rlm@34
|
1 #+title: A Virtual World for Sensate Creatures
|
rlm@23
|
2 #+author: Robert McIntyre
|
rlm@23
|
3 #+email: rlm@mit.edu
|
rlm@25
|
4 #+description: Creating a Virtual World for AI constructs using clojure and JME3
|
rlm@25
|
5 #+keywords: JME3, clojure, virtual world, exception handling
|
rlm@23
|
6 #+SETUPFILE: ../../aurellem/org/setup.org
|
rlm@23
|
7 #+INCLUDE: ../../aurellem/org/level-0.org
|
rlm@29
|
8 #+BABEL: :mkdirp yes :noweb yes :exports both
|
rlm@23
|
9
|
rlm@70
|
10 * The World
|
rlm@23
|
11
|
rlm@25
|
12 There's no point in having senses if there's nothing to experience. In
|
rlm@25
|
13 this section I make some tools with which to build virtual worlds for
|
rlm@25
|
14 my characters to inhabit. If you look at the tutorials at [[http://www.jmonkeyengine.org/wiki/doku.php/jme3:beginner][the jme3
|
rlm@25
|
15 website]], you will see a pattern in how virtual worlds are normally
|
rlm@25
|
16 built. I call this "the Java way" of making worlds.
|
rlm@23
|
17
|
rlm@25
|
18 - The Java way:
|
rlm@25
|
19 - Create a class that extends =SimpleApplication= or =Application=
|
rlm@25
|
20 - Implement setup functions that create all the scene objects using
|
rlm@25
|
21 the inherited =assetManager= and call them by overriding the
|
rlm@25
|
22 =simpleInitApp= method.
|
rlm@25
|
23 - Create =ActionListeners= and add them to the =inputManager=
|
rlm@25
|
24 inherited from =Application= to handle key-bindings.
|
rlm@25
|
25 - Override =simpleUpdate= to implement game logic.
|
rlm@25
|
26 - Running/Testing an Application involves creating a new JVM,
|
rlm@25
|
27 running the App, and then closing everything down.
|
rlm@23
|
28
|
rlm@23
|
29
|
rlm@25
|
30 - A more Clojureish way:
|
rlm@25
|
31 - Use a map from keys->functions to specify key-bindings.
|
rlm@25
|
32 - Use functions to create objects separately from any particular
|
rlm@25
|
33 application.
|
rlm@34
|
34 - Use a REPL -- this means that there's only ever one JVM, and
|
rlm@25
|
35 Applications come and go.
|
rlm@25
|
36
|
rlm@25
|
37 Since most development work using jMonkeyEngine is done in Java, jme3
|
rlm@25
|
38 supports "the Java way" quite well out of the box. To work "the
|
rlm@34
|
39 clojure way", it necessary to wrap the JME3 elements that deal with
|
rlm@25
|
40 the Application life-cycle with a REPL driven interface.
|
rlm@25
|
41
|
rlm@25
|
42 The most important modifications are:
|
rlm@25
|
43
|
rlm@25
|
44 - Separation of Object life-cycles with the Application life-cycle.
|
rlm@25
|
45 - Functional interface to the underlying =Application= and
|
rlm@25
|
46 =SimpleApplication= classes.
|
rlm@67
|
47
|
rlm@25
|
48 ** Header
|
rlm@66
|
49 #+name: header
|
rlm@25
|
50 #+begin_src clojure :results silent
|
rlm@25
|
51 (ns cortex.world
|
rlm@306
|
52 "World Creation, abstraction over jme3's input system, and REPL
|
rlm@25
|
53 driven exception handling"
|
rlm@25
|
54 {:author "Robert McIntyre"}
|
rlm@25
|
55
|
rlm@34
|
56 (:import com.aurellem.capture.IsoTimer)
|
rlm@34
|
57
|
rlm@25
|
58 (:import com.jme3.math.Vector3f)
|
rlm@25
|
59 (:import com.jme3.scene.Node)
|
rlm@25
|
60 (:import com.jme3.system.AppSettings)
|
rlm@25
|
61 (:import com.jme3.system.JmeSystem)
|
rlm@25
|
62 (:import com.jme3.input.KeyInput)
|
rlm@25
|
63 (:import com.jme3.input.controls.KeyTrigger)
|
rlm@25
|
64 (:import com.jme3.input.controls.MouseButtonTrigger)
|
rlm@25
|
65 (:import com.jme3.input.InputManager)
|
rlm@25
|
66 (:import com.jme3.bullet.BulletAppState)
|
rlm@25
|
67 (:import com.jme3.shadow.BasicShadowRenderer)
|
rlm@25
|
68 (:import com.jme3.app.SimpleApplication)
|
rlm@25
|
69 (:import com.jme3.input.controls.ActionListener)
|
rlm@25
|
70 (:import com.jme3.renderer.queue.RenderQueue$ShadowMode)
|
rlm@66
|
71 (:import org.lwjgl.input.Mouse)
|
rlm@66
|
72 (:import com.aurellem.capture.AurellemSystemDelegate))
|
rlm@66
|
73
|
rlm@25
|
74 #+end_src
|
rlm@25
|
75
|
rlm@65
|
76 ** General Settings
|
rlm@66
|
77 #+name: settings
|
rlm@25
|
78 #+begin_src clojure
|
rlm@25
|
79 (in-ns 'cortex.world)
|
rlm@23
|
80
|
rlm@315
|
81 (def ^:dynamic *app-settings*
|
rlm@315
|
82 "These settings control how the game is displayed on the screen for
|
rlm@315
|
83 debugging purposes. Use binding forms to change this if desired.
