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ajout de la scène 3D, UFO + navmesh en logic brick
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codetower-04.blend
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codetower-04.blend
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ct.py
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ct.py
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import importlib
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import math
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import time
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import sys
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import webbrowser
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import threading # Multithreading
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###############################################################################
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# ct.py
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# @title: Commandes pour le jeu codetower
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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) 2022 Philippe Roy
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# @license: GNU GPL
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#
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# Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
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#
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###############################################################################
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# Import dynamique du fichier Python élève
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# sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
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# importlib.invalidate_caches()
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# ct_cmd = importlib.import_module('ct_cmd')
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# Récupérer la scène UPBGE
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scene = bge.logic.getCurrentScene()
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# print("Objets de la scene : ", scene.objects)
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# Couleurs
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# couleur_magenta = [0.800, 0.005, 0.315,1] # bouton non activable : magenta
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# couleur_orange = [0.799, 0.130, 0.063,1] # bouton activable : orange
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# couleur_blanc = [0.8, 0.8, 0.8, 1] # bouton focus : blanc
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# couleur_jaune = [0.8, 0.619, 0.021, 1] # bouton activé : jaune
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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] # majenta
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# Constantes UPBGE
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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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# # Actionneurs
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# ###############################################################################
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# # Action du simulateur pour le clignotant
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# def sml_clignotant (cont):
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# if scene.objects['Systeme']['run']:
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# obj = cont.owner
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# if obj['actif'] and scene.objects['Led allumee'].visible == False:
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# scene.objects['Led allumee'].setVisible(True,False)
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# scene.objects['Led'].setVisible(False,False)
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# # print ("Clignotant allumée")
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# if obj['actif']==False and scene.objects['Led allumee'].visible == True:
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# scene.objects['Led'].setVisible(True,False)
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# scene.objects['Led allumee'].setVisible(False,False)
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# # print ("Clignotant éteint")
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# # Action du simulateur pour le moteur
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# def sml_moteur (cont):
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# if scene.objects['Systeme']['run']:
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# obj = cont.owner
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# pas_rot = math.pi/7 # z = 14
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# pas = 2.35619/0.3 # pas echelle 1:1 = 2.35619 -> pas à l'échelle de la maquette (0,3) : 2.35619/0.3 = 7,85396
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# vitesse = 0.05
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# engrenage_obj = scene.objects['Engrenage']
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# portail_obj = scene.objects['Portail']
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# if obj['actif_ouvrir']:
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# # print (scene.objects['Portail'].worldPosition.x)
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# engrenage_obj.applyRotation((0, 0, -pas_rot*vitesse), True)
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# portail_obj.applyMovement((-pas*vitesse, 0, 0), True)
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# # else:
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# if obj['actif_fermer']:
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# # print (scene.objects['Portail'].worldPosition.x)
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# engrenage_obj.applyRotation((0, 0, pas_rot*vitesse), True)
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# portail_obj.applyMovement((pas*vitesse, 0, 0), True)
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# ###############################################################################
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# # Capteurs fin de course
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# ###############################################################################
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# # Etat capteur fin de course portail ouvert
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# def sml_fdc_ouvert (cont):
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# if scene.objects['Systeme']['run'] :
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# obj = cont.owner
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# obj_etat=obj['actif']
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# obj_microrupteur=scene.objects['Microrupteur fdc ouvert']
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# # Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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# if scene.objects['Portail'].localPosition.x <= 0 and obj['actif'] == False :
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# obj['actif'] = True
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# if scene.objects['Portail'].localPosition.x > 0 and obj_microrupteur['actif'] == False and obj['actif'] == True :
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# obj['actif'] = False
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# #Forçage
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# if obj_microrupteur['actif'] == True:
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# obj['actif'] = True
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# #Couleurs
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# if obj['actif'] == True and obj_microrupteur.color !=couleur_jaune:
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# obj_microrupteur.color =couleur_jaune
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# if obj['actif'] == False :
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# if obj_microrupteur['MO'] == True and obj_microrupteur.color !=couleur_blanc:
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# obj_microrupteur.color =couleur_blanc
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# if obj_microrupteur['MO'] == False and obj_microrupteur.color !=couleur_orange:
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# obj_microrupteur.color =couleur_orange
