annotate org/util.org @ 341:2e7d786241d3

now I am satisfied with the tests.
author Robert McIntyre <rlm@mit.edu>
date Sat, 21 Jul 2012 12:20:43 -0500
parents 70469ff8eb56
children 9fa92af29c3a
rev   line source
rlm@29 1 #+title: Clojure Utilities for jMonkeyEngine3
rlm@23 2 #+author: Robert McIntyre
rlm@23 3 #+email: rlm@mit.edu
rlm@29 4 #+description:
rlm@29 5 #+keywords: JME3, clojure, import, utilities
rlm@23 6 #+SETUPFILE: ../../aurellem/org/setup.org
rlm@23 7 #+INCLUDE: ../../aurellem/org/level-0.org
rlm@29 8
rlm@34 9 [TABLE-OF-CONTENTS]
rlm@29 10
rlm@29 11 These are a collection of functions to make programming jMonkeyEngine
rlm@29 12 in clojure easier.
rlm@23 13
rlm@34 14 * Imports
rlm@28 15
rlm@66 16 #+name: import
rlm@23 17 #+begin_src clojure :results silent
rlm@23 18 (ns cortex.import
rlm@23 19 (:require swank.util.class-browse))
rlm@23 20
rlm@23 21 (defn permissive-import
rlm@23 22 [classname]
rlm@23 23 (eval `(try (import '~classname)
rlm@23 24 (catch java.lang.Exception e#
rlm@23 25 (println "couldn't import " '~classname))))
rlm@23 26 classname)
rlm@23 27
rlm@23 28 (defn jme-class? [classname]
rlm@23 29 (and
rlm@23 30 (.startsWith classname "com.jme3.")
rlm@306 31 ;; Don't import the LWJGL stuff since it can throw exceptions
rlm@23 32 ;; upon being loaded.
rlm@23 33 (not (re-matches #".*Lwjgl.*" classname))))
rlm@23 34
rlm@23 35 (defn jme-classes
rlm@23 36 "returns a list of all jme3 classes"
rlm@23 37 []
rlm@23 38 (filter
rlm@23 39 jme-class?
rlm@23 40 (map :name
rlm@23 41 swank.util.class-browse/available-classes)))
rlm@23 42
rlm@23 43 (defn mega-import-jme3
rlm@23 44 "Import ALL the jme classes. For REPL use."
rlm@23 45 []
rlm@23 46 (doall
rlm@23 47 (map (comp permissive-import symbol) (jme-classes))))
rlm@23 48 #+end_src
rlm@23 49
rlm@29 50 jMonkeyEngine3 has a plethora of classes which can be overwhelming to
rlm@29 51 manage. This code uses reflection to import all of them. Once I'm
rlm@29 52 happy with the general structure of a namespace I can deal with
rlm@29 53 importing only the classes it actually needs.
rlm@29 54
rlm@306 55 The =mega-import-jme3= is quite useful for debugging purposes since
rlm@34 56 it allows completion for almost all of JME's classes from the REPL.
rlm@23 57
rlm@306 58 Out of curiosity, let's see just how many classes =mega-import-jme3=
rlm@23 59 imports:
rlm@23 60
rlm@29 61 #+begin_src clojure :exports both :results output
rlm@29 62 (println (clojure.core/count (cortex.import/jme-classes)) "classes")
rlm@23 63 #+end_src
rlm@23 64
rlm@23 65 #+results:
rlm@29 66 : 955 classes
rlm@23 67
rlm@25 68
rlm@34 69 * Utilities
rlm@23 70
rlm@29 71 The utilities here come in three main groups:
rlm@29 72 - Changing settings in a running =Application=
rlm@29 73 - Creating objects
rlm@50 74 - Debug Actions
rlm@29 75 - Visualizing objects
rlm@23 76
rlm@29 77 *** Changing Settings
rlm@24 78
rlm@66 79 #+name: util
rlm@25 80 #+begin_src clojure
rlm@29 81 (ns cortex.util
rlm@34 82 "Utility functions for making jMonkeyEngine3 easier to program from
rlm@34 83 clojure."
