Commit a3c20ec8 authored by Georges Khaznadar's avatar Georges Khaznadar

Import Upstream version 0.1

parents
DESTDIR =
SUBDIRS = jongle
.PHONY: all
all:
for d in $(SUBDIRS); do make -C $$d $@; done
.PHONY: clean
clean:
rm -rf *~ *.pyc __pycache__
for d in $(SUBDIRS); do make -C $$d $@; done
.PHONY: install
install:
for d in $(SUBDIRS); do make -C $$d $@; done
.PHONY: html
html:
make -C docs html
# IREM JONGLE #
Commande pour les tests (et pour les impatients) : `./jongle.py`
Démonstration d'une simulation « finie » : `./ffa-demo`
## But du projet ##
Georges Khaznadar fait partie des auteurs de l'application pymecavideo,
qui permet le suivi d'objets dans une séquence vidéo, pour traiter les données
dans le cadre de la mécanique du point, en deux dimensions.
Avec Pymecavideo, on ouvre un fichier vidéo, on pointe à la main ou
automatiquement les positions successives d'un ou de plusieurs objets
en déplacement. Ensuite on peut :
* visualiser des trajectoires, des vecteurs vitesse,
* synthétiser une vidéo en changeant de référentiel (un des objets suivis devient immobile),
* exporter les données vers divers logiciels de traitement des données (LibreOffice Calc, Qtiplot, Regressi, etc.)
Avec IREM JONGLE, on pourra superposer aux vidéo étudiées des objets qui
résultent d'une simulation, obéissant éventuellement aux mêmes lois que
les objets réels filmés.
## Outils pour les simulations ##
avec IREM JONGLE, on ouvre un fichier vidéo, on choisit une icône représentant
un objet, on choisit un modèle de force que cet objet reçoit (par exemple
son poids, dans le cas d'un champ de gravité), puis on peut appliquer à
cet objet diverses *impulsions* :
* une impulsion de départ (sa vitesse initiale)
* un ou plusieurs *kicks* (ou frappes). Chaque *kick* est donné dans une zone spatio-temporelle assez précise (autour de coordonnées x, y, t). Quand l'objet pénètre dans cette *zone spatio-temporelle*, son vecteur vitesse est incrémenté d'un vecteur Δv.
On peut passer doucement la séquence vidéo et la simulation, image par image.
Une fois que le modèle est au point, on peut demander de générer une nouvelle
vidéo qui superpose la ou les icônes avec la vidéo de fond.
## Dépendences ##
python3-pyqt5
python3-pyqt5.qsci
python3-pyqt5.svg
python3-opencv
libqscintilla2-doc (pour l'auto-completion ... pas encore stabilisée)
#!/usr/bin/python3
import sys
sys.path.insert(0,"/usr/share/jonglage")
from jongle.main import main
main()
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SPHINXBUILD = sphinx-build
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BUILDDIR = _build
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PAPEROPT_letter = -D latex_paper_size=letter
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<h1>Modules pour lesquels le code est disponible</h1>
<ul><li><a href="jongle/main.html">jongle.main</a></li>
<li><a href="jongle/matrix.html">jongle.matrix</a></li>
<li><a href="jongle/objetphysique.html">jongle.objetphysique</a></li>
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<h1>Code source de jongle.matrix</h1><div class="highlight"><pre>
<span></span><span class="c1"># -*- coding: utf-8 -*-</span>
<div class="viewcode-block" id="matrix"><a class="viewcode-back" href="../../jongle.html#jongle.matrix.matrix">[docs]</a><span class="k">class</span> <span class="nc">matrix</span><span class="p">:</span>
<span class="sa">r</span><span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> classe qui mime l&#39;attribut matrix d&#39;un &lt;DOM Element: g&gt;</span>
<span class="sd"> :math:`\left(\begin{array}{ccc} a &amp; b &amp; e \\ c &amp; d &amp; f \\ 0 &amp; 0 &amp; 1\end{array}\right) \times \left(\begin{array}{c} x \\ y \\ 1 \end{array}\right) = \left(\begin{array}{c} ax+by+e \\ cx+dy+f \\ 1 \end{array}\right)`</span>
<span class="sd"> &quot;&quot;&quot;</span>
<div class="viewcode-block" id="matrix.__init__"><a class="viewcode-back" href="../../jongle.html#jongle.matrix.matrix.__init__">[docs]</a> <span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">a</span><span class="p">,</span><span class="n">b</span><span class="p">,</span><span class="n">c</span><span class="p">,</span><span class="n">d</span><span class="p">,</span><span class="n">e</span><span class="p">,</span><span class="n">f</span><span class="p">):</span>
<span class="sa">r</span><span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> le constructeur ; on évoque ci-dessous :</span>
<span class="sd"> * un rapport d&#39;homotétie :math:`r`, </span>
<span class="sd"> * un angle de rotation :math:`\theta`,</span>
<span class="sd"> * et les coordonnées :math:`(\delta x, \delta y)`, horizontale et verticale d&#39;une translation.</span>
<span class="sd"> :param a: :math:`= r \cos(\theta)`, élément de matrice de rotation/homotétie</span>
<span class="sd"> :type a: float</span>
