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1 #+title: Building a Body
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3.
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5 #+SETUPFILE: ../../aurellem/org/setup.org
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6 #+INCLUDE: ../../aurellem/org/level-0.org
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7
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8
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9 * Design Constraints
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10
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11 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is
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12 determined by the requirements of the AI that will use them. The
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13 bodies must be easy for an AI to sense and control, and they must be
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14 relatively simple for jMonkeyEngine to compute.
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15
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16 ** Bag of Bones
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17
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18 How to create such a body? One option I ultimately rejected is to use
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19 blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea would have been to define a mesh
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20 which describes the creature's entire body. To this you add an
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21 (skeleton) which deforms this mesh. This technique is used extensively
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22 to model humans and create realistic animations. It is hard to use for
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23 my purposes because it is difficult to update the creature's Physics
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24 Collision Mesh in tandem with its Geometric Mesh under the influence
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25 of the armature. Withouth this the creature will not be able to grab
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26 things in its environment, and it won't be able to tell where its
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27 physical body is by using its eyes. Also, armatures do not specify
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28 any rotational limits for a joint, making it hard to model elbows,
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29 shoulders, etc.
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30
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31 ** EVE
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32
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33 Instead of using the human-like "deformable bag of bones" approach, I
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34 decided to base my body plans on the robot EVE from the movie wall-E.
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35
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36 #+caption: EVE from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one.
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37 [[../images/Eve.jpg]]
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38
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39 EVE's body is composed of several rigid components that are held
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40 together by invisible joint constraints. This is what I mean by
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41 "eve-like". The main reason that I use eve-style bodies is so that
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42 there will be correspondence between the AI's vision and the physical
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43 presence of its body. Each individual section is simulated by a
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44 separate rigid body that corresponds exactly with its visual
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45 representation and does not change. Sections are connected by
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46 invisible joints that are well supported in jMonkyeEngine. Bullet, the
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47 physics backend for jMonkeyEngine, can efficiently simulate hundreds
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48 of rigid bodies connected by joints. Sections do not have to stay as
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49 one piece forever; they can be dynamically replaced with multiple
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50 sections to simulate splitting in two. This could be used to simulate
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51 retractable claws or EVE's hands, which could coalece into one object
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52 in the movie.
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53
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54 * Solidifying the Body
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55
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56 Here is a hand designed eve-style in blender.
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57
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58 #+attr_html: width="755"
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59 [[../images/hand-screenshot0.png]]
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60
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61 If we load it directly into jMonkeyEngine, we get this:
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62
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63 #+name: test-0
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64 #+begin_src clojure
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65 (ns cortex.test.body
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66 (:use (cortex world util body))
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67 (:import (com.aurellem.capture Capture RatchetTimer)
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68 (com.jme3.math Quaternion Vector3f)
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69 java.io.File))
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70
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71 (def hand-path "Models/test-creature/hand.blend")
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72
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73 (defn hand [] (load-blender-model hand-path))
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74
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75 (defn setup [world]
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76 (let [cam (.getCamera world)]
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77 (println-repl cam)
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78 (.setLocation
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79 cam (Vector3f.
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80 -6.9015837, 8.644911, 5.6043186))
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81 (.setRotation
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82 cam
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83 (Quaternion.
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84 0.14046453, 0.85894054, -0.34301838, 0.3533118)))
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85 (light-up-everything world)
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86 (.setTimer world (RatchetTimer. 60))
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87 world)
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88
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89 (defn test-one []
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90 (world (hand)
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91 standard-debug-controls
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92 (comp
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93 #(Capture/captureVideo
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94 % (File. "/home/r/proj/cortex/render/body/1"))
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95 setup)
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96 no-op))
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97 #+end_src
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98
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99
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100 #+begin_src clojure :results silent
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101 (.start (cortex.test.body/test-one))
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102 #+end_src
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103
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104 #+begin_html
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105 <div class="figure">
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106 <center>
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107 <video controls="controls" width="640">
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108 <source src="../video/ghost-hand.ogg" type="video/ogg"
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109 preload="none" poster="../images/aurellem-1280x480.png" />
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110 </video>
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111 </center>
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112 <p>The hand model directly loaded from blender. It has no physical
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113 presense in the simulation. </p>
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114 </div>
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115 #+end_html
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116
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117 You will notice that the hand has no physical presence -- it's a
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118 hologram through which everything passes. Therefore, the first thing
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119 to do is to make it solid. Blender has physics simulation on par with
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120 jMonkeyEngine (they both use bullet as their physics backend), but it
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121 can be difficult to translate between the two systems, so for now I
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122 specify the mass of each object in blender and construct the physics
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123 shape based on the mesh in jMonkeyEngine.
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124
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125 #+name: body-1
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126 #+begin_src clojure
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127 (defn physical!
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128 "Iterate through the nodes in creature and make them real physical
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129 objects in the simulation."
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130 [#^Node creature]
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131 (dorun
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132 (map
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133 (fn [geom]
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134 (let [physics-control
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135 (RigidBodyControl.
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136 (HullCollisionShape.
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137 (.getMesh geom))
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138 (if-let [mass (meta-data geom "mass")]
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139 (do
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140 (println-repl
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141 "setting" (.getName geom) "mass to" (float mass))
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142 (float mass))
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143 (float 1)))]
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144 (.addControl geom physics-control)))
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145 (filter #(isa? (class %) Geometry )
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146 (node-seq creature)))))
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147 #+end_src
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148
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149 =(physical!)= iterates through a creature's node structure, creating
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150 CollisionShapes for each geometry with the mass specified in that
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151 geometry's meta-data.
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152
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153 #+name: test-1
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154 #+begin_src clojure
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155 (in-ns 'cortex.test.body)
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156
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157 (def normal-gravity
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158 {"key-g" (fn [world _]
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159 (set-gravity world (Vector3f. 0 -9.81 0)))})
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160
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161 (defn floor []
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162 (box 10 3 10 :position (Vector3f. 0 -10 0)
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163 :color ColorRGBA/Gray :mass 0))
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164
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165 (defn test-two []
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166 (world (nodify
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167 [(doto (hand)
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168 (physical!))
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169 (floor)])
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170 (merge standard-debug-controls normal-gravity)
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171 (comp
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172 #(Capture/captureVideo
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173 % (File. "/home/r/proj/cortex/render/body/2"))
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174 #(do (set-gravity % Vector3f/ZERO) %)
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175 setup)
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176 no-op))
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177 #+end_src
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178
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179 #+begin_html
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180 <div class="figure">
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181 <center>
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182 <video controls="controls" width="640">
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183 <source src="../video/crumbly-hand.ogg" type="video/ogg"
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184 preload="none" poster="../images/aurellem-1280x480.png" />
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185 </video>
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186 </center>
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187 <p>The hand now has a physical presence, but there is nothing to hold
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188 it together.</p>
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189 </div>
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190 #+end_html
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191
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192 Now that's some progress.
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193
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194
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195 * Joints
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196
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197 Obviously, an AI is not going to be doing much just lying in pieces on
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198 the floor. So, the next step to making a proper body is to connect
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199 those pieces together with joints. jMonkeyEngine has a large array of
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200 joints available via bullet, such as Point2Point, Cone, Hinge, and a
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201 generic Six Degree of Freedom joint, with or without spring
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202 restitution.
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203
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204 Although it should be possible to specify the joints using blender's
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205 physics system, and then automatically import them with jMonkeyEngine,
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206 the support isn't there yet, and there are a few problems with bullet
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207 itself that need to be solved before it can happen.
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208
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209 So, I will use the same system for specifying joints as I will do for
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210 some senses. Each joint is specified by an empty node whose parent
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211 has the name "joints". Their orientation and meta-data determine what
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212 joint is created.
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213
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214 #+attr_html: width="755"
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215 #+caption: joints hack in blender. Each empty node here will be transformed into a joint in jMonkeyEngine
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216 [[../images/hand-screenshot1.png]]
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217
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218 The empty node in the upper right, highlighted in yellow, is the
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219 parent node of all the emptys which represent joints. The following
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220 functions must do three things to translate these into real joints:
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221
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222 - Find the children of the "joints" node.