rlm@29 84 {:author "Robert McIntyre"}
rlm@29 85 (:use cortex.world)
rlm@29 86 (:import com.jme3.math.Vector3f)
rlm@29 87 (:import com.jme3.math.Quaternion)
rlm@29 88 (:import com.jme3.asset.TextureKey)
rlm@29 89 (:import com.jme3.bullet.control.RigidBodyControl)
rlm@29 90 (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape)
rlm@29 91 (:import com.jme3.scene.shape.Box)
rlm@29 92 (:import com.jme3.scene.Node)
rlm@29 93 (:import com.jme3.scene.shape.Sphere)
rlm@47 94 (:import com.jme3.light.AmbientLight)
rlm@29 95 (:import com.jme3.light.DirectionalLight)
rlm@114 96 (:import (com.jme3.math Triangle ColorRGBA))
rlm@29 97 (:import com.jme3.bullet.BulletAppState)
rlm@29 98 (:import com.jme3.material.Material)
rlm@40 99 (:import com.jme3.scene.Geometry)
rlm@114 100 (:import java.awt.image.BufferedImage)
rlm@114 101 (:import javax.swing.JPanel)
rlm@114 102 (:import javax.swing.JFrame)
rlm@335 103 (:import ij.ImagePlus)
rlm@114 104 (:import javax.swing.SwingUtilities)
rlm@192 105 (:import com.jme3.scene.plugins.blender.BlenderModelLoader)
rlm@40 106 (:import (java.util.logging Level Logger)))
rlm@40 107
rlm@320 108 (def println-repl
rlm@29 109 "println called from the LWJGL thread will not go to the REPL, but
rlm@114 110 instead to whatever terminal started the JVM process. This function
rlm@320 111 will always output to the REPL"
rlm@320 112 (bound-fn [& args] (apply println args)))
rlm@25 113
rlm@29 114 (defn position-camera
rlm@34 115 "Change the position of the in-world camera."
rlm@297 116 [world #^Vector3f position #^Quaternion rotation]
rlm@34 117 (doto (.getCamera world)
rlm@297 118 (.setLocation position)
rlm@297 119 (.setRotation rotation)))
rlm@25 120
rlm@29 121 (defn enable-debug
rlm@34 122 "Turn on debug wireframes for every object in this simulation."
rlm@29 123 [world]
rlm@29 124 (.enableDebug
rlm@29 125 (.getPhysicsSpace
rlm@29 126 (.getState
rlm@29 127 (.getStateManager world)
rlm@29 128 BulletAppState))
rlm@29 129 (asset-manager)))
rlm@29 130
rlm@78 131 (defn speed-up
rlm@78 132 "Increase the dismally slow speed of the world's camera."
rlm@78 133 [world]
rlm@78 134 (.setMoveSpeed (.getFlyByCamera world)
rlm@122 135 (float 60))
rlm@78 136 (.setRotationSpeed (.getFlyByCamera world)
rlm@122 137 (float 3))
rlm@78 138 world)
rlm@78 139
rlm@78 140
rlm@40 141 (defn no-logging
rlm@40 142 "Disable all of jMonkeyEngine's logging."
rlm@40 143 []
rlm@40 144 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))
rlm@40 145
rlm@40 146 (defn set-accuracy
rlm@40 147 "Change the accuracy at which the World's Physics is calculated."
rlm@40 148 [world new-accuracy]
rlm@40 149 (let [physics-manager
rlm@40 150 (.getState
rlm@40 151 (.getStateManager world) BulletAppState)]
rlm@40 152 (.setAccuracy
rlm@40 153 (.getPhysicsSpace physics-manager)
rlm@40 154 (float new-accuracy))))
rlm@40 155
rlm@40 156
rlm@34 157 (defn set-gravity
rlm@29 158 "In order to change the gravity of a scene, it is not only necessary
rlm@29 159 to set the gravity variable, but to \"tap\" every physics object in
rlm@29 160 the scene to reactivate physics calculations."
rlm@34 161 [world gravity]
rlm@25 162 (traverse
rlm@25 163 (fn [geom]
rlm@25 164 (if-let
rlm@29 165 ;; only set gravity for physical objects.