|
rlm@315
|
84 Full-screen mode does not work on some computers."
|
rlm@23
|
85 (doto (AppSettings. true)
|
rlm@23
|
86 (.setFullscreen false)
|
rlm@23
|
87 (.setTitle "Aurellem.")
|
rlm@306
|
88 ;; The "Send" AudioRenderer supports simulated hearing.
|
rlm@315
|
89 (.setAudioRenderer "Send")))
|
rlm@23
|
90
|
rlm@23
|
91 (defn asset-manager
|
rlm@23
|
92 "returns a new, configured assetManager" []
|
rlm@23
|
93 (JmeSystem/newAssetManager
|
rlm@23
|
94 (.getResource
|
rlm@23
|
95 (.getContextClassLoader (Thread/currentThread))
|
rlm@23
|
96 "com/jme3/asset/Desktop.cfg")))
|
rlm@25
|
97 #+end_src
|
rlm@25
|
98
|
rlm@25
|
99 Normally, people just use the =AssetManager= inherited from
|
rlm@25
|
100 =Application= whenever they extend that class. However,
|
rlm@25
|
101 =AssetManagers= are useful on their own to create objects/ materials,
|
rlm@25
|
102 independent from any particular application. =(asset-manager)= makes
|
rlm@34
|
103 object creation less tightly bound to a particular Application
|
rlm@34
|
104 Instance.
|
rlm@25
|
105
|
rlm@25
|
106 ** Exception Protection
|
rlm@66
|
107 #+name: exceptions
|
rlm@25
|
108 #+begin_src clojure
|
rlm@25
|
109 (in-ns 'cortex.world)
|
rlm@23
|
110
|
rlm@23
|
111 (defmacro no-exceptions
|
rlm@23
|
112 "Sweet relief like I never knew."
|
rlm@23
|
113 [& forms]
|
rlm@23
|
114 `(try ~@forms (catch Exception e# (.printStackTrace e#))))
|
rlm@23
|
115
|
rlm@25
|
116 (defn thread-exception-removal
|
rlm@25
|
117 "Exceptions thrown in the graphics rendering thread generally cause
|
rlm@25
|
118 the entire REPL to crash! It is good to suppress them while trying
|
rlm@25
|
119 things out to shorten the debug loop."
|
rlm@25
|
120 []
|
rlm@23
|
121 (.setUncaughtExceptionHandler
|
rlm@23
|
122 (Thread/currentThread)
|
rlm@23
|
123 (proxy [Thread$UncaughtExceptionHandler] []
|
rlm@23
|
124 (uncaughtException
|
rlm@25
|
125 [thread thrown]
|
rlm@25
|
126 (println "uncaught-exception thrown in " thread)
|
rlm@25
|
127 (println (.getMessage thrown))))))
|
rlm@23
|
128
|
rlm@25
|
129 #+end_src
|
rlm@23
|
130
|
rlm@25
|
131 Exceptions thrown in the LWJGL render thread, if not caught, will
|
rlm@25
|
132 destroy the entire JVM process including the REPL and slow development
|
rlm@25
|
133 to a crawl. It is better to try to continue on in the face of
|
rlm@25
|
134 exceptions and keep the REPL alive as long as possible. Normally it
|
rlm@25
|
135 is possible to just exit the faulty Application, fix the bug,
|
rlm@25
|
136 reevaluate the appropriate forms, and be on your way, without
|
rlm@25
|
137 restarting the JVM.