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# # Etat capteur fin de course portail fermé
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# def sml_fdc_ferme (cont):
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# if scene.objects['Systeme']['run'] :
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# obj = cont.owner
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# obj_etat=obj['actif']
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# obj_microrupteur=scene.objects['Microrupteur fdc ferme']
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# # Etat capteur en fonction de la grille : worldPosition.x : 0 -> 65.5 et localPosition.x : 0 -> 218
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# if scene.objects['Portail'].localPosition.x >= 218 and obj['actif'] == False :
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# obj['actif'] = True
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# if scene.objects['Portail'].localPosition.x < 218 and obj_microrupteur['actif'] == False and obj['actif'] == True :
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# obj['actif'] = False
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# #Forçage
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# if obj_microrupteur['actif'] == True:
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# obj['actif'] = True
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# #Couleurs
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# if obj['actif'] == True and obj_microrupteur.color !=couleur_jaune:
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# obj_microrupteur.color =couleur_jaune
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# if obj['actif'] == False :
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# if obj_microrupteur['MO'] == True and obj_microrupteur.color !=couleur_blanc:
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# obj_microrupteur.color =couleur_blanc
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# if obj_microrupteur['MO'] == False and obj_microrupteur.color !=couleur_orange:
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# obj_microrupteur.color =couleur_orange
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# # Forçage capteur fin de course avec la souris
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# def sml_microrupteur (cont):
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# if scene.objects['Systeme']['run'] :
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# sml_click(cont, cont.owner)
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# ###############################################################################
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# # Capteurs barrage
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# ###############################################################################
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# # Emetteur IR
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# def sml_emet_ir (cont):
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# if scene.objects['Systeme']['run'] :
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# obj = cont.owner
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# obj_emetteur_ir=scene.objects['Emetteur IR']
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# obj_recepteur_ir=scene.objects['Recepteur IR']
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# if obj['actif'] and scene.objects['Emetteur IR Led allumee'].visible == False:
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# scene.objects['Emetteur IR Led allumee'].setVisible(True,False)
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# scene.objects['Emetteur IR Led'].setVisible(False,False)
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# obj_emetteur_ir.color = couleur_orange
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# obj_recepteur_ir.color = couleur_orange
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# if obj['actif']==False and scene.objects['Emetteur IR Led allumee'].visible == True:
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# scene.objects['Emetteur IR Led'].setVisible(True,False)
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# scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
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# obj_emetteur_ir.color = couleur_magenta
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# obj_recepteur_ir.color = couleur_magenta
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# # Recepteur IR
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# def sml_recep_ir (cont):
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# if scene.objects['Systeme']['run'] and scene.objects['Module emetteur IR']['actif'] :
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# obj = cont.owner
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# sml_click(cont, scene.objects['Module recepteur IR'])
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# if scene.objects['Module recepteur IR']['actif']==True :
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# scene.objects['Emetteur IR'].color = couleur_jaune
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# scene.objects['Recepteur IR'].color = couleur_jaune
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# ###############################################################################
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# # Boutons poussoirs
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# ###############################################################################
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# # Gestion du click sur les éléments cliquables
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# def sml_click(cont, obj_activation):
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# obj = cont.owner
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# if cont.sensors['MO'].status == JUST_ACTIVATED :
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# obj.color = couleur_blanc
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# obj['MO']=True
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# if cont.sensors['Click'].status == JUST_ACTIVATED and scene.objects['Systeme']['manip_mode']==0:
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# if obj['MO']:
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# obj_activation['actif'] = True
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# obj.color = couleur_jaune
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# if cont.sensors['MO'].status == JUST_RELEASED :
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# obj['MO']=False
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# if cont.sensors['Click'].status == ACTIVATE :
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# obj.color = couleur_jaune
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# else:
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# obj.color = couleur_orange
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# if cont.sensors['Click'].status == JUST_RELEASED:
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# obj_activation['actif'] = False
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# obj.color = couleur_blanc
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# if cont.sensors['MO'].status != ACTIVATE :
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# obj.color = couleur_orange
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# # Bouton pousssoir coté rue
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# def sml_bp_rue (cont):
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# if scene.objects['Systeme']['run'] :
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# sml_click(cont, scene.objects['Module bouton cote rue'])
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# # Bouton pousssoir coté cour
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# def sml_bp_cour (cont):
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# if scene.objects['Systeme']['run'] :
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# sml_click(cont, scene.objects['Module bouton cote cour'])
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###############################################################################
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# Cycle
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###############################################################################
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# Initialisation du cycle de fonctionnement normal
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# Le moteur est géré en continue.