<span class="sd"> :param b: :math:`= r \sin(\theta)`, élément de matrice de rotation/homotétie</span>
<span class="sd"> :type b: float</span>
<span class="sd"> :param c: :math:`= -r \sin(\theta)`, élément de matrice de rotation/homotétie</span>
<span class="sd"> :type c: float</span>
<span class="sd"> :param d: :math:`= r \cos(\theta)`, élément de matrice de rotation/homotétie</span>
<span class="sd"> :type d: float</span>
<span class="sd"> :param e: :math:`= \delta x`, translation horizontale</span>
<span class="sd"> :type e: float</span>
<span class="sd"> :param f: :math:`= \delta y`, translation verticale</span>
<span class="sd"> :type f: float</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">a</span><span class="o">=</span><span class="n">a</span>
<span class="bp">self</span><span class="o">.</span><span class="n">b</span><span class="o">=</span><span class="n">b</span>
<span class="bp">self</span><span class="o">.</span><span class="n">c</span><span class="o">=</span><span class="n">c</span>
<span class="bp">self</span><span class="o">.</span><span class="n">d</span><span class="o">=</span><span class="n">d</span>
<span class="bp">self</span><span class="o">.</span><span class="n">e</span><span class="o">=</span><span class="n">e</span>
<span class="bp">self</span><span class="o">.</span><span class="n">f</span><span class="o">=</span><span class="n">f</span>
<span class="k">return</span></div>
<span class="k">def</span> <span class="nf">__str__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="k">return</span> <span class="s2">&quot;matrix(</span><span class="si">{a}</span><span class="s2">,</span><span class="si">{b}</span><span class="s2">,</span><span class="si">{c}</span><span class="s2">,</span><span class="si">{d}</span><span class="s2">,</span><span class="si">{e}</span><span class="s2">,</span><span class="si">{f}</span><span class="s2">)&quot;</span><span class="o">.</span><span class="n">format</span><span class="p">(</span><span class="o">**</span><span class="bp">self</span><span class="o">.</span><span class="vm">__dict__</span><span class="p">)</span>
<div class="viewcode-block" id="matrix.move"><a class="viewcode-back" href="../../jongle.html#jongle.matrix.matrix.move">[docs]</a> <span class="k">def</span> <span class="nf">move</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span><span class="n">x</span><span class="p">,</span><span class="n">y</span><span class="p">):</span>
<span class="sd">&quot;&quot;&quot;</span>
<span class="sd"> Implémente un déplacement, en modifiant les deux derniers éléments</span>
<span class="sd"> de la matrice.</span>
<span class="sd"> :param x: translation horizontale</span>
<span class="sd"> :type x: float</span>
<span class="sd"> :param y: translation verticale</span>
<span class="sd"> :type y: float</span>
<span class="sd"> &quot;&quot;&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">e</span><span class="o">+=</span><span class="n">x</span>
<span class="bp">self</span><span class="o">.</span><span class="n">f</span><span class="o">+=</span><span class="n">y</span>
<span class="k">return</span></div></div>
</pre></div>
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.. Jongle documentation master file, created by
sphinx-quickstart on Tue Sep 12 19:27:38 2017.
You can adapt this file completely to your liking, but it should at least
contain the root `toctree` directive.
Documentation de Jongle
=======================
Contents:
.. toctree::
:maxdepth: 2
modules
Index et tableaux
=================
* :ref:`genindex`
* :ref:`modindex`
* :ref:`search`
Paquet jongle, contenus du module
=================================
module jongle.main
------------------
.. automodule:: jongle.main
:members:
:undoc-members:
:show-inheritance:
module jongle.matrix
--------------------
.. automodule:: jongle.matrix
:members:
:undoc-members:
:show-inheritance:
module jongle.objetphysique
---------------------------
.. automodule:: jongle.objetphysique
:members:
:undoc-members:
:show-inheritance:
module jongle.opencv
--------------------
.. automodule:: jongle.opencv
:members:
:undoc-members:
:show-inheritance:
module jongle.svgwidget
-----------------------
.. automodule:: jongle.svgwidget
:members:
:undoc-members:
:show-inheritance:
jonglage
========
.. toctree::
:maxdepth: 4
jongle
@import url("basic.css");
/* -- page layout ----------------------------------------------------------- */
body {
font-family: 'goudy old style', 'minion pro', 'bell mt', Georgia, 'Hiragino Mincho Pro', serif;
font-size: 17px;
background-color: white;
color: #000;
margin: 0;
padding: 0;
}
div.document {
width: 940px;
margin: 30px auto 0 auto;
}
div.documentwrapper {
float: left;
width: 100%;
}
div.bodywrapper {
margin: 0 0 0 220px;
}
div.sphinxsidebar {
width: 220px;
font-size: 14px;
line-height: 1.5;
}
hr {