|
rlm@23
|
138
|
rlm@25
|
139 ** Input
|
rlm@66
|
140 #+name: input
|
rlm@25
|
141 #+begin_src clojure
|
rlm@25
|
142 (in-ns 'cortex.world)
|
rlm@23
|
143
|
rlm@65
|
144 (defn static-integer?
|
rlm@65
|
145 "does the field represent a static integer constant?"
|
rlm@65
|
146 [#^java.lang.reflect.Field field]
|
rlm@65
|
147 (and (java.lang.reflect.Modifier/isStatic (.getModifiers field))
|
rlm@65
|
148 (integer? (.get field nil))))
|
rlm@65
|
149
|
rlm@65
|
150 (defn integer-constants [class]
|
rlm@65
|
151 (filter static-integer? (.getFields class)))
|
rlm@65
|
152
|
rlm@320
|
153 (defn constant-map
|
rlm@65
|
154 "Takes a class and creates a map of the static constant integer
|
rlm@65
|
155 fields with their names. This helps with C wrappers where they have
|
rlm@65
|
156 just defined a bunch of integer constants instead of enums"
|
rlm@65
|
157 [class]
|
rlm@65
|
158 (let [integer-fields (integer-constants class)]
|
rlm@65
|
159 (into (sorted-map)
|
rlm@65
|
160 (zipmap (map #(.get % nil) integer-fields)
|
rlm@65
|
161 (map #(.getName %) integer-fields)))))
|
rlm@320
|
162 (alter-var-root #'constant-map memoize)
|
rlm@65
|
163
|
rlm@23
|
164 (defn all-keys
|
rlm@25
|
165 "Uses reflection to generate a map of string names to jme3 trigger
|
rlm@25
|
166 objects, which govern input from the keyboard and mouse"
|
rlm@23
|
167 []
|
rlm@65
|
168 (let [inputs (constant-map KeyInput)]
|
rlm@23
|
169 (assoc
|
rlm@23
|
170 (zipmap (map (fn [field]
|
rlm@320
|
171 (.toLowerCase (.replaceAll field "_" "-"))) (vals inputs))
|
rlm@23
|
172 (map (fn [val] (KeyTrigger. val)) (keys inputs)))
|
rlm@23
|
173 ;;explicitly add mouse controls
|
rlm@23
|
174 "mouse-left" (MouseButtonTrigger. 0)
|
rlm@23
|
175 "mouse-middle" (MouseButtonTrigger. 2)
|
rlm@23
|
176 "mouse-right" (MouseButtonTrigger. 1))))
|
rlm@23
|
177
|
rlm@23
|
178 (defn initialize-inputs
|
rlm@25
|
179 "Establish key-bindings for a particular virtual world."
|
rlm@23
|
180 [game input-manager key-map]
|
rlm@25
|
181 (doall
|
rlm@25
|
182 (map (fn [[name trigger]]
|
rlm@25
|
183 (.addMapping
|
rlm@25
|
184 ^InputManager input-manager
|
rlm@25
|
185 name (into-array (class trigger)
|
rlm@25
|
186 [trigger]))) key-map))
|
rlm@25
|
187 (doall
|
rlm@25
|
188 (map (fn [name]
|
rlm@25
|
189 (.addListener
|
rlm@25
|
190 ^InputManager input-manager game
|
rlm@34
|
191 (into-array String [name]))) (keys key-map))))
|
rlm@23
|
192
|
rlm@23
|
193 #+end_src
|
rlm@23
|
194
|
rlm@66
|
195 #+results: input
|
rlm@66
|
196 : #'cortex.world/initialize-inputs
|
rlm@66
|
197
|
rlm@25
|
198 These functions are for controlling the world through the keyboard and
|
rlm@25
|
199 mouse.
|
rlm@23
|
200
|
rlm@65
|
201 =constant-map= gets the numerical values for all the keys defined in
|
rlm@65
|
202 the =KeyInput= class.
|
rlm@23
|
203
|
rlm@26
|
204 #+begin_src clojure :exports both :results verbatim
|
rlm@65
|
205 (take 5 (vals (cortex.world/constant-map KeyInput)))
|
rlm@26
|
206 #+end_src
|
rlm@26
|
207
|
rlm@26
|
208 #+results:
|
rlm@26
|
209 : ("KEY_ESCAPE" "KEY_1" "KEY_2" "KEY_3" "KEY_4")
|
rlm@26
|
210
|
rlm@25
|
211 =(all-keys)= converts the constant names like =KEY_J= to the more
|
rlm@25
|
212 clojure-like =key-j=, and returns a map from these keys to
|
rlm@25
|
213 jMonkeyEngine =KeyTrigger= objects, which jMonkeyEngine3 uses as it's
|
rlm@25
|
214 abstraction over the physical keys. =all-keys= also adds the three
|
rlm@25
|
215 mouse button controls to the map.