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def cycle_init (cont):
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# Clignotant
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scene.objects['Module led']['actif']=False
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scene.objects['Led allumee'].setVisible(False,False)
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scene.objects['Led'].setVisible(True,False)
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# Emetteur IR
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scene.objects['Module emetteur IR']['actif']=False
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scene.objects['Emetteur IR Led allumee'].setVisible(False,False)
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scene.objects['Emetteur IR Led'].setVisible(True,False)
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scene.objects['Emetteur IR'].color = couleur_magenta
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scene.objects['Recepteur IR'].color = couleur_magenta
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# Mise en route et pause du cycle
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def cycle_run (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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# Pause
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Terrain']['run']=False
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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['Run-Hl'].setVisible(True,False)
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else:
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# Run
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scene.objects['Terrain']['run']=True
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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if scene.objects['Terrain']['thread_run']==False: # Lancement du thread utilisateur
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scene.objects['Stop'].setVisible(True,False)
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# importlib.reload(porcou_cmd) # Lecture dynamique du script python (risque de Segfault de Blender)
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# porcou_cmd.start()
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# Arrêt et réinitialisation du cycle
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def cycle_stop (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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# Arrêt du thread utilisateur
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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# porcou_cmd.stop()
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# Fin naturelle du cycle
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def cycle_fin (cont):
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# Arrêt du thread utilisateur
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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# porcou_cmd.stop()
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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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['Terrain']['run']=False
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scene.objects['Run-Hl'].setVisible(False,False)
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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['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# scene.objects['Raz-vue-Hl'].setVisible(False,False)
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# scene.objects['Aide-cmd-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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print ("ok 1")
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Terrain']['manip_mode']==0:
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print ("ok 2")
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-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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# Run et pause
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if obj.name=="Pause" or obj.name=="Run":
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if scene.objects['Terrain']['run'] == 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['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(True,False)
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# Stop
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if obj.name=="Stop":
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if scene.objects['Terrain']['thread_run']==True:
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(True,False)
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Terrain']['manip_mode']==0:
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-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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# Run et pause
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if obj.name=="Pause" or obj.name=="Run":
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if scene.objects['Terrain']['run'] == 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['Run-Hl'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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# Stop
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if obj.name=="Stop":
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if scene.objects['Terrain']['thread_run']==True:
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scene.objects['Stop-Hl'].setVisible(False,False)
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scene.objects['Stop'].setVisible(True,False)