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223 - Determine the two spatials the joint it meant to connect.
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224 - Create the joint based on the meta-data of the empty node.
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225
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226 ** Finding the Joints
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227 #+name: joints-2
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228 #+begin_src clojure
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229 (defvar
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230 ^{:arglists '([creature])}
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231 joints
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232 (sense-nodes "joints")
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233 "Return the children of the creature's \"joints\" node.")
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234 #+end_src
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235
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236 The higher order function =(sense-nodes)= from cortex.sense makes our
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237 first task very easy.
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238
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239 ** Joint Targets and Orientation
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240
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241 This technique for finding a joint's targets is very similiar to
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242 =(cortex.sense/closest-node)=. A small cube, centered around the
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243 empty-node, grows exponentially until it intersects two /physical/
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244 objects. The objects are ordered according to the joint's rotation,
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245 with the first one being the object that has more negative coordinates
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246 in the joint's reference frame. Since the objects must be physical,
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247 the empty-node itself escapes detection. Because the objects must be
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248 physical, =(joint-targets)= must be called /after/ =(physical!)= is
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249 called.
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250
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251 #+name: joints-3
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252 #+begin_src clojure
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253 (defn joint-targets
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254 "Return the two closest two objects to the joint object, ordered
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255 from bottom to top according to the joint's rotation."
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256 [#^Node parts #^Node joint]
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257 (loop [radius (float 0.01)]
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258 (let [results (CollisionResults.)]
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259 (.collideWith
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260 parts
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261 (BoundingBox. (.getWorldTranslation joint)
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262 radius radius radius)
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263 results)
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264 (let [targets
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265 (distinct
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266 (map #(.getGeometry %) results))]
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267 (if (>= (count targets) 2)
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268 (sort-by
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269 #(let [v
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270 (jme-to-blender
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271 (.mult
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272 (.inverse (.getWorldRotation joint))
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273 (.subtract (.getWorldTranslation %)
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274 (.getWorldTranslation joint))))]
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275 (println-repl (.getName %) ":" v)
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276 (.dot (Vector3f. 1 1 1)
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277 v))
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278 (take 2 targets))
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279 (recur (float (* radius 2))))))))
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280 #+end_src
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281
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282 ** Generating Joints
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283
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284 This long chunk of code iterates through all the different ways of
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285 specifying joints using blender meta-data and converts each one to the
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286 appropriate jMonkyeEngine joint.
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287
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288 #+name: joints-4
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289 #+begin_src clojure
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290 (defmulti joint-dispatch
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291 "Translate blender pseudo-joints into real JME joints."
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292 (fn [constraints & _]
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293 (:type constraints)))
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294
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295 (defmethod joint-dispatch :point
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296 [constraints control-a control-b pivot-a pivot-b rotation]
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297 (println-repl "creating POINT2POINT joint")
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298 ;; bullet's point2point joints are BROKEN, so we must use the
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299 ;; generic 6DOF joint instead of an actual Point2Point joint!
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300
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301 ;; should be able to do this:
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302 (comment
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303 (Point2PointJoint.
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304 control-a
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305 control-b
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306 pivot-a
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307 pivot-b))
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308
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309 ;; but instead we must do this:
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310 (println-repl "substuting 6DOF joint for POINT2POINT joint!")
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311 (doto
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312 (SixDofJoint.
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313 control-a
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314 control-b
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315 pivot-a
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316 pivot-b
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317 false)
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318 (.setLinearLowerLimit Vector3f/ZERO)
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319 (.setLinearUpperLimit Vector3f/ZERO)))
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320
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321 (defmethod joint-dispatch :hinge
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322 [constraints control-a control-b pivot-a pivot-b rotation]
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323 (println-repl "creating HINGE joint")
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324 (let [axis
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325 (if-let
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326 [axis (:axis constraints)]
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327 axis
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328 Vector3f/UNIT_X)
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329 [limit-1 limit-2] (:limit constraints)
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330 hinge-axis
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331 (.mult
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332 rotation
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333 (blender-to-jme axis))]
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334 (doto
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335 (HingeJoint.
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336 control-a
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337 control-b
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338 pivot-a
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339 pivot-b
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340 hinge-axis
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341 hinge-axis)
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342 (.setLimit limit-1 limit-2))))
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343
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344 (defmethod joint-dispatch :cone
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345 [constraints control-a control-b pivot-a pivot-b rotation]
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346 (let [limit-xz (:limit-xz constraints)
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347 limit-xy (:limit-xy constraints)
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348 twist (:twist constraints)]
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349
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350 (println-repl "creating CONE joint")
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351 (println-repl rotation)
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352 (println-repl
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353 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
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354 (println-repl
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355 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
|
rlm@160
|
356 (println-repl
|
rlm@160
|
357 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
|
rlm@160
|
358 (doto
|
rlm@160
|
359 (ConeJoint.
|
rlm@160
|
360 control-a
|
rlm@160
|
361 control-b
|
rlm@160
|
362 pivot-a
|
rlm@160
|
363 pivot-b
|
rlm@160
|
364 rotation
|
rlm@160
|
365 rotation)
|
rlm@160
|
366 (.setLimit (float limit-xz)
|
rlm@160
|
367 (float limit-xy)
|
rlm@160
|
368 (float twist)))))
|
rlm@160
|
369
|
rlm@160
|
370 (defn connect
|
rlm@175
|
371 "Create a joint between 'obj-a and 'obj-b at the location of
|
rlm@175
|
372 'joint. The type of joint is determined by the metadata on 'joint.
|
rlm@175
|
373
|
rlm@175
|
374 Here are some examples:
|
rlm@160
|
375 {:type :point}
|
rlm@160
|
376 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
|
rlm@160
|
377 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
|
rlm@160
|
378
|
rlm@160
|
379 {:type :cone :limit-xz 0]
|
rlm@160
|
380 :limit-xy 0]
|
rlm@160
|
381 :twist 0]} (use XZY rotation mode in blender!)"
|
rlm@160
|
382 [#^Node obj-a #^Node obj-b #^Node joint]
|
rlm@160
|
383 (let [control-a (.getControl obj-a RigidBodyControl)
|
rlm@160
|
384 control-b (.getControl obj-b RigidBodyControl)
|
rlm@160
|
385 joint-center (.getWorldTranslation joint)
|
rlm@160
|
386 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
|
rlm@160
|
387 pivot-a (world-to-local obj-a joint-center)
|
rlm@160
|
388 pivot-b (world-to-local obj-b joint-center)]
|
rlm@160
|
389
|
rlm@160
|
390 (if-let [constraints
|
rlm@160
|
391 (map-vals
|
rlm@160
|
392 eval
|
rlm@160
|
393 (read-string
|
rlm@160
|
394 (meta-data joint "joint")))]
|
rlm@160
|
395 ;; A side-effect of creating a joint registers
|
rlm@160
|
396 ;; it with both physics objects which in turn
|
rlm@160
|
397 ;; will register the joint with the physics system
|
rlm@160
|
398 ;; when the simulation is started.
|
rlm@160
|
399 (do
|
rlm@160
|
400 (println-repl "creating joint between"
|
rlm@160
|
401 (.getName obj-a) "and" (.getName obj-b))
|
rlm@160
|
402 (joint-dispatch constraints
|
rlm@160
|
403 control-a control-b
|
rlm@160
|
404 pivot-a pivot-b
|
rlm@160
|
405 joint-rotation))
|
rlm@160
|
406 (println-repl "could not find joint meta-data!"))))
|
rlm@203
|
407 #+end_src
|
rlm@160
|
408
|
rlm@203
|
409 Creating joints is now a matter applying =(connect)= to each joint
|
rlm@203
|
410 node.
|
rlm@160
|
411
|
rlm@203
|
412 #+begin_src clojure
|
rlm@175
|
413 (defn joints!
|
rlm@175
|
414 "Connect the solid parts of the creature with physical joints. The
|
rlm@175
|
415 joints are taken from the \"joints\" node in the creature."