|
rlm@23
|
216
|
rlm@25
|
217 #+begin_src clojure :exports both :results output
|
rlm@317
|
218 (clojure.pprint/pprint
|
rlm@26
|
219 (take 6 (cortex.world/all-keys)))
|
rlm@25
|
220 #+end_src
|
rlm@25
|
221
|
rlm@25
|
222 #+results:
|
rlm@317
|
223 : (["key-n" #<KeyTrigger com.jme3.input.controls.KeyTrigger@2ad82934>]
|
rlm@317
|
224 : ["key-apps" #<KeyTrigger com.jme3.input.controls.KeyTrigger@3c900d00>]
|
rlm@317
|
225 : ["key-pgup" #<KeyTrigger com.jme3.input.controls.KeyTrigger@7d051157>]
|
rlm@317
|
226 : ["key-f8" #<KeyTrigger com.jme3.input.controls.KeyTrigger@717f0d2d>]
|
rlm@317
|
227 : ["key-o" #<KeyTrigger com.jme3.input.controls.KeyTrigger@4a555fcc>]
|
rlm@317
|
228 : ["key-at" #<KeyTrigger com.jme3.input.controls.KeyTrigger@47d31aaa>])
|
rlm@25
|
229
|
rlm@25
|
230 ** World Creation
|
rlm@66
|
231 #+name: world
|
rlm@23
|
232 #+begin_src clojure :results silent
|
rlm@23
|
233 (in-ns 'cortex.world)
|
rlm@23
|
234
|
rlm@25
|
235 (defn no-op
|
rlm@25
|
236 "Takes any number of arguments and does nothing."
|
rlm@25
|
237 [& _])
|
rlm@25
|
238
|
rlm@23
|
239 (defn traverse
|
rlm@23
|
240 "apply f to every non-node, deeply"
|
rlm@23
|
241 [f node]
|
rlm@23
|
242 (if (isa? (class node) Node)
|
rlm@23
|
243 (dorun (map (partial traverse f) (.getChildren node)))
|
rlm@23
|
244 (f node)))
|
rlm@23
|
245
|
rlm@25
|
246 (defn world
|
rlm@25
|
247 "the =world= function takes care of the details of initializing a
|
rlm@25
|
248 SimpleApplication.
|
rlm@23
|
249
|
rlm@25
|
250 ***** Arguments:
|
rlm@25
|
251
|
rlm@25
|
252 - root-node : a com.jme3.scene.Node object which contains all of
|
rlm@25
|
253 the objects that should be in the simulation.
|
rlm@25
|
254
|
rlm@25
|
255 - key-map : a map from strings describing keys to functions that
|
rlm@25
|
256 should be executed whenever that key is pressed.
|
rlm@25
|
257 the functions should take a SimpleApplication object and a
|
rlm@25
|
258 boolean value. The SimpleApplication is the current simulation
|
rlm@25
|
259 that is running, and the boolean is true if the key is being
|
rlm@25
|
260 pressed, and false if it is being released. As an example,
|
rlm@25
|
261
|
rlm@25
|
262 {\"key-j\" (fn [game value] (if value (println \"key j pressed\")))}
|
rlm@25
|
263
|
rlm@25
|
264 is a valid key-map which will cause the simulation to print a
|
rlm@25
|
265 message whenever the 'j' key on the keyboard is pressed.
|
rlm@25
|
266
|
rlm@25
|
267 - setup-fn : a function that takes a SimpleApplication object. It
|
rlm@25
|
268 is called once when initializing the simulation. Use it to
|
rlm@25
|
269 create things like lights, change the gravity, initialize debug
|
rlm@25
|
270 nodes, etc.
|
rlm@25
|
271
|
rlm@25
|
272 - update-fn : this function takes a SimpleApplication object and a
|
rlm@25
|
273 float and is called every frame of the simulation. The float
|
rlm@25
|
274 tells how many seconds is has been since the last frame was
|
rlm@25
|
275 rendered, according to whatever clock jme is currently
|
rlm@25
|
276 using. The default is to use IsoTimer which will result in this
|
rlm@25
|
277 value always being the same.
|
rlm@25
|
278 "
|
rlm@23
|
279 [root-node key-map setup-fn update-fn]
|
rlm@34
|
280 (let [physics-manager (BulletAppState.)]