rlm@25 166 [control (.getControl geom RigidBodyControl)]
rlm@25 167 (do
rlm@25 168 (.setGravity control gravity)
rlm@29 169 ;; tappsies!
rlm@29 170 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO))))
rlm@34 171 (.getRootNode world)))
rlm@29 172
rlm@29 173 (defn add-element
rlm@34 174 "Add the Spatial to the world's environment"
rlm@34 175 ([world element node]
rlm@29 176 (.addAll
rlm@29 177 (.getPhysicsSpace
rlm@29 178 (.getState
rlm@34 179 (.getStateManager world)
rlm@29 180 BulletAppState))
rlm@29 181 element)
rlm@29 182 (.attachChild node element))
rlm@34 183 ([world element]
rlm@34 184 (add-element world element (.getRootNode world))))
rlm@29 185
rlm@29 186 (defn apply-map
rlm@29 187 "Like apply, but works for maps and functions that expect an
rlm@29 188 implicit map and nothing else as in (fn [& {}]).
rlm@29 189 ------- Example -------
rlm@29 190 (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}]
rlm@29 191 (println www))
rlm@29 192 (apply-map demo {:www \"hello!\"})
rlm@29 193 -->\"hello\""
rlm@29 194 [fn m]
rlm@29 195 (apply fn (reduce #(into %1 %2) [] m)))
rlm@29 196
rlm@151 197 (defn map-vals
rlm@151 198 "Transform a map by applying a function to its values,
rlm@151 199 keeping the keys the same."
rlm@151 200 [f m] (zipmap (keys m) (map f (vals m))))
rlm@151 201
rlm@164 202 (defn runonce
rlm@164 203 "Decorator. returns a function which will run only once.
rlm@164 204 Inspired by Halloway's version from Lancet."
rlm@164 205 {:author "Robert McIntyre"}
rlm@164 206 [function]
rlm@164 207 (let [sentinel (Object.)
rlm@164 208 result (atom sentinel)]
rlm@164 209 (fn [& args]
rlm@164 210 (locking sentinel
rlm@164 211 (if (= @result sentinel)
rlm@164 212 (reset! result (apply function args))
rlm@164 213 @result)))))
rlm@164 214
rlm@151 215
rlm@25 216 #+end_src
rlm@25 217
rlm@47 218 #+results: util
rlm@297 219 : #'cortex.util/runonce
rlm@73 220
rlm@25 221
rlm@29 222 *** Creating Basic Shapes
rlm@29 223
rlm@66 224 #+name: shapes
rlm@25 225 #+begin_src clojure :results silent
rlm@25 226 (in-ns 'cortex.util)
rlm@29 227
rlm@153 228 (defn load-bullet
rlm@306 229 "Running this function unpacks the native bullet libraries and makes
rlm@153 230 them available."
rlm@153 231 []
rlm@153 232 (let [sim (world (Node.) {} no-op no-op)]
rlm@153 233 (doto sim
rlm@153 234 (.enqueue
rlm@153 235 (fn []
rlm@153 236 (.stop sim)))
rlm@153 237 (.start))))
rlm@153 238
rlm@153 239
rlm@25 240 (defrecord shape-description
rlm@25 241 [name
rlm@25 242 color
rlm@25 243 mass
rlm@25 244 friction
rlm@25 245 texture
rlm@25 246 material
rlm@25 247 position
rlm@25 248 rotation
rlm@25 249 shape
rlm@29 250 physical?
rlm@29 251 GImpact?
rlm@29 252 ])
rlm@25 253
rlm@320 254 (def base-shape
rlm@320 255 "Basic settings for shapes."
rlm@320 256 (shape-description.