|
rlm@175
|
416 [#^Node creature]
|
rlm@160
|
417 (dorun
|
rlm@160
|
418 (map
|
rlm@160
|
419 (fn [joint]
|
rlm@175
|
420 (let [[obj-a obj-b] (joint-targets creature joint)]
|
rlm@160
|
421 (connect obj-a obj-b joint)))
|
rlm@175
|
422 (joints creature))))
|
rlm@203
|
423 #+end_src
|
rlm@160
|
424
|
rlm@203
|
425
|
rlm@203
|
426 ** Round 3
|
rlm@203
|
427
|
rlm@203
|
428 Now we can test the hand in all its glory.
|
rlm@203
|
429
|
rlm@203
|
430 #+begin_src clojure
|
rlm@203
|
431 (in-ns 'cortex.test.body)
|
rlm@203
|
432
|
rlm@203
|
433 (def debug-control
|
rlm@203
|
434 {"key-h" (fn [world val]
|
rlm@203
|
435 (if val (enable-debug world)))
|
rlm@203
|
436
|
rlm@203
|
437 "key-u" (fn [world _] (set-gravity world Vector3f/ZERO))
|
rlm@203
|
438 })
|
rlm@203
|
439
|
rlm@203
|
440 (defn test-three []
|
rlm@203
|
441 (world (nodify
|
rlm@203
|
442 [(doto (hand)
|
rlm@203
|
443 (physical!)
|
rlm@203
|
444 (joints!) )
|
rlm@203
|
445 (floor)])
|
rlm@203
|
446 (merge standard-debug-controls debug-control
|
rlm@203
|
447 normal-gravity)
|
rlm@203
|
448 (comp
|
rlm@203
|
449 #(Capture/captureVideo
|
rlm@203
|
450 % (File. "/home/r/proj/cortex/render/body/3"))
|
rlm@203
|
451 #(do (set-gravity % Vector3f/ZERO) %)
|
rlm@203
|
452 setup)
|
rlm@203
|
453 no-op))
|
rlm@203
|
454 #+end_src
|
rlm@203
|
455
|
rlm@203
|
456 =(physical!)= makes the hand solid, then =(joints!)= connects each
|
rlm@203
|
457 piece together.
|
rlm@203
|
458
|
rlm@203
|
459
|
rlm@203
|
460 #+begin_html
|
rlm@203
|
461 <div class="figure">
|
rlm@203
|
462 <center>
|
rlm@203
|
463 <video controls="controls" width="640">
|
rlm@203
|
464 <source src="../video/full-hand.ogg" type="video/ogg"
|
rlm@203
|
465 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@203
|
466 </video>
|
rlm@203
|
467 </center>
|
rlm@203
|
468 <p>Now the hand is physical and has joints.</p>
|
rlm@203
|
469 </div>
|
rlm@203
|
470 #+end_html
|
rlm@203
|
471
|
rlm@203
|
472 The joints are visualized as green connections between each segment
|
rlm@203
|
473 for debug purposes. You can see that they correspond to the empty
|
rlm@203
|
474 nodes in the blender file.
|
rlm@203
|
475
|
rlm@203
|
476 * Wrap-Up!
|
rlm@203
|
477
|
rlm@203
|
478 It is convienent to combine =(physical!)= and =(joints!)= into one
|
rlm@203
|
479 function that completely creates the creature's physical body.
|
rlm@203
|
480
|
rlm@203
|
481 #+name: joints-4
|
rlm@203
|
482 #+begin_src clojure
|
rlm@175
|
483 (defn body!
|
rlm@175
|
484 "Endow the creature with a physical body connected with joints. The
|
rlm@175
|
485 particulars of the joints and the masses of each pody part are
|
rlm@175
|
486 determined in blender."
|
rlm@175
|
487 [#^Node creature]
|
rlm@175
|
488 (physical! creature)
|
rlm@175
|
489 (joints! creature))
|
rlm@64
|
490 #+end_src
|
rlm@63
|
491
|
rlm@202
|
492 * Bookkeeping
|
rlm@175
|
493
|
rlm@203
|
494 Header; here for completeness.
|
rlm@203
|
495
|
rlm@202
|
496 #+name: body-0
|
rlm@202
|
497 #+begin_src clojure
|
rlm@202
|
498 (ns cortex.body
|
rlm@202
|
499 "Assemble a physical creature using the definitions found in a
|
rlm@202
|
500 specially prepared blender file. Creates rigid bodies and joints so
|
rlm@202
|
501 that a creature can have a physical presense in the simulation."
|
rlm@202
|
502 {:author "Robert McIntyre"}
|
rlm@202
|
503 (:use (cortex world util sense))
|
rlm@202
|
504 (:use clojure.contrib.def)
|
rlm@202
|
505 (:import
|
rlm@202
|
506 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)
|
rlm@202
|
507 (com.jme3.bullet.joints
|
rlm@202
|
508 SixDofJoint Point2PointJoint HingeJoint ConeJoint)
|
rlm@202
|
509 com.jme3.bullet.control.RigidBodyControl
|
rlm@202
|
510 com.jme3.collision.CollisionResults
|
rlm@202
|
511 com.jme3.bounding.BoundingBox
|
rlm@202
|
512 com.jme3.scene.Node
|
rlm@202
|
513 com.jme3.scene.Geometry
|
rlm@202
|
514 com.jme3.bullet.collision.shapes.HullCollisionShape))
|
rlm@202
|
515 #+end_src
|
rlm@133
|
516
|
rlm@202
|
517 * Source
|
rlm@202
|
518
|
rlm@203
|
519 Dylan -- I'll fill these in later
|
rlm@203
|
520 - cortex.body
|
rlm@203
|
521 - cortex.test.body
|
rlm@203
|
522 - blender files
|
rlm@203
|
523
|
rlm@202
|
524 * COMMENT Examples
|
rlm@63
|
525
|
rlm@69
|
526 #+name: test-body
|
rlm@64
|
527 #+begin_src clojure
|
rlm@69
|
528 (ns cortex.test.body
|
rlm@64
|
529 (:use (cortex world util body))
|
rlm@135
|
530 (:require cortex.silly)
|
rlm@64
|
531 (:import
|
rlm@64
|
532 com.jme3.math.Vector3f
|
rlm@64
|
533 com.jme3.math.ColorRGBA
|
rlm@64
|
534 com.jme3.bullet.joints.Point2PointJoint
|
rlm@64
|
535 com.jme3.bullet.control.RigidBodyControl
|
rlm@145
|
536 com.jme3.system.NanoTimer
|
rlm@145
|
537 com.jme3.math.Quaternion))
|
rlm@63
|
538
|
rlm@64
|
539 (defn worm-segments
|
rlm@64
|
540 "Create multiple evenly spaced box segments. They're fabulous!"
|
rlm@64
|
541 [segment-length num-segments interstitial-space radius]
|
rlm@64
|
542 (letfn [(nth-segment
|
rlm@64
|
543 [n]
|
rlm@64
|
544 (box segment-length radius radius :mass 0.1
|
rlm@64
|
545 :position
|
rlm@64
|
546 (Vector3f.
|
rlm@64
|
547 (* 2 n (+ interstitial-space segment-length)) 0 0)
|
rlm@64
|
548 :name (str "worm-segment" n)
|
rlm@64
|
549 :color (ColorRGBA/randomColor)))]
|
rlm@64
|
550 (map nth-segment (range num-segments))))
|
rlm@63
|
551
|
rlm@64
|
552 (defn connect-at-midpoint
|
rlm@64
|
553 "Connect two physics objects with a Point2Point joint constraint at
|
rlm@64
|
554 the point equidistant from both objects' centers."
|
rlm@64
|
555 [segmentA segmentB]
|
rlm@64
|
556 (let [centerA (.getWorldTranslation segmentA)
|
rlm@64
|
557 centerB (.getWorldTranslation segmentB)
|
rlm@64
|
558 midpoint (.mult (.add centerA centerB) (float 0.5))
|
rlm@64
|
559 pivotA (.subtract midpoint centerA)
|
rlm@64
|
560 pivotB (.subtract midpoint centerB)
|
rlm@64
|
561
|
rlm@64
|
562 ;; A side-effect of creating a joint registers
|
rlm@64
|
563 ;; it with both physics objects which in turn
|
rlm@64
|
564 ;; will register the joint with the physics system
|
rlm@64
|
565 ;; when the simulation is started.
