', 'Poignee'] # Objet avec une repère
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objets_rep_dict={'Coffre' : ['Repere O'],
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'Noix' : ['Repere A', 'Repere D'],
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'Pene' : ['Repere C', 'Repere E'],
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'Plaque' : ['Repere B'],
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'Poignee' : ['Repere F']}
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# Couleurs
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couleurs=[['Couleur1', [0.202, 0.114, 0.512,1]],
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['Couleur2', [0.051, 0.270, 0.279,1]],
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['Couleur3', [0.799, 0.031, 0.038,1]],
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['Couleur4', [0.799, 0.130, 0.063,1]],
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['Couleur5', [0.8, 0.619, 0.021,1]],
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['Couleur6', [0.246, 0.687, 0.078,1]],
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['Couleur7', [0.800, 0.005, 0.315,1]],
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['Couleur8', [0.75,0.751, 0.75,0]]]
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couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
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couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
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couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
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couleur_lien_hl = [0.8, 0.005, 0.315, 1] # bleu
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couleur_rep_actif = [0.8, 0.8, 0.8, 1] # blanc
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couleur_rep_pasactif = [0, 0, 0, 1] # noir
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# Constantes
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
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###############################################################################
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# Gestion du clavier
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###############################################################################
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# Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl, Orbit (0), Eclaté avec Shift
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def mode(cont):
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obj = cont.owner
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keyboard = bge.logic.keyboard
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# Shift -> mode 1 : Pan (clic milieu) ou Eclaté (clic gauche)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
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obj['manip_mode']=1
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if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
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obj['manip_mode']=1
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# Ctrl -> mode 2 : Zoom (clic milieu)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
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obj['manip_mode']=2
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if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
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obj['manip_mode']=2
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# Pas de modificateur -> mode 0 : Orbit (clic milieu)
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if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
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obj['manip_mode']=0
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# Touche Home -> Reset de la vue
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if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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applyRotationTo(scene.objects['Mecanisme'], 0, 0, 0)
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for objet in objets :
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scene.objects[objet].setVisible(True,False)
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scene.objects[objet+"_Lines.GP"].setVisible(True,False)
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if scene.objects['Mecanisme']['eclate'] ==True:
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scene.objects['Mecanisme']['eclate'] = False
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for objet in objets :
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scene.objects[objet].worldPosition.x =scene.objects[objet]['init_lx']
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scene.objects[objet].worldPosition.y = scene.objects[objet]['init_ly']
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scene.objects[objet].worldPosition.z = scene.objects[objet]['init_lz']
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if scene.objects['Mecanisme']['anim'] == False: # Play d'une frame
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anim_play1frame()
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# Touche Space -> Play et Pause
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SPACEKEY].queue:
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if scene.objects['Mecanisme']['anim'] == True:
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anim_pause()
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Play'].setVisible(True,False)
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else:
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anim_play()
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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# Touche H -> Cacher l'objet
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if JUST_ACTIVATED in keyboard.inputs[bge.events.HKEY].queue:
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couleur_choix_num(8)
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# Touche de 1 à 8 -> Couleur de 1 à 8
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ONEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD1].queue:
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couleur_choix_num(1)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.TWOKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD2].queue:
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couleur_choix_num(2)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.THREEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD3].queue:
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couleur_choix_num(3)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FOURKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD4].queue:
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couleur_choix_num(4)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FIVEKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD5].queue:
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couleur_choix_num(5)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SIXKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD6].queue:
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couleur_choix_num(6)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.SEVENKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD7].queue:
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couleur_choix_num(7)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.EIGHTKEY].queue or JUST_ACTIVATED in keyboard.inputs[bge.events.PAD8].queue:
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couleur_choix_num(8)
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###############################################################################
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# Commandes
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###############################################################################
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# Init
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def cmd_init():
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scene.objects['Aide-cmd-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Raz-couleurs-Hl'].setVisible(False,False)
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scene.objects['Raz-vue-Hl'].setVisible(False,False)
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for i in range (1, 9):
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scene.objects['Couleur'+str(i)+"-Hl"].setVisible(False,False)
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for objet in objets_rep :
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scene.objects[objet+'-Nom-Rep-Hl'].setVisible(False,False)
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# Le highlight des commandes
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def cmd_hl(cont):
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obj = cont.owner
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Mecanisme']['manip_mode']==0:
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if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
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obj.setVisible(False,True)
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scene.objects[obj.name+'-Hl'].setVisible(True,True)
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# obj.color = couleur_cmd_hl
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# Play et pause
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if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['Mecanisme']['anim'] == True:
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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else:
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(True,False)
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Mecanisme']['manip_mode']==0:
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if obj.name!="Play" and obj.name!="Pause" and obj.name!="Play-Hl" and obj.name!="Pause-Hl":
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scene.objects[obj.name+'-Hl'].setVisible(False,True)
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obj.setVisible(True,True)
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# Play et pause
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if obj.name=="Pause" or obj.name=="Play":
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if scene.objects['Mecanisme']['anim'] == True:
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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else:
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Play'].setVisible(True,False)
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###############################################################################
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# Animation
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###############################################################################
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# Initialisation de l'animation -> Play
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def anim_init(cont):
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start = 1
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end = 200
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_LOOP
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in objets_anim :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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scene.objects['Mecanisme']['anim'] = True
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# Animation en pause (bas niveau)
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def anim_pause():
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layer = 0
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for objet in objets_anim :