rlm@320 257 "default-shape"
rlm@320 258 false
rlm@320 259 ;;ColorRGBA/Blue
rlm@320 260 1.0 ;; mass
rlm@320 261 1.0 ;; friction
rlm@320 262 ;; texture
rlm@320 263 "Textures/Terrain/BrickWall/BrickWall.jpg"
rlm@320 264 ;; material
rlm@320 265 "Common/MatDefs/Misc/Unshaded.j3md"
rlm@320 266 Vector3f/ZERO
rlm@320 267 Quaternion/IDENTITY
rlm@320 268 (Box. Vector3f/ZERO 0.5 0.5 0.5)
rlm@320 269 true
rlm@320 270 false))
rlm@25 271
rlm@25 272 (defn make-shape
rlm@25 273 [#^shape-description d]
rlm@29 274 (let [asset-manager (asset-manager)
rlm@25 275 mat (Material. asset-manager (:material d))
rlm@25 276 geom (Geometry. (:name d) (:shape d))]
rlm@25 277 (if (:texture d)
rlm@25 278 (let [key (TextureKey. (:texture d))]
rlm@34 279 ;;(.setGenerateMips key true)
rlm@34 280 ;;(.setTexture mat "ColorMap" (.loadTexture asset-manager key))
rlm@34 281 ))
rlm@25 282 (if (:color d) (.setColor mat "Color" (:color d)))
rlm@25 283 (.setMaterial geom mat)
rlm@25 284 (if-let [rotation (:rotation d)] (.rotate geom rotation))
rlm@25 285 (.setLocalTranslation geom (:position d))
rlm@25 286 (if (:physical? d)
rlm@29 287 (let [physics-control
rlm@29 288 (if (:GImpact d)
rlm@29 289 ;; Create an accurate mesh collision shape if desired.
rlm@29 290 (RigidBodyControl.
rlm@29 291 (doto (GImpactCollisionShape.
rlm@29 292 (.getMesh geom))
rlm@29 293 (.createJmeMesh)
rlm@73 294 ;;(.setMargin 0)
rlm@73 295 )
rlm@29 296 (float (:mass d)))
rlm@29 297 ;; otherwise use jme3's default
rlm@29 298 (RigidBodyControl. (float (:mass d))))]
rlm@25 299 (.addControl geom physics-control)
rlm@25 300 ;;(.setSleepingThresholds physics-control (float 0) (float 0))
rlm@25 301 (.setFriction physics-control (:friction d))))
rlm@25 302 geom))
rlm@25 303
rlm@25 304 (defn box
rlm@25 305 ([l w h & {:as options}]
rlm@25 306 (let [options (merge base-shape options)]
rlm@25 307 (make-shape (assoc options
rlm@25 308 :shape (Box. l w h)))))
rlm@25 309 ([] (box 0.5 0.5 0.5)))
rlm@25 310
rlm@25 311 (defn sphere
rlm@25 312 ([r & {:as options}]
rlm@25 313 (let [options (merge base-shape options)]
rlm@25 314 (make-shape (assoc options
rlm@25 315 :shape (Sphere. 32 32 (float r))))))
rlm@25 316 ([] (sphere 0.5)))
rlm@62 317
rlm@192 318 (defn x-ray
rlm@306 319 "A useful material for debugging -- it can be seen no matter what
rlm@306 320 object occludes it."
rlm@192 321 [#^ColorRGBA color]
rlm@192 322 (doto (Material. (asset-manager)
rlm@192 323 "Common/MatDefs/Misc/Unshaded.j3md")
rlm@192 324 (.setColor "Color" color)
rlm@192 325 (-> (.getAdditionalRenderState)
rlm@192 326 (.setDepthTest false))))
rlm@74 327
rlm@62 328 (defn node-seq
rlm@62 329 "Take a node and return a seq of all its children
rlm@62 330 recursively. There will be no nodes left in the resulting
rlm@62 331 structure"
rlm@62 332 [#^Node node]
rlm@62 333 (tree-seq #(isa? (class %) Node) #(.getChildren %) node))
rlm@62 334
rlm@62 335 (defn nodify
rlm@62 336 "Take a sequence of things that can be attached to a node and return
rlm@62 337 a node with all of them attached"
rlm@62 338 ([name children]
rlm@62 339 (let [node (Node. name)]
rlm@62 340 (dorun (map #(.attachChild node %) children))
rlm@62 341 node))
rlm@62 342 ([children] (nodify "" children)))
rlm@62 343
rlm@192 344 (defn load-blender-model
rlm@192 345 "Load a .blend file using an asset folder relative path."