|
rlm@64
|
566 joint (Point2PointJoint.
|
rlm@64
|
567 (.getControl segmentA RigidBodyControl)
|
rlm@64
|
568 (.getControl segmentB RigidBodyControl)
|
rlm@64
|
569 pivotA
|
rlm@64
|
570 pivotB)]
|
rlm@64
|
571 segmentB))
|
rlm@63
|
572
|
rlm@64
|
573 (defn eve-worm
|
rlm@72
|
574 "Create a worm-like body bound by invisible joint constraints."
|
rlm@64
|
575 []
|
rlm@64
|
576 (let [segments (worm-segments 0.2 5 0.1 0.1)]
|
rlm@64
|
577 (dorun (map (partial apply connect-at-midpoint)
|
rlm@64
|
578 (partition 2 1 segments)))
|
rlm@64
|
579 (nodify "worm" segments)))
|
rlm@63
|
580
|
rlm@64
|
581 (defn worm-pattern
|
rlm@64
|
582 "This is a simple, mindless motor control pattern that drives the
|
rlm@64
|
583 second segment of the worm's body at an offset angle with
|
rlm@64
|
584 sinusoidally varying strength."
|
rlm@64
|
585 [time]
|
rlm@64
|
586 (let [angle (* Math/PI (/ 9 20))
|
rlm@63
|
587 direction (Vector3f. 0 (Math/sin angle) (Math/cos angle))]
|
rlm@63
|
588 [Vector3f/ZERO
|
rlm@63
|
589 (.mult
|
rlm@63
|
590 direction
|
rlm@63
|
591 (float (* 2 (Math/sin (* Math/PI 2 (/ (rem time 300 ) 300))))))
|
rlm@63
|
592 Vector3f/ZERO
|
rlm@63
|
593 Vector3f/ZERO
|
rlm@63
|
594 Vector3f/ZERO]))
|
rlm@60
|
595
|
rlm@64
|
596 (defn test-motor-control
|
rlm@69
|
597 "Testing motor-control:
|
rlm@69
|
598 You should see a multi-segmented worm-like object fall onto the
|
rlm@64
|
599 table and begin writhing and moving."
|
rlm@60
|
600 []
|
rlm@64
|
601 (let [worm (eve-worm)
|
rlm@60
|
602 time (atom 0)
|
rlm@63
|
603 worm-motor-map (vector-motor-control worm)]
|
rlm@60
|
604 (world
|
rlm@60
|
605 (nodify [worm
|
rlm@60
|
606 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0
|
rlm@60
|
607 :color ColorRGBA/Gray)])
|
rlm@60
|
608 standard-debug-controls
|
rlm@60
|
609 (fn [world]
|
rlm@60
|
610 (enable-debug world)
|
rlm@60
|
611 (light-up-everything world)
|
rlm@63
|
612 (comment
|
rlm@63
|
613 (com.aurellem.capture.Capture/captureVideo
|
rlm@63
|
614 world
|
rlm@63
|
615 (file-str "/home/r/proj/cortex/tmp/moving-worm")))
|
rlm@63
|
616 )
|
rlm@60
|
617
|
rlm@60
|
618 (fn [_ _]
|
rlm@60
|
619 (swap! time inc)
|
rlm@64
|
620 (Thread/sleep 20)
|
rlm@60
|
621 (dorun (worm-motor-map
|
rlm@60
|
622 (worm-pattern @time)))))))
|
rlm@60
|
623
|
rlm@130
|
624
|
rlm@135
|
625
|
rlm@130
|
626 (defn join-at-point [obj-a obj-b world-pivot]
|
rlm@130
|
627 (cortex.silly/joint-dispatch
|
rlm@130
|
628 {:type :point}
|
rlm@130
|
629 (.getControl obj-a RigidBodyControl)
|
rlm@130
|
630 (.getControl obj-b RigidBodyControl)
|
rlm@130
|
631 (cortex.silly/world-to-local obj-a world-pivot)
|
rlm@130
|
632 (cortex.silly/world-to-local obj-b world-pivot)
|
rlm@130
|
633 nil
|
rlm@130
|
634 ))
|
rlm@130
|
635
|
rlm@133
|
636 (import com.jme3.bullet.collision.PhysicsCollisionObject)
|
rlm@130
|
637
|
rlm@130
|
638 (defn blab-* []
|
rlm@130
|
639 (let [hand (box 0.5 0.2 0.2 :position (Vector3f. 0 0 0)
|
rlm@130
|
640 :mass 0 :color ColorRGBA/Green)
|
rlm@130
|
641 finger (box 0.5 0.2 0.2 :position (Vector3f. 2.4 0 0)
|
rlm@130
|
642 :mass 1 :color ColorRGBA/Red)
|
rlm@130
|
643 connection-point (Vector3f. 1.2 0 0)
|
rlm@130
|
644 root (nodify [hand finger])]
|
rlm@130
|
645
|
rlm@130
|
646 (join-at-point hand finger (Vector3f. 1.2 0 0))
|
rlm@130
|
647
|
rlm@130
|
648 (.setCollisionGroup
|
rlm@130
|
649 (.getControl hand RigidBodyControl)
|
rlm@130
|
650 PhysicsCollisionObject/COLLISION_GROUP_NONE)
|
rlm@130
|
651 (world
|
rlm@130
|
652 root
|
rlm@130
|
653 standard-debug-controls
|
rlm@130
|
654 (fn [world]
|
rlm@130
|
655 (enable-debug world)
|
rlm@130
|
656 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))
|
rlm@130
|
657 (set-gravity world Vector3f/ZERO)
|
rlm@130
|
658 )
|
rlm@130
|
659 no-op)))
|
rlm@133
|
660 (comment
|
rlm@133
|
661
|
rlm@133
|
662 (defn proprioception-debug-window
|
rlm@133
|
663 []
|
rlm@133
|
664 (let [time (atom 0)]
|
rlm@133
|
665 (fn [prop-data]
|
rlm@133
|
666 (if (= 0 (rem (swap! time inc) 40))
|
rlm@133
|
667 (println-repl prop-data)))))
|
rlm@133
|
668 )
|
rlm@133
|
669
|
rlm@131
|
670 (comment
|
rlm@131
|
671 (dorun
|
rlm@131
|
672 (map
|
rlm@131
|
673 (comp
|
rlm@131
|
674 println-repl
|
rlm@131
|
675 (fn [[p y r]]
|
rlm@131
|
676 (format
|
rlm@131
|
677 "pitch: %1.2f\nyaw: %1.2f\nroll: %1.2f\n"
|
rlm@131
|
678 p y r)))
|
rlm@131
|
679 prop-data)))
|
rlm@131
|
680
|
rlm@130
|
681
|
rlm@130
|
682
|
rlm@137
|
683
|
rlm@64
|
684 (defn test-proprioception
|
rlm@69
|
685 "Testing proprioception:
|
rlm@69
|
686 You should see two foating bars, and a printout of pitch, yaw, and
|
rlm@64
|
687 roll. Pressing key-r/key-t should move the blue bar up and down and
|
rlm@64
|
688 change only the value of pitch. key-f/key-g moves it side to side
|
rlm@64
|
689 and changes yaw. key-v/key-b will spin the blue segment clockwise
|
rlm@64
|
690 and counterclockwise, and only affect roll."
|
rlm@60
|
691 []
|
rlm@145
|
692 (let [hand (box 0.2 1 0.2 :position (Vector3f. 0 0 0)
|
rlm@142
|
693 :mass 0 :color ColorRGBA/Green :name "hand")
|
rlm@145
|
694 finger (box 0.2 1 0.2 :position (Vector3f. 0 2.4 0)
|
rlm@132
|
695 :mass 1 :color ColorRGBA/Red :name "finger")
|
rlm@133
|
696 joint-node (box 0.1 0.05 0.05 :color ColorRGBA/Yellow
|
rlm@145
|
697 :position (Vector3f. 0 1.2 0)
|
rlm@145
|
698 :rotation (doto (Quaternion.)
