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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 * Design Constraints
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9
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10 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is
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11 determined by the requirements of the AI that will use them. The
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12 bodies must be easy for an AI to sense and control, and they must be
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13 relatively simple for jMonkeyEngine to compute.
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14
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15 ** Bag of Bones
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16
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17 How to create such a body? One option I ultimately rejected is to use
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18 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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19 which describes the creature's entire body. To this you add an
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20 (skeleton) which deforms this mesh. This technique is used extensively
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21 to model humans and create realistic animations. It is hard to use for
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22 my purposes because it is difficult to update the creature's Physics
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23 Collision Mesh in tandem with its Geometric Mesh under the influence
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24 of the armature. Withouth this the creature will not be able to grab
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25 things in its environment, and it won't be able to tell where its
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26 physical body is by using its eyes. Also, armatures do not specify
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27 any rotational limits for a joint, making it hard to model elbows,
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28 shoulders, etc.
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29
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30 ** EVE
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31
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32 Instead of using the human-like "deformable bag of bones" approach, I
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33 decided to base my body plans on the robot EVE from the movie wall-E.
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34
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35 #+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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36 [[../images/Eve.jpg]]
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37
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38 EVE's body is composed of several rigid components that are held
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39 together by invisible joint constraints. This is what I mean by
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40 "eve-like". The main reason that I use eve-style bodies is so that
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41 there will be correspondence between the AI's vision and the physical
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42 presence of its body. Each individual section is simulated by a
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43 separate rigid body that corresponds exactly with its visual
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44 representation and does not change. Sections are connected by
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45 invisible joints that are well supported in jMonkyeEngine. Bullet, the
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46 physics backend for jMonkeyEngine, can efficiently simulate hundreds
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47 of rigid bodies connected by joints. Sections do not have to stay as
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48 one piece forever; they can be dynamically replaced with multiple
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49 sections to simulate splitting in two. This could be used to simulate
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50 retractable claws or EVE's hands, which could coalece into one object
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51 in the movie.
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52
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53 * Solidifying the Body
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54
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55 Here is a hand designed eve-style in blender.
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56
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57 #+attr_html: width="755"
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58 [[../images/hand-screenshot0.png]]
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59
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60 If we load it directly into jMonkeyEngine, we get this:
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61
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62 #+name: test-1
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63 #+begin_src clojure
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64 (def hand-path "Models/test-creature/hand.blend")
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65
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66 (defn hand [] (load-blender-model hand-path))
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67
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68 (defn setup [world]
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69 (let [cam (.getCamera world)]
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70 (println-repl cam)
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71 (.setLocation
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72 cam (Vector3f.
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73 -6.9015837, 8.644911, 5.6043186))
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74 (.setRotation
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75 cam
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76 (Quaternion.
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77 0.14046453, 0.85894054, -0.34301838, 0.3533118)))
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78 (light-up-everything world)
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79 (.setTimer world (RatchetTimer. 60))
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80 world)
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81
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82 (defn test-one []
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83 (world (hand)
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84 standard-debug-controls
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85 (comp
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86 #(Capture/captureVideo
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87 % (File. "/home/r/proj/cortex/render/body/1"))
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88 setup)
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89 no-op))
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90 #+end_src
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91
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92
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93 #+begin_src clojure :results silent
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94 (.start (cortex.test.body/test-one))
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95 #+end_src
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96
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97 #+begin_html
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98 <div class="figure">
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99 <center>
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100 <video controls="controls" width="640">
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101 <source src="../video/ghost-hand.ogg" type="video/ogg"
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102 preload="none" poster="../images/aurellem-1280x480.png" />
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103 </video>
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104 </center>
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105 <p>The hand model directly loaded from blender. It has no physical
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106 presense in the simulation. </p>
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107 </div>
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108 #+end_html
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109
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110 You will notice that the hand has no physical presence -- it's a
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111 hologram through which everything passes. Therefore, the first thing
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112 to do is to make it solid. Blender has physics simulation on par with
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113 jMonkeyEngine (they both use bullet as their physics backend), but it
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114 can be difficult to translate between the two systems, so for now I
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115 specify the mass of each object in blender and construct the physics
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116 shape based on the mesh in jMonkeyEngine.
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117
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118 #+name: body-1
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119 #+begin_src clojure
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120 (defn physical!
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121 "Iterate through the nodes in creature and make them real physical
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122 objects in the simulation."
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123 [#^Node creature]
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124 (dorun
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125 (map
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126 (fn [geom]
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127 (let [physics-control
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128 (RigidBodyControl.
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129 (HullCollisionShape.
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130 (.getMesh geom))
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131 (if-let [mass (meta-data geom "mass")]
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132 (do
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133 (println-repl
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134 "setting" (.getName geom) "mass to" (float mass))
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135 (float mass))
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136 (float 1)))]
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137 (.addControl geom physics-control)))
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138 (filter #(isa? (class %) Geometry )
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139 (node-seq creature)))))
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140 #+end_src
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141
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142 =(physical!)= iterates through a creature's node structure, creating
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143 CollisionShapes for each geometry with the mass specified in that
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144 geometry's meta-data.