rlm@192 346 [^String model]
rlm@192 347 (.loadModel
rlm@192 348 (doto (asset-manager)
rlm@192 349 (.registerLoader BlenderModelLoader
rlm@192 350 (into-array String ["blend"]))) model))
rlm@192 351
rlm@62 352
rlm@29 353 #+end_src
rlm@25 354
rlm@25 355
rlm@50 356 *** Debug Actions
rlm@66 357 #+name: debug-actions
rlm@29 358 #+begin_src clojure :results silent
rlm@60 359 (in-ns 'cortex.util)
rlm@60 360
rlm@47 361 (defn basic-light-setup
rlm@306 362 "returns a sequence of lights appropriate for fully lighting a scene"
rlm@47 363 []
rlm@47 364 (conj
rlm@47 365 (doall
rlm@47 366 (map
rlm@47 367 (fn [direction]
rlm@47 368 (doto (DirectionalLight.)
rlm@47 369 (.setDirection direction)
rlm@47 370 (.setColor ColorRGBA/White)))
rlm@47 371 [;; six faces of a cube
rlm@47 372 Vector3f/UNIT_X
rlm@47 373 Vector3f/UNIT_Y
rlm@47 374 Vector3f/UNIT_Z
rlm@47 375 (.mult Vector3f/UNIT_X (float -1))
rlm@47 376 (.mult Vector3f/UNIT_Y (float -1))
rlm@47 377 (.mult Vector3f/UNIT_Z (float -1))]))
rlm@47 378 (doto (AmbientLight.)
rlm@47 379 (.setColor ColorRGBA/White))))
rlm@47 380
rlm@47 381 (defn light-up-everything
rlm@306 382 "Add lights to a world appropriate for quickly seeing everything
rlm@47 383 in the scene. Adds six DirectionalLights facing in orthogonal
rlm@47 384 directions, and one AmbientLight to provide overall lighting
rlm@47 385 coverage."
rlm@47 386 [world]
rlm@47 387 (dorun
rlm@47 388 (map
rlm@47 389 #(.addLight (.getRootNode world) %)
rlm@47 390 (basic-light-setup))))
rlm@50 391
rlm@50 392 (defn fire-cannon-ball
rlm@50 393 "Creates a function that fires a cannon-ball from the current game's
rlm@50 394 camera. The cannon-ball will be attached to the node if provided, or
rlm@50 395 to the game's RootNode if no node is provided."
rlm@50 396 ([node]
rlm@50 397 (fn [game value]
rlm@50 398 (if (not value)
rlm@50 399 (let [camera (.getCamera game)
rlm@50 400 cannon-ball
rlm@50 401 (sphere 0.7
rlm@50 402 :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@216 403 :color ColorRGBA/White
rlm@216 404 :name "cannonball!"
rlm@50 405 :position
rlm@50 406 (.add (.getLocation camera)
rlm@50 407 (.mult (.getDirection camera) (float 1)))
rlm@50 408 :mass 3)] ;200 0.05
rlm@50 409 (.setLinearVelocity
rlm@50 410 (.getControl cannon-ball RigidBodyControl)
rlm@50 411 (.mult (.getDirection camera) (float 50))) ;50
rlm@216 412 (add-element game cannon-ball (if node node (.getRootNode
rlm@216 413 game)))
rlm@216 414 cannon-ball))))
rlm@50 415 ([]
rlm@50 416 (fire-cannon-ball false)))
rlm@60 417
rlm@60 418 (def standard-debug-controls
rlm@60 419 {"key-space" (fire-cannon-ball)})
rlm@60 420
rlm@60 421
rlm@160 422 (defn tap [obj direction force]
rlm@160 423 (let [control (.getControl obj RigidBodyControl)]
rlm@160 424 (.applyTorque
rlm@160 425 control
rlm@160 426 (.mult (.getPhysicsRotation control)
rlm@160 427 (.mult (.normalize direction) (float force))))))
rlm@160 428
rlm@160 429
rlm@160 430 (defn with-movement
rlm@160 431 [object
rlm@160 432 [up down left right roll-up roll-down :as keyboard]
rlm@160 433 forces
rlm@160 434 [root-node
rlm@160 435 keymap
rlm@306 436 initialization
rlm@160 437 world-loop]]
rlm@160 438 (let [add-keypress
rlm@160 439 (fn [state keymap key]
rlm@160 440 (merge keymap
rlm@160 441 {key
rlm@160 442 (fn [_ pressed?]