|
rlm@145
|
699 (.fromAngleAxis
|
rlm@145
|
700 (/ Math/PI 2)
|
rlm@145
|
701 (Vector3f. 0 0 1)))
|
rlm@133
|
702 :physical? false)
|
rlm@145
|
703 joint (join-at-point hand finger (Vector3f. 0 1.2 0 ))
|
rlm@135
|
704 creature (nodify [hand finger joint-node])
|
rlm@145
|
705 finger-control (.getControl finger RigidBodyControl)
|
rlm@145
|
706 hand-control (.getControl hand RigidBodyControl)]
|
rlm@145
|
707
|
rlm@145
|
708
|
rlm@145
|
709 (let
|
rlm@135
|
710 ;; *******************************************
|
rlm@137
|
711
|
rlm@145
|
712 [floor (box 10 10 10 :position (Vector3f. 0 -15 0)
|
rlm@135
|
713 :mass 0 :color ColorRGBA/Gray)
|
rlm@137
|
714
|
rlm@137
|
715 root (nodify [creature floor])
|
rlm@133
|
716 prop (joint-proprioception creature joint-node)
|
rlm@139
|
717 prop-view (proprioception-debug-window)
|
rlm@139
|
718
|
rlm@139
|
719 controls
|
rlm@139
|
720 (merge standard-debug-controls
|
rlm@140
|
721 {"key-o"
|
rlm@139
|
722 (fn [_ _] (.setEnabled finger-control true))
|
rlm@140
|
723 "key-p"
|
rlm@139
|
724 (fn [_ _] (.setEnabled finger-control false))
|
rlm@140
|
725 "key-k"
|
rlm@140
|
726 (fn [_ _] (.setEnabled hand-control true))
|
rlm@140
|
727 "key-l"
|
rlm@140
|
728 (fn [_ _] (.setEnabled hand-control false))
|
rlm@139
|
729 "key-i"
|
rlm@139
|
730 (fn [world _] (set-gravity world (Vector3f. 0 0 0)))
|
rlm@142
|
731 "key-period"
|
rlm@142
|
732 (fn [world _]
|
rlm@142
|
733 (.setEnabled finger-control false)
|
rlm@142
|
734 (.setEnabled hand-control false)
|
rlm@142
|
735 (.rotate creature (doto (Quaternion.)
|
rlm@142
|
736 (.fromAngleAxis
|
rlm@142
|
737 (float (/ Math/PI 15))
|
rlm@142
|
738 (Vector3f. 0 0 -1))))
|
rlm@142
|
739
|
rlm@142
|
740 (.setEnabled finger-control true)
|
rlm@142
|
741 (.setEnabled hand-control true)
|
rlm@142
|
742 (set-gravity world (Vector3f. 0 0 0))
|
rlm@142
|
743 )
|
rlm@142
|
744
|
rlm@142
|
745
|
rlm@139
|
746 }
|
rlm@139
|
747 )
|
rlm@130
|
748
|
rlm@139
|
749 ]
|
rlm@139
|
750 (comment
|
rlm@139
|
751 (.setCollisionGroup
|
rlm@139
|
752 (.getControl hand RigidBodyControl)
|
rlm@139
|
753 PhysicsCollisionObject/COLLISION_GROUP_NONE)
|
rlm@139
|
754 )
|
rlm@140
|
755 (apply
|
rlm@140
|
756 world
|
rlm@140
|
757 (with-movement
|
rlm@140
|
758 hand
|
rlm@140
|
759 ["key-y" "key-u" "key-h" "key-j" "key-n" "key-m"]
|
rlm@140
|
760 [10 10 10 10 1 1]
|
rlm@140
|
761 (with-movement
|
rlm@140
|
762 finger
|
rlm@140
|
763 ["key-r" "key-t" "key-f" "key-g" "key-v" "key-b"]
|
rlm@145
|
764 [1 1 10 10 10 10]
|
rlm@140
|
765 [root
|
rlm@140
|
766 controls
|
rlm@140
|
767 (fn [world]
|
rlm@140
|
768 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))
|
rlm@140
|
769 (set-gravity world (Vector3f. 0 0 0))
|
rlm@140
|
770 (light-up-everything world))
|
rlm@145
|
771 (fn [_ _] (prop-view (list (prop))))]))))))
|
rlm@138
|
772
|
rlm@64
|
773 #+end_src
|
rlm@56
|
774
|
rlm@130
|
775 #+results: test-body
|
rlm@130
|
776 : #'cortex.test.body/test-proprioception
|
rlm@130
|
777
|
rlm@60
|
778
|
rlm@63
|
779 * COMMENT code-limbo
|
rlm@61
|
780 #+begin_src clojure
|
rlm@61
|
781 ;;(.loadModel
|
rlm@61
|
782 ;; (doto (asset-manager)
|
rlm@61
|
783 ;; (.registerLoader BlenderModelLoader (into-array String ["blend"])))
|
rlm@61
|
784 ;; "Models/person/person.blend")
|
rlm@61
|
785
|
rlm@64
|
786
|
rlm@64
|
787 (defn load-blender-model
|
rlm@64
|
788 "Load a .blend file using an asset folder relative path."
|
rlm@64
|
789 [^String model]
|
rlm@64
|
790 (.loadModel
|
rlm@64
|
791 (doto (asset-manager)
|
rlm@64
|
792 (.registerLoader BlenderModelLoader (into-array String ["blend"])))
|
rlm@64
|
793 model))
|
rlm@64
|
794
|
rlm@64
|
795
|
rlm@61
|
796 (defn view-model [^String model]
|
rlm@61
|
797 (view
|
rlm@61
|
798 (.loadModel
|
rlm@61
|
799 (doto (asset-manager)
|
rlm@61
|
800 (.registerLoader BlenderModelLoader (into-array String ["blend"])))
|
rlm@61
|
801 model)))
|
rlm@61
|
802
|
rlm@61
|
803 (defn load-blender-scene [^String model]
|
rlm@61
|
804 (.loadModel
|
rlm@61
|
805 (doto (asset-manager)
|
rlm@61
|
806 (.registerLoader BlenderLoader (into-array String ["blend"])))
|
rlm@61
|
807 model))
|
rlm@61
|
808
|
rlm@61
|
809 (defn worm
|
rlm@61
|
810 []
|
rlm@61
|
811 (.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml"))
|
rlm@61
|
812
|
rlm@61
|
813 (defn oto
|
rlm@61
|
814 []
|
rlm@61
|
815 (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml"))
|
rlm@61
|
816
|
rlm@61
|
817 (defn sinbad
|
rlm@61
|
818 []
|
rlm@61
|
819 (.loadModel (asset-manager) "Models/Sinbad/Sinbad.mesh.xml"))
|
rlm@61
|
820
|
rlm@61
|
821 (defn worm-blender
|
rlm@61
|
822 []
|
rlm@61
|
823 (first (seq (.getChildren (load-blender-model
|
rlm@61
|
824 "Models/anim2/simple-worm.blend")))))
|
rlm@61
|
825
|
rlm@61
|
826 (defn body
|
rlm@61
|
827 "given a node with a SkeletonControl, will produce a body sutiable
|
rlm@61
|
828 for AI control with movement and proprioception."
|
rlm@61
|
829 [node]
|
rlm@61
|
830 (let [skeleton-control (.getControl node SkeletonControl)
|
rlm@61
|
831 krc (KinematicRagdollControl.)]