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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),
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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)
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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 : Pas de Orbit (mode 0) ici
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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['Terrain'], 0, 0, 0)
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# Touche F5 -> Run et Pause
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if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue:
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Terrain']['run']=False
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
|
||||
else:
|
||||
scene.objects['Terrain']['run']=True
|
||||
scene.objects['Run'].setVisible(False,False)
|
||||
scene.objects['Pause'].setVisible(True,False)
|
||||
if scene.objects['Terrain']['thread_run']==False: # Lancement du thread utilisateur
|
||||
scene.objects['Stop'].setVisible(True,False)
|
||||
# importlib.reload(porcou_cmd) # Lecture dynamique du script python
|
||||
# porcou_cmd.start()
|
||||
|
||||
# Touche F6 -> Stop / Init
|
||||
if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue:
|
||||
if scene.objects['Terrain']['thread_run']==True:
|
||||
|
||||
# Arrêt du thread utilisateur
|
||||
scene.objects['Terrain']['run']=False
|
||||
scene.objects['Terrain']['thread_run']=False
|
||||
# porcou_cmd.stop()
|
||||
|
||||
# Commandes
|
||||
scene.objects['Pause'].setVisible(False,False)
|
||||
scene.objects['Run'].setVisible(True,False)
|
||||
scene.objects['Stop'].setVisible(False,False)
|
||||
scene.objects['Stop-Hl'].setVisible(False,False)
|
||||
|
||||
###############################################################################
|
||||
# Manipulation 3D du système
|
||||
###############################################################################
|
||||
|
||||
# Mémorisation de la position et orientation initiales du modèle 3D et de la caméra
|
||||
def manip_init(cont):
|
||||
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['Terrain']['init_lx']=scene.objects['Terrain'].worldPosition.x
|
||||
scene.objects['Terrain']['init_ly']=scene.objects['Terrain'].worldPosition.y
|
||||
scene.objects['Terrain']['init_lz']=scene.objects['Terrain'].worldPosition.z
|
||||
scene.objects['Terrain']['init_rx']=scene.objects['Terrain'].worldOrientation.to_euler().x
|
||||
scene.objects['Terrain']['init_ry']=scene.objects['Terrain'].worldOrientation.to_euler().y
|
||||
scene.objects['Terrain']['init_rz']=scene.objects['Terrain'].worldOrientation.to_euler().z
|
||||
|
||||
# Atteindre une orientation (bas niveau)
|
||||
def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
|
||||
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), Local)
|
||||
if rx-obj.worldOrientation.to_euler().x > rres:
|
||||
obj.applyRotation((rres, 0, 0), Local)
|
||||
# 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), Local)
|
||||
if ry-obj.worldOrientation.to_euler().y > rres:
|
||||
obj.applyRotation((0, rres, 0), Local)
|
||||
# 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), Local)
|
||||
if rz-obj.worldOrientation.to_euler().z > rres:
|
||||
obj.applyRotation((0, 0, rres), Local)
|
||||
# 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['Terrain']['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['Terrain'], 0, 0, 0)
|
||||
|
||||
# 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)
|
||||
pass
|
||||
|
||||
# Manipulation du modèle ou de la caméra
|
||||
def manip(cont):
|
||||
obj = cont.owner
|
||||
sensibilite_orbit=0.00005 # Base : 0.0005
|
||||
sensibilite_pan=0.001 # Base : 0.005
|
||||
sensibilite_zoom=0.005 # Base : 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) Pas de Orbit ici
|
||||
# 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['Terrain'].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['Terrain'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
||||
# else:
|
||||
# scene.objects['Terrain'].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)
|
||||
|
||||
# Manipulation du modèle ou de la caméra
|
||||
def manip_wheel(cont):
|
||||
obj = cont.owner
|
||||
sensibilite_wheel = 5 # Base : 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)
|
||||
|
||||
###############################################################################
|
||||
# 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_maquette'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_a4'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_cc'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_gpl'].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_maquette" :
|
||||
# webbrowser.open('https://www.a4.fr/wiki/')
|
||||
# if obj.name == "Apropos-Lien_projet" :
|
||||
# webbrowser.open('https://gitlab.com/blender-edutech')
|
||||
# if obj.name == "Apropos-Lien_a4" :
|
||||
# webbrowser.open('https://www.a4.fr')
|
||||
# if obj.name == "Apropos-Lien_blender" :
|
||||
# webbrowser.open('https://blender.org')
|
||||
# if obj.name == "Apropos-Lien_upbge" :
|
||||
# webbrowser.open('https://upbge.org')
|
||||
# if obj.name == "Apropos-Lien_cc" :
|
||||
# webbrowser.open('https://creativecommons.org/licenses/by-sa/4.0/')
|
||||
# if obj.name == "Apropos-Lien_gpl" :
|
||||
# webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html')
|
||||
|
||||
# # 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
|
Loading…
Reference in New Issue
Block a user