rlm@160 443 (reset! state pressed?))}))
rlm@160 444 move-up? (atom false)
rlm@160 445 move-down? (atom false)
rlm@160 446 move-left? (atom false)
rlm@160 447 move-right? (atom false)
rlm@160 448 roll-left? (atom false)
rlm@160 449 roll-right? (atom false)
rlm@160 450
rlm@160 451 directions [(Vector3f. 0 1 0)(Vector3f. 0 -1 0)
rlm@160 452 (Vector3f. 0 0 1)(Vector3f. 0 0 -1)
rlm@160 453 (Vector3f. -1 0 0)(Vector3f. 1 0 0)]
rlm@160 454 atoms [move-left? move-right? move-up? move-down?
rlm@160 455 roll-left? roll-right?]
rlm@160 456
rlm@160 457 keymap* (reduce merge
rlm@160 458 (map #(add-keypress %1 keymap %2)
rlm@160 459 atoms
rlm@160 460 keyboard))
rlm@160 461
rlm@160 462 splice-loop (fn []
rlm@160 463 (dorun
rlm@160 464 (map
rlm@160 465 (fn [sym direction force]
rlm@160 466 (if @sym
rlm@160 467 (tap object direction force)))
rlm@160 468 atoms directions forces)))
rlm@160 469
rlm@160 470 world-loop* (fn [world tpf]
rlm@160 471 (world-loop world tpf)
rlm@160 472 (splice-loop))]
rlm@160 473 [root-node
rlm@160 474 keymap*
rlm@306 475 initialization
rlm@160 476 world-loop*]))
rlm@160 477
rlm@205 478 (import com.jme3.font.BitmapText)
rlm@205 479 (import com.jme3.scene.control.AbstractControl)
rlm@205 480 (import com.aurellem.capture.IsoTimer)
rlm@60 481
rlm@306 482 (defn display-dilated-time
rlm@205 483 "Shows the time as it is flowing in the simulation on a HUD display.
rlm@205 484 Useful for making videos."
rlm@205 485 [world timer]
rlm@205 486 (let [font (.loadFont (asset-manager) "Interface/Fonts/Default.fnt")
rlm@205 487 text (BitmapText. font false)]
rlm@205 488 (.setLocalTranslation text 300 (.getLineHeight text) 0)
rlm@205 489 (.addControl
rlm@205 490 text
rlm@205 491 (proxy [AbstractControl] []
rlm@205 492 (controlUpdate [tpf]
rlm@205 493 (.setText text (format
rlm@205 494 "%.2f"
rlm@341 495 (float (.getTimeInSeconds timer)))))
rlm@205 496 (controlRender [_ _])))
rlm@205 497 (.attachChild (.getGuiNode world) text)))
rlm@50 498 #+end_src
rlm@50 499
rlm@50 500
rlm@50 501 *** Viewing Objects
rlm@50 502
rlm@66 503 #+name: world-view
rlm@50 504 #+begin_src clojure :results silent
rlm@50 505 (in-ns 'cortex.util)
rlm@50 506
rlm@50 507 (defprotocol Viewable
rlm@50 508 (view [something]))
rlm@50 509
rlm@50 510 (extend-type com.jme3.scene.Geometry
rlm@50 511 Viewable
rlm@50 512 (view [geo]
rlm@50 513 (view (doto (Node.)(.attachChild geo)))))
rlm@47 514
rlm@29 515 (extend-type com.jme3.scene.Node
rlm@29 516 Viewable
rlm@29 517 (view
rlm@29 518 [node]
rlm@29 519 (.start
rlm@29 520 (world
rlm@29 521 node
rlm@29 522 {}
rlm@29 523 (fn [world]
rlm@29 524 (enable-debug world)
rlm@29 525 (set-gravity world Vector3f/ZERO)
rlm@47 526 (light-up-everything world))
rlm@29 527 no-op))))
rlm@62 528
rlm@62 529 (extend-type com.jme3.math.ColorRGBA
rlm@62 530 Viewable
rlm@62 531 (view
rlm@62 532 [color]
rlm@62 533 (view (doto (Node.)