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scene.objects['Mecanisme']['anim_frame'] = scene.objects[objet].getActionFrame(layer)
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scene.objects[objet].stopAction(layer)
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scene.objects['Mecanisme']['anim'] = False
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# Animation en pseudo-pause
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# Play d'une frame pour remettre les pièces en place
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def anim_play1frame():
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start = scene.objects['Mecanisme']['anim_frame']
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end = scene.objects['Mecanisme']['anim_frame']+1
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in objets_anim :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mecanisme']['anim_frame'] = end
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# Reprise de l'animation (bas niveau)
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def anim_play():
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start = scene.objects['Mecanisme']['anim_frame']
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end = 200
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in objets_anim :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mecanisme']['anim'] = True
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# Pause et replay par les commandes
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def anim_cmd(cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Mecanisme']['manip_mode']==0:
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# Pause
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if scene.objects['Mecanisme']['anim'] == True:
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anim_pause()
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(True,False)
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else:
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# Play
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anim_play()
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scene.objects['Play'].setVisible(False,False)
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scene.objects['Play-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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# Play en continu
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def anim_boucle(cont):
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if scene.objects['Mecanisme']['anim'] == True and scene.objects['Carre'].isPlayingAction(0) == False:
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# scene.objects['Mecanisme']['anim_frame']=1
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start = 1
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end = 200
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_LOOP
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1.0
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for objet in objets_anim :
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scene.objects[objet].playAction(objet+'-Action', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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###############################################################################
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# Manipulation du mécanisme
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###############################################################################
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# Initialisation de la vue 3D
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def manip_init(cont):
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# Mémorisation de la position des composants
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for objet in objets :
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scene.objects[objet]['init_lx']=scene.objects[objet].worldPosition.x
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scene.objects[objet]['init_ly']=scene.objects[objet].worldPosition.y
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scene.objects[objet]['init_lz']=scene.objects[objet].worldPosition.z
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if 'init_rx' in scene.objects[objet]:
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scene.objects[objet]['init_rx'] = scene.objects[objet].worldOrientation.to_euler().x
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if 'init_ry' in scene.objects[objet]:
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scene.objects[objet]['init_ry'] = scene.objects[objet].worldOrientation.to_euler().y
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if 'init_rz' in scene.objects[objet]:
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scene.objects[objet]['init_rz'] = scene.objects[objet].worldOrientation.to_euler().z
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# Mémorisation de la position de la caméra
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scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
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scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
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scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
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# Mémorisation de la position du modèle
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scene.objects['Mecanisme']['init_lx']=scene.objects['Mecanisme'].worldPosition.x
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scene.objects['Mecanisme']['init_ly']=scene.objects['Mecanisme'].worldPosition.y
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scene.objects['Mecanisme']['init_lz']=scene.objects['Mecanisme'].worldPosition.z
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scene.objects['Mecanisme']['init_rx']=scene.objects['Mecanisme'].worldOrientation.to_euler().x
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scene.objects['Mecanisme']['init_ry']=scene.objects['Mecanisme'].worldOrientation.to_euler().y
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scene.objects['Mecanisme']['init_rz']=scene.objects['Mecanisme'].worldOrientation.to_euler().z
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# Cacher les repères
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for objet in objets_rep :
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scene.objects[objet]['rep']=False
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scene.objects[objet+"-Nom-Rep"].color=couleur_rep_pasactif
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for rep in objets_rep_dict[objet]:
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scene.objects[rep].setVisible(False,False)
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# def applyMovemenTo(obj, lx,ly,lz,rx,ry,rz):
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# lres=0.001 # resolution location
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# rres=0.001 # resolution rotation
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# 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):
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# if obj.worldPosition.x-lx > lres:
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# obj. applyMovement(lres,0,0)
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# if obj.worldPosition.y-ly > lres:
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# obj. applyMovement(0,lres,0 )
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# if obj.worldPosition.z-lz > lres:
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# obj. applyMovement(0,0,lres)
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# if obj.worldOrientation.to_euler().x-rx > rres:
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# obj.applyRotation(rres,0,0)
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# if obj.worldOrientation.to_euler().y-ry > rres:
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# obj.applyRotation(0,rres,0)
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# if obj.worldOrientation.to_euler().z-ry > rres:
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# obj.applyRotation(0,0,rres)
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# def applyTranslationTo(obj, lx,ly,lz):
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# lres=0.001 # resolution location
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# while (obj.worldPosition.x-lx > lres) or (obj.worldPosition.y-ly > lres) or (obj.worldPosition.z-lz > lres):
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# if obj.worldPosition.x-lx > lres:
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# obj. applyMovement(lres,0,0)
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# if obj.worldPosition.y-ly > lres:
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# obj. applyMovement(0,lres,0 )
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# if obj.worldPosition.z-lz > lres:
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# obj. applyMovement(0,0,lres)
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# Atteindre une orientation (bas niveau)
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def applyRotationTo(obj, rx=None, ry=None, rz=None):
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rres=0.001 # resolution rotation
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# x
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if rx is not None:
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while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
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if obj.worldOrientation.to_euler().x-rx > rres:
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obj.applyRotation((-rres, 0, 0), True)
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if rx-obj.worldOrientation.to_euler().x > rres:
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obj.applyRotation((rres, 0, 0), True)
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# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
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# y
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if ry is not None:
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while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
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if obj.worldOrientation.to_euler().y-ry > rres:
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obj.applyRotation((0, -rres, 0), True)
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if ry-obj.worldOrientation.to_euler().y > rres:
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obj.applyRotation((0, rres, 0), True)
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# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
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# z
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if rz is not None:
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while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
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if obj.worldOrientation.to_euler().z-rz > rres:
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obj.applyRotation((0, 0, -rres), True)
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if rz-obj.worldOrientation.to_euler().z > rres:
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obj.applyRotation((0, 0, rres), True)
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# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
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# Reset de la manipulation de la vue
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def manip_reset(cont):
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||
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
|