|
rlm@61
|
832 (comment
|
rlm@61
|
833 (dorun
|
rlm@61
|
834 (map #(.addBoneName krc %)
|
rlm@61
|
835 ["mid2" "tail" "head" "mid1" "mid3" "mid4" "Dummy-Root" ""]
|
rlm@61
|
836 ;;"mid2" "mid3" "tail" "head"]
|
rlm@61
|
837 )))
|
rlm@61
|
838 (.addControl node krc)
|
rlm@61
|
839 (.setRagdollMode krc)
|
rlm@61
|
840 )
|
rlm@61
|
841 node
|
rlm@61
|
842 )
|
rlm@61
|
843 (defn show-skeleton [node]
|
rlm@61
|
844 (let [sd
|
rlm@61
|
845
|
rlm@61
|
846 (doto
|
rlm@61
|
847 (SkeletonDebugger. "aurellem-skel-debug"
|
rlm@61
|
848 (skel node))
|
rlm@61
|
849 (.setMaterial (green-x-ray)))]
|
rlm@61
|
850 (.attachChild node sd)
|
rlm@61
|
851 node))
|
rlm@61
|
852
|
rlm@61
|
853
|
rlm@61
|
854
|
rlm@61
|
855 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
856
|
rlm@61
|
857 ;; this could be a good way to give objects special properties like
|
rlm@61
|
858 ;; being eyes and the like
|
rlm@61
|
859
|
rlm@61
|
860 (.getUserData
|
rlm@61
|
861 (.getChild
|
rlm@61
|
862 (load-blender-model "Models/property/test.blend") 0)
|
rlm@61
|
863 "properties")
|
rlm@61
|
864
|
rlm@61
|
865 ;; the properties are saved along with the blender file.
|
rlm@61
|
866 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
867
|
rlm@61
|
868
|
rlm@61
|
869
|
rlm@61
|
870
|
rlm@61
|
871 (defn init-debug-skel-node
|
rlm@61
|
872 [f debug-node skeleton]
|
rlm@61
|
873 (let [bones
|
rlm@61
|
874 (map #(.getBone skeleton %)
|
rlm@61
|
875 (range (.getBoneCount skeleton)))]
|
rlm@61
|
876 (dorun (map #(.setUserControl % true) bones))
|
rlm@61
|
877 (dorun (map (fn [b]
|
rlm@61
|
878 (println (.getName b)
|
rlm@61
|
879 " -- " (f b)))
|
rlm@61
|
880 bones))
|
rlm@61
|
881 (dorun
|
rlm@61
|
882 (map #(.attachChild
|
rlm@61
|
883 debug-node
|
rlm@61
|
884 (doto
|
rlm@61
|
885 (sphere 0.1
|
rlm@61
|
886 :position (f %)
|
rlm@61
|
887 :physical? false)
|
rlm@61
|
888 (.setMaterial (green-x-ray))))
|
rlm@61
|
889 bones)))
|
rlm@61
|
890 debug-node)
|
rlm@61
|
891
|
rlm@61
|
892 (import jme3test.bullet.PhysicsTestHelper)
|
rlm@61
|
893
|
rlm@61
|
894
|
rlm@61
|
895 (defn test-zzz [the-worm world value]
|
rlm@61
|
896 (if (not value)
|
rlm@61
|
897 (let [skeleton (skel the-worm)]
|
rlm@61
|
898 (println-repl "enabling bones")
|
rlm@61
|
899 (dorun
|
rlm@61
|
900 (map
|
rlm@61
|
901 #(.setUserControl (.getBone skeleton %) true)
|
rlm@61
|
902 (range (.getBoneCount skeleton))))
|
rlm@61
|
903
|
rlm@61
|
904
|
rlm@61
|
905 (let [b (.getBone skeleton 2)]
|
rlm@61
|
906 (println-repl "moving " (.getName b))
|
rlm@61
|
907 (println-repl (.getLocalPosition b))
|
rlm@61
|
908 (.setUserTransforms b
|
rlm@61
|
909 Vector3f/UNIT_X
|
rlm@61
|
910 Quaternion/IDENTITY
|
rlm@61
|
911 ;;(doto (Quaternion.)
|
rlm@61
|
912 ;; (.fromAngles (/ Math/PI 2)
|
rlm@61
|
913 ;; 0
|
rlm@61
|
914 ;; 0
|
rlm@61
|
915
|
rlm@61
|
916 (Vector3f. 1 1 1))
|
rlm@61
|
917 )
|
rlm@61
|
918
|
rlm@61
|
919 (println-repl "hi! <3"))))
|
rlm@61
|
920
|
rlm@61
|
921
|
rlm@61
|
922 (defn test-ragdoll []
|
rlm@61
|
923
|
rlm@61
|
924 (let [the-worm
|
rlm@61
|
925
|
rlm@61
|
926 ;;(.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml")
|
rlm@61
|
927 (doto (show-skeleton (worm-blender))
|
rlm@61
|
928 (.setLocalTranslation (Vector3f. 0 10 0))
|
rlm@61
|
929 ;;(worm)
|
rlm@61
|
930 ;;(oto)
|
rlm@61
|
931 ;;(sinbad)
|
rlm@61
|
932 )
|
rlm@61
|
933 ]
|
rlm@61
|
934
|
rlm@61
|
935
|
rlm@61
|
936 (.start
|
rlm@61
|
937 (world
|
rlm@61
|
938 (doto (Node.)
|
rlm@61
|
939 (.attachChild the-worm))
|
rlm@61
|
940 {"key-return" (fire-cannon-ball)
|
rlm@61
|
941 "key-space" (partial test-zzz the-worm)
|
rlm@61
|
942 }
|
rlm@61
|
943 (fn [world]
|
rlm@61
|
944 (light-up-everything world)
|
rlm@61
|
945 (PhysicsTestHelper/createPhysicsTestWorld
|
rlm@61
|
946 (.getRootNode world)
|
rlm@61
|
947 (asset-manager)
|
rlm@61
|
948 (.getPhysicsSpace
|
rlm@61
|
949 (.getState (.getStateManager world) BulletAppState)))
|
rlm@61
|
950 (set-gravity world Vector3f/ZERO)
|
rlm@61
|
951 ;;(.setTimer world (NanoTimer.))
|
rlm@61
|
952 ;;(org.lwjgl.input.Mouse/setGrabbed false)
|
rlm@61
|
953 )
|
rlm@61
|
954 no-op
|
rlm@61
|
955 )
|
rlm@61
|
956
|
rlm@61
|
957
|
rlm@61
|
958 )))
|
rlm@61
|
959
|
rlm@61
|
960
|
rlm@61
|
961 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
962 ;;; here is the ragdoll stuff
|
rlm@61
|
963
|
rlm@61
|
964 (def worm-mesh (.getMesh (.getChild (worm-blender) 0)))
|
rlm@61
|
965 (def mesh worm-mesh)
|
rlm@61
|
966
|
rlm@61
|
967 (.getFloatBuffer mesh VertexBuffer$Type/Position)
|
rlm@61
|
968 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)
|
rlm@61
|
969 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))
|
rlm@61
|
970
|
rlm@61
|
971
|
rlm@61
|
972 (defn position [index]
|
rlm@61
|
973 (.get
|
rlm@61
|
974 (.getFloatBuffer worm-mesh VertexBuffer$Type/Position)
|
rlm@61
|
975 index))
|
rlm@61
|
976
|
rlm@61
|
977 (defn bones [index]
|
rlm@61
|
978 (.get
|
rlm@61
|
979 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))
|
rlm@61
|
980 index))
|
rlm@61
|
981
|
rlm@61
|
982 (defn bone-weights [index]
|
rlm@61
|
983 (.get
|
rlm@61
|
984 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)
|
rlm@61
|
985 index))
|
rlm@61
|
986
|
rlm@61
|
987
|
rlm@61
|
988
|
rlm@61
|
989 (defn vertex-bones [vertex]
|
rlm@61
|
990 (vec (map (comp int bones) (range (* vertex 4) (+ (* vertex 4) 4)))))
|
rlm@61
|
991
|
rlm@61
|
992 (defn vertex-weights [vertex]
|
rlm@61
|
993 (vec (map (comp float bone-weights) (range (* vertex 4) (+ (* vertex 4) 4)))))
|
rlm@61
|
994
|
rlm@61
|
995 (defn vertex-position [index]
|
rlm@61
|
996 (let [offset (* index 3)]
|
rlm@61
|
997 (Vector3f. (position offset)
|
rlm@61
|
998 (position (inc offset))
|
rlm@61
|
999 (position (inc(inc offset))))))
|
rlm@61
|
1000
|
rlm@61
|
1001 (def vertex-info (juxt vertex-position vertex-bones vertex-weights))
|
rlm@61
|
1002
|
rlm@61
|
1003 (defn bone-control-color [index]
|
rlm@61
|
1004 (get {[1 0 0 0] ColorRGBA/Red
|
rlm@61
|
1005 [1 2 0 0] ColorRGBA/Magenta
|
rlm@61
|
1006 [2 0 0 0] ColorRGBA/Blue}
|
rlm@61
|
1007 (vertex-bones index)
|
rlm@61
|
1008 ColorRGBA/White))
|
rlm@61
|
1009
|
rlm@61
|
1010 (defn influence-color [index bone-num]
|
rlm@61
|
1011 (get
|
rlm@61
|
1012 {(float 0) ColorRGBA/Blue
|
rlm@61
|
1013 (float 0.5) ColorRGBA/Green
|
rlm@61
|
1014 (float 1) ColorRGBA/Red}
|
rlm@61
|
1015 ;; find the weight of the desired bone
|
rlm@61
|
1016 ((zipmap (vertex-bones index)(vertex-weights index))
|
rlm@61
|
1017 bone-num)
|
rlm@61
|
1018 ColorRGBA/Blue))
|
rlm@61
|
1019
|
rlm@61
|
1020 (def worm-vertices (set (map vertex-info (range 60))))
|
rlm@61
|
1021
|
rlm@61
|
1022
|
rlm@61
|
1023 (defn test-info []
|
rlm@61
|
1024 (let [points (Node.)]