rlm@62 534 (.attachChild (box 1 1 1 :color color))))))
rlm@62 535
rlm@336 536 (extend-type ij.ImagePlus
rlm@336 537 Viewable
rlm@336 538 (view [image]
rlm@336 539 (.show image)))
rlm@336 540
rlm@335 541 (extend-type java.awt.image.BufferedImage
rlm@335 542 Viewable
rlm@335 543 (view
rlm@335 544 [image]
rlm@336 545 (view (ImagePlus. "view-buffered-image" image))))
rlm@336 546
rlm@336 547
rlm@62 548 (defprotocol Textual
rlm@62 549 (text [something]
rlm@62 550 "Display a detailed textual analysis of the given object."))
rlm@62 551
rlm@62 552 (extend-type com.jme3.scene.Node
rlm@62 553 Textual
rlm@62 554 (text [node]
rlm@62 555 (println "Total Vertexes: " (.getVertexCount node))
rlm@62 556 (println "Total Triangles: " (.getTriangleCount node))
rlm@62 557 (println "Controls :")
rlm@62 558 (dorun (map #(text (.getControl node %)) (range (.getNumControls node))))
rlm@62 559 (println "Has " (.getQuantity node) " Children:")
rlm@62 560 (doall (map text (.getChildren node)))))
rlm@62 561
rlm@62 562 (extend-type com.jme3.animation.AnimControl
rlm@62 563 Textual
rlm@62 564 (text [control]
rlm@62 565 (let [animations (.getAnimationNames control)]
rlm@62 566 (println "Animation Control with " (count animations) " animation(s):")
rlm@62 567 (dorun (map println animations)))))
rlm@62 568
rlm@62 569 (extend-type com.jme3.animation.SkeletonControl
rlm@62 570 Textual
rlm@62 571 (text [control]
rlm@62 572 (println "Skeleton Control with the following skeleton:")
rlm@62 573 (println (.getSkeleton control))))
rlm@62 574
rlm@62 575 (extend-type com.jme3.bullet.control.KinematicRagdollControl
rlm@62 576 Textual
rlm@62 577 (text [control]
rlm@62 578 (println "Ragdoll Control")))
rlm@62 579
rlm@62 580 (extend-type com.jme3.scene.Geometry
rlm@62 581 Textual
rlm@62 582 (text [control]
rlm@62 583 (println "...geo...")))
rlm@108 584
rlm@108 585 (extend-type Triangle
rlm@108 586 Textual
rlm@108 587 (text [t]
rlm@108 588 (println "Triangle: " \newline (.get1 t) \newline
rlm@108 589 (.get2 t) \newline (.get3 t))))
rlm@108 590
rlm@25 591 #+end_src
rlm@25 592
rlm@29 593 Here I make the =Viewable= protocol and extend it to JME's types. Now
rlm@34 594 JME3's =hello-world= can be written as easily as:
rlm@29 595
rlm@29 596 #+begin_src clojure :results silent
rlm@29 597 (cortex.util/view (cortex.util/box))
rlm@29 598 #+end_src
rlm@29 599
rlm@29 600
rlm@24 601 * COMMENT code generation
rlm@24 602 #+begin_src clojure :tangle ../src/cortex/import.clj
rlm@24 603 <<import>>
rlm@24 604 #+end_src
rlm@25 605
rlm@25 606
rlm@29 607 #+begin_src clojure :tangle ../src/cortex/util.clj :noweb yes
rlm@25 608 <<util>>
rlm@25 609 <<shapes>>
rlm@50 610 <<debug-actions>>
rlm@29 611 <<world-view>>
rlm@25 612 #+end_src
rlm@25 613
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