|
rlm@67
|
281 (JmeSystem/setSystemDelegate (AurellemSystemDelegate.))
|
rlm@25
|
282 (doto
|
rlm@25
|
283 (proxy [SimpleApplication ActionListener] []
|
rlm@25
|
284 (simpleInitApp
|
rlm@25
|
285 []
|
rlm@25
|
286 (no-exceptions
|
rlm@25
|
287 ;; allow AI entities as much time as they need to think.
|
rlm@25
|
288 (.setTimer this (IsoTimer. 60))
|
rlm@25
|
289 (.setFrustumFar (.getCamera this) 300)
|
rlm@25
|
290 ;; Create default key-map.
|
rlm@25
|
291 (initialize-inputs this (.getInputManager this) (all-keys))
|
rlm@25
|
292 ;; Don't take control of the mouse
|
rlm@25
|
293 (org.lwjgl.input.Mouse/setGrabbed false)
|
rlm@25
|
294 ;; add all objects to the world
|
rlm@25
|
295 (.attachChild (.getRootNode this) root-node)
|
rlm@25
|
296 ;; enable physics
|
rlm@25
|
297 ;; add a physics manager
|
rlm@25
|
298 (.attach (.getStateManager this) physics-manager)
|
rlm@25
|
299 (.setGravity (.getPhysicsSpace physics-manager)
|
rlm@25
|
300 (Vector3f. 0 -9.81 0))
|
rlm@25
|
301 ;; go through every object and add it to the physics
|
rlm@25
|
302 ;; manager if relevant.
|
rlm@52
|
303 ;;(traverse (fn [geom]
|
rlm@52
|
304 ;; (dorun
|
rlm@52
|
305 ;; (for [n (range (.getNumControls geom))]
|
rlm@52
|
306 ;; (do
|
rlm@52
|
307 ;; (cortex.util/println-repl
|
rlm@52
|
308 ;; "adding " (.getControl geom n))
|
rlm@52
|
309 ;; (.add (.getPhysicsSpace physics-manager)
|
rlm@52
|
310 ;; (.getControl geom n))))))
|
rlm@52
|
311 ;; (.getRootNode this))
|
rlm@25
|
312 ;; call the supplied setup-fn
|
rlm@52
|
313 ;; simpler !
|
rlm@52
|
314 (.addAll (.getPhysicsSpace physics-manager) root-node)
|
rlm@25
|
315 (if setup-fn
|
rlm@25
|
316 (setup-fn this))))
|
rlm@25
|
317 (simpleUpdate
|
rlm@25
|
318 [tpf]
|
rlm@25
|
319 (no-exceptions
|
rlm@25
|
320 (update-fn this tpf)))
|
rlm@25
|
321 (onAction
|
rlm@25
|
322 [binding value tpf]
|
rlm@25
|
323 ;; whenever a key is pressed, call the function returned
|
rlm@25
|
324 ;; from key-map.
|
rlm@25
|
325 (no-exceptions
|
rlm@25
|
326 (if-let [react (key-map binding)]
|
rlm@25
|
327 (react this value)))))
|
rlm@25
|
328 ;; don't show a menu to change options.
|
rlm@25
|
329 (.setShowSettings false)
|
rlm@25
|
330 ;; continue running simulation even if the window has lost
|
rlm@25
|
331 ;; focus.
|
rlm@25
|
332 (.setPauseOnLostFocus false)
|
rlm@25
|
333 (.setSettings *app-settings*))))
|
rlm@67
|
334
|
rlm@23
|
335 #+end_src
|
rlm@23
|
336
|
rlm@23
|
337
|
rlm@25
|
338 =(world)= is the most important function here. It presents a more
|
rlm@26
|
339 functional interface to the Application life-cycle, and all its
|
rlm@26
|
340 arguments except =root-node= are plain immutable clojure data
|
rlm@26
|
341 structures. This makes it easier to extend functionally by composing
|
rlm@26
|
342 multiple functions together, and to add more keyboard-driven actions
|
rlm@26
|
343 by combining clojure maps.
|
rlm@24
|
344
|
rlm@24
|
345
|
rlm@24
|
346
|
rlm@24
|
347 * COMMENT code generation
|
rlm@29
|
348 #+begin_src clojure :tangle ../src/cortex/world.clj :noweb yes
|
rlm@25
|
349 <<header>>
|
rlm@25
|
350 <<settings>>
|
rlm@25
|
351 <<exceptions>>
|
rlm@25
|
352 <<input>>
|
rlm@24
|
353 <<world>>
|
rlm@24
|
354 #+end_src
|