|
rlm@61
|
1025 (dorun
|
rlm@61
|
1026 (map #(.attachChild points %)
|
rlm@61
|
1027 (map #(sphere 0.01
|
rlm@61
|
1028 :position (vertex-position %)
|
rlm@61
|
1029 :color (influence-color % 1)
|
rlm@61
|
1030 :physical? false)
|
rlm@61
|
1031 (range 60))))
|
rlm@61
|
1032 (view points)))
|
rlm@61
|
1033
|
rlm@61
|
1034
|
rlm@61
|
1035 (defrecord JointControl [joint physics-space]
|
rlm@61
|
1036 PhysicsControl
|
rlm@61
|
1037 (setPhysicsSpace [this space]
|
rlm@61
|
1038 (dosync
|
rlm@61
|
1039 (ref-set (:physics-space this) space))
|
rlm@61
|
1040 (.addJoint space (:joint this)))
|
rlm@61
|
1041 (update [this tpf])
|
rlm@61
|
1042 (setSpatial [this spatial])
|
rlm@61
|
1043 (render [this rm vp])
|
rlm@61
|
1044 (getPhysicsSpace [this] (deref (:physics-space this)))
|
rlm@61
|
1045 (isEnabled [this] true)
|
rlm@61
|
1046 (setEnabled [this state]))
|
rlm@61
|
1047
|
rlm@61
|
1048 (defn add-joint
|
rlm@61
|
1049 "Add a joint to a particular object. When the object is added to the
|
rlm@61
|
1050 PhysicsSpace of a simulation, the joint will also be added"
|
rlm@61
|
1051 [object joint]
|
rlm@61
|
1052 (let [control (JointControl. joint (ref nil))]
|
rlm@61
|
1053 (.addControl object control))
|
rlm@61
|
1054 object)
|
rlm@61
|
1055
|
rlm@61
|
1056
|
rlm@61
|
1057 (defn hinge-world
|
rlm@61
|
1058 []
|
rlm@61
|
1059 (let [sphere1 (sphere)
|
rlm@61
|
1060 sphere2 (sphere 1 :position (Vector3f. 3 3 3))
|
rlm@61
|
1061 joint (Point2PointJoint.
|
rlm@61
|
1062 (.getControl sphere1 RigidBodyControl)
|
rlm@61
|
1063 (.getControl sphere2 RigidBodyControl)
|
rlm@61
|
1064 Vector3f/ZERO (Vector3f. 3 3 3))]
|
rlm@61
|
1065 (add-joint sphere1 joint)
|
rlm@61
|
1066 (doto (Node. "hinge-world")
|
rlm@61
|
1067 (.attachChild sphere1)
|
rlm@61
|
1068 (.attachChild sphere2))))
|
rlm@61
|
1069
|
rlm@61
|
1070
|
rlm@61
|
1071 (defn test-joint []
|
rlm@61
|
1072 (view (hinge-world)))
|
rlm@61
|
1073
|
rlm@61
|
1074 ;; (defn copier-gen []
|
rlm@61
|
1075 ;; (let [count (atom 0)]
|
rlm@61
|
1076 ;; (fn [in]
|
rlm@61
|
1077 ;; (swap! count inc)
|
rlm@61
|
1078 ;; (clojure.contrib.duck-streams/copy
|
rlm@61
|
1079 ;; in (File. (str "/home/r/tmp/mao-test/clojure-images/"
|
rlm@61
|
1080 ;; ;;/home/r/tmp/mao-test/clojure-images
|
rlm@61
|
1081 ;; (format "%08d.png" @count)))))))
|
rlm@61
|
1082 ;; (defn decrease-framerate []
|
rlm@61
|
1083 ;; (map
|
rlm@61
|
1084 ;; (copier-gen)
|
rlm@61
|
1085 ;; (sort
|
rlm@61
|
1086 ;; (map first
|
rlm@61
|
1087 ;; (partition
|
rlm@61
|
1088 ;; 4
|
rlm@61
|
1089 ;; (filter #(re-matches #".*.png$" (.getCanonicalPath %))
|
rlm@61
|
1090 ;; (file-seq
|
rlm@61
|
1091 ;; (file-str
|
rlm@61
|
1092 ;; "/home/r/media/anime/mao-temp/images"))))))))
|
rlm@61
|
1093
|
rlm@61
|
1094
|
rlm@61
|
1095
|
rlm@61
|
1096 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
1097
|
rlm@61
|
1098 (defn proprioception
|
rlm@61
|
1099 "Create a proprioception map that reports the rotations of the
|
rlm@61
|
1100 various limbs of the creature's body"
|
rlm@61
|
1101 [creature]
|
rlm@61
|
1102 [#^Node creature]
|
rlm@61
|
1103 (let [
|
rlm@61
|
1104 nodes (node-seq creature)
|
rlm@61
|
1105 joints
|
rlm@61
|
1106 (map
|
rlm@61
|
1107 :joint
|
rlm@61
|
1108 (filter
|
rlm@61
|
1109 #(isa? (class %) JointControl)
|
rlm@61
|
1110 (reduce
|
rlm@61
|
1111 concat
|
rlm@61
|
1112 (map (fn [node]
|
rlm@61
|
1113 (map (fn [num] (.getControl node num))
|
rlm@61
|
1114 (range (.getNumControls node))))
|
rlm@61
|
1115 nodes))))]
|
rlm@61
|
1116 (fn []
|
rlm@61
|
1117 (reduce concat (map relative-positions (list (first joints)))))))
|
rlm@61
|
1118
|
rlm@61
|
1119
|
rlm@63
|
1120 (defn skel [node]
|
rlm@63
|
1121 (doto
|
rlm@63
|
1122 (.getSkeleton
|
rlm@63
|
1123 (.getControl node SkeletonControl))
|
rlm@63
|
1124 ;; this is necessary to force the skeleton to have accurate world
|
rlm@63
|
1125 ;; transforms before it is rendered to the screen.
|
rlm@63
|
1126 (.resetAndUpdate)))
|
rlm@63
|
1127
|
rlm@63
|
1128 (defn green-x-ray []
|
rlm@63
|
1129 (doto (Material. (asset-manager)
|
rlm@63
|
1130 "Common/MatDefs/Misc/Unshaded.j3md")
|
rlm@63
|
1131 (.setColor "Color" ColorRGBA/Green)
|
rlm@63
|
1132 (-> (.getAdditionalRenderState)
|
rlm@63
|
1133 (.setDepthTest false))))
|
rlm@63
|
1134
|
rlm@63
|
1135 (defn test-worm []
|
rlm@63
|
1136 (.start
|
rlm@63
|
1137 (world
|
rlm@63
|
1138 (doto (Node.)
|
rlm@63
|
1139 ;;(.attachChild (point-worm))
|
rlm@63
|
1140 (.attachChild (load-blender-model
|
rlm@63
|
1141 "Models/anim2/joint-worm.blend"))
|
rlm@63
|
1142
|
rlm@63
|
1143 (.attachChild (box 10 1 10
|
rlm@63
|
1144 :position (Vector3f. 0 -2 0) :mass 0
|
rlm@63
|
1145 :color (ColorRGBA/Gray))))
|
rlm@63
|
1146 {
|
rlm@63
|
1147 "key-space" (fire-cannon-ball)
|
rlm@63
|
1148 }
|
rlm@63
|
1149 (fn [world]
|
rlm@63
|
1150 (enable-debug world)
|
rlm@63
|
1151 (light-up-everything world)
|
rlm@63
|
1152 ;;(.setTimer world (NanoTimer.))
|
rlm@63
|
1153 )
|
rlm@63
|
1154 no-op)))
|
rlm@63
|
1155
|
rlm@63
|
1156
|
rlm@63
|
1157
|
rlm@63
|
1158 ;; defunct movement stuff
|
rlm@63
|
1159 (defn torque-controls [control]
|
rlm@63
|
1160 (let [torques
|
rlm@63
|
1161 (concat
|
rlm@63
|
1162 (map #(Vector3f. 0 (Math/sin %) (Math/cos %))
|
rlm@63
|
1163 (range 0 (* Math/PI 2) (/ (* Math/PI 2) 20)))
|
rlm@63
|
1164 [Vector3f/UNIT_X])]
|
rlm@63
|
1165 (map (fn [torque-axis]
|
rlm@63
|
1166 (fn [torque]
|
rlm@63
|
1167 (.applyTorque
|
rlm@63
|
1168 control
|
rlm@63
|
1169 (.mult (.mult (.getPhysicsRotation control)
|
rlm@63
|
1170 torque-axis)
|
rlm@63
|
1171 (float
|
rlm@63
|
1172 (* (.getMass control) torque))))))
|
rlm@63
|
1173 torques)))
|
rlm@63
|
1174
|
rlm@63
|
1175 (defn motor-map
|
rlm@63
|
1176 "Take a creature and generate a function that will enable fine
|
rlm@63
|
1177 grained control over all the creature's limbs."
|
rlm@63
|
1178 [#^Node creature]
|
rlm@63
|
1179 (let [controls (keep #(.getControl % RigidBodyControl)
|
rlm@63
|
1180 (node-seq creature))
|
rlm@63
|
1181 limb-controls (reduce concat (map torque-controls controls))
|
rlm@63
|
1182 body-control (partial map #(%1 %2) limb-controls)]
|
rlm@63
|
1183 body-control))
|
rlm@63
|
1184
|
rlm@63
|
1185 (defn test-motor-map
|
rlm@63
|
1186 "see how torque works."
|
rlm@63
|
1187 []
|
rlm@63
|
1188 (let [finger (box 3 0.5 0.5 :position (Vector3f. 0 2 0)
|
rlm@63
|
1189 :mass 1 :color ColorRGBA/Green)
|
rlm@63
|
1190 motor-map (motor-map finger)]
|
rlm@63
|
1191 (world
|
rlm@63
|
1192 (nodify [finger
|
rlm@63
|
1193 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0
|
rlm@63
|
1194 :color ColorRGBA/Gray)])
|
rlm@63
|
1195 standard-debug-controls
|
rlm@63
|
1196 (fn [world]
|
rlm@63
|
1197 (set-gravity world Vector3f/ZERO)
|
rlm@63
|
1198 (light-up-everything world)
|
rlm@63
|
1199 (.setTimer world (NanoTimer.)))
|
rlm@63
|
1200 (fn [_ _]
|
rlm@145
|
1201 (dorun (motor-map [0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0
|
rlm@145
|
1202 0]))))))
|
rlm@145
|
1203
|
rlm@145
|
1204 (defn joint-proprioception [#^Node parts #^Node joint]
|
rlm@145
|
1205 (let [[obj-a obj-b] (joint-targets parts joint)
|
rlm@145
|
1206 joint-rot (.getWorldRotation joint)
|
rlm@145
|
1207 pre-inv-a (.inverse (.getWorldRotation obj-a))
|
rlm@145
|
1208 x (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_X))
|
rlm@145
|
1209 y (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Y))
|
rlm@145
|
1210 z (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Z))
|
rlm@145
|
1211
|
rlm@145
|
1212 x Vector3f/UNIT_Y
|
rlm@145
|
1213 y Vector3f/UNIT_Z
|
rlm@145
|
1214 z Vector3f/UNIT_X
|
rlm@145
|
1215
|
rlm@145
|
1216
|
rlm@145
|
1217 tmp-rot-a (.getWorldRotation obj-a)]
|
rlm@145
|
1218 (println-repl "x:" (.mult tmp-rot-a x))
|
rlm@145
|
1219 (println-repl "y:" (.mult tmp-rot-a y))
|
rlm@145
|
1220 (println-repl "z:" (.mult tmp-rot-a z))
|
rlm@145
|
1221 (println-repl "rot-a" (.getWorldRotation obj-a))
|
rlm@145
|
1222 (println-repl "rot-b" (.getWorldRotation obj-b))
|
rlm@145
|
1223 (println-repl "joint-rot" joint-rot)
|
rlm@145
|
1224 ;; this function will report proprioceptive information for the
|
rlm@145
|
1225 ;; joint.
|
rlm@145
|
1226 (fn []
|
rlm@145
|
1227 ;; x is the "twist" axis, y and z are the "bend" axes
|
rlm@145
|
1228 (let [rot-a (.getWorldRotation obj-a)
|
rlm@145
|
1229 ;;inv-a (.inverse rot-a)
|
rlm@145
|
1230 rot-b (.getWorldRotation obj-b)
|
rlm@145
|
1231 ;;relative (.mult rot-b inv-a)
|
rlm@145
|
1232 basis (doto (Matrix3f.)
|
rlm@145
|
1233 (.setColumn 0 (.mult rot-a x))
|
rlm@145
|
1234 (.setColumn 1 (.mult rot-a y))
|
rlm@145
|
1235 (.setColumn 2 (.mult rot-a z)))
|
rlm@145
|
1236 rotation-about-joint
|
rlm@145
|
1237 (doto (Quaternion.)
|
rlm@145
|
1238 (.fromRotationMatrix
|
rlm@145
|
1239 (.mult (.invert basis)
|
rlm@145
|
1240 (.toRotationMatrix rot-b))))
|
rlm@145
|
1241 [yaw roll pitch]
|
rlm@145
|
1242 (seq (.toAngles rotation-about-joint nil))]
|
rlm@145
|
1243 ;;return euler angles of the quaternion around the new basis
|
rlm@145
|
1244 [yaw roll pitch]))))
|
rlm@145
|
1245
|
rlm@61
|
1246 #+end_src
|
rlm@0
|
1247
|
rlm@0
|
1248
|
rlm@0
|
1249
|
rlm@0
|
1250
|
rlm@0
|
1251
|
rlm@0
|
1252
|
rlm@0
|
1253
|
rlm@73
|
1254 * COMMENT generate Source
|
rlm@44
|
1255 #+begin_src clojure :tangle ../src/cortex/body.clj
|
rlm@175
|
1256 <<joints>>
|
rlm@0
|
1257 #+end_src
|
rlm@64
|
1258
|
rlm@69
|
1259 #+begin_src clojure :tangle ../src/cortex/test/body.clj
|
rlm@202
|
1260 <<test-0>>
|
rlm@64
|
1261 #+end_src
|
rlm@64
|
1262
|
rlm@64
|
1263
|
rlm@0
|
1264
|