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145
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146 #+name: test-2
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147 #+begin_src clojure
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148 (in-ns 'cortex.test.body)
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149
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150 (def normal-gravity
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151 {"key-g" (fn [world _]
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152 (set-gravity world (Vector3f. 0 -9.81 0)))})
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153
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154 (defn floor []
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155 (box 10 3 10 :position (Vector3f. 0 -10 0)
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156 :color ColorRGBA/Gray :mass 0))
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157
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158 (defn test-two []
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159 (world (nodify
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160 [(doto (hand)
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161 (physical!))
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162 (floor)])
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163 (merge standard-debug-controls normal-gravity)
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164 (comp
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165 #(Capture/captureVideo
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166 % (File. "/home/r/proj/cortex/render/body/2"))
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167 #(do (set-gravity % Vector3f/ZERO) %)
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168 setup)
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169 no-op))
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170 #+end_src
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171
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172 #+begin_html
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173 <div class="figure">
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174 <center>
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175 <video controls="controls" width="640">
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176 <source src="../video/crumbly-hand.ogg" type="video/ogg"
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177 preload="none" poster="../images/aurellem-1280x480.png" />
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178 </video>
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179 </center>
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180 <p>The hand now has a physical presence, but there is nothing to hold
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181 it together.</p>
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182 </div>
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183 #+end_html
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184
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185 Now that's some progress.
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186
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187 * Joints
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188
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189 Obviously, an AI is not going to be doing much just lying in pieces on
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190 the floor. So, the next step to making a proper body is to connect
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191 those pieces together with joints. jMonkeyEngine has a large array of
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192 joints available via bullet, such as Point2Point, Cone, Hinge, and a
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193 generic Six Degree of Freedom joint, with or without spring
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194 restitution.
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195
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196 Although it should be possible to specify the joints using blender's
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197 physics system, and then automatically import them with jMonkeyEngine,
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198 the support isn't there yet, and there are a few problems with bullet
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199 itself that need to be solved before it can happen.
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200
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201 So, I will use the same system for specifying joints as I will do for
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202 some senses. Each joint is specified by an empty node whose parent
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203 has the name "joints". Their orientation and meta-data determine what
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204 joint is created.
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205
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206 #+attr_html: width="755"
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207 #+caption: joints hack in blender. Each empty node here will be transformed into a joint in jMonkeyEngine
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208 [[../images/hand-screenshot1.png]]
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209
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210 The empty node in the upper right, highlighted in yellow, is the
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211 parent node of all the emptys which represent joints. The following
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212 functions must do three things to translate these into real joints:
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213
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214 - Find the children of the "joints" node.
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215 - Determine the two spatials the joint it meant to connect.
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216 - Create the joint based on the meta-data of the empty node.
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217
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218 ** Finding the Joints
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219 #+name: joints-2
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220 #+begin_src clojure
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221 (defvar
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222 ^{:arglists '([creature])}
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223 joints
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224 (sense-nodes "joints")
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225 "Return the children of the creature's \"joints\" node.")
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226 #+end_src
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227
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228 The higher order function =(sense-nodes)= from cortex.sense makes our
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229 first task very easy.
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230
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231 ** Joint Targets and Orientation
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232
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233 This technique for finding a joint's targets is very similiar to
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234 =(cortex.sense/closest-node)=. A small cube, centered around the
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235 empty-node, grows exponentially until it intersects two /physical/
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236 objects. The objects are ordered according to the joint's rotation,
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237 with the first one being the object that has more negative coordinates
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238 in the joint's reference frame. Since the objects must be physical,
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239 the empty-node itself escapes detection. Because the objects must be
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240 physical, =(joint-targets)= must be called /after/ =(physical!)= is
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241 called.
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242
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243 #+name: joints-3
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244 #+begin_src clojure
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245 (defn joint-targets
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246 "Return the two closest two objects to the joint object, ordered
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247 from bottom to top according to the joint's rotation."
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248 [#^Node parts #^Node joint]
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249 (loop [radius (float 0.01)]
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250 (let [results (CollisionResults.)]
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251 (.collideWith
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252 parts
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253 (BoundingBox. (.getWorldTranslation joint)
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254 radius radius radius)
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255 results)
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256 (let [targets
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257 (distinct
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258 (map #(.getGeometry %) results))]
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259 (if (>= (count targets) 2)
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260 (sort-by
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261 #(let [v
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262 (jme-to-blender
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263 (.mult
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264 (.inverse (.getWorldRotation joint))
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265 (.subtract (.getWorldTranslation %)
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266 (.getWorldTranslation joint))))]
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267 (println-repl (.getName %) ":" v)
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268 (.dot (Vector3f. 1 1 1)
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269 v))
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270 (take 2 targets))
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271 (recur (float (* radius 2))))))))
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272 #+end_src
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273
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274 ** Generating Joints
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275
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276 This long chunk of code iterates through all the different ways of
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277 specifying joints using blender meta-data and converts each one to the
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278 appropriate jMonkyeEngine joint.
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279
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280 #+name: joints-4
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281 #+begin_src clojure
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282 (defmulti joint-dispatch
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283 "Translate blender pseudo-joints into real JME joints."
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284 (fn [constraints & _]
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285 (:type constraints)))
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286
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287 (defmethod joint-dispatch :point
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288 [constraints control-a control-b pivot-a pivot-b rotation]
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289 (println-repl "creating POINT2POINT joint")
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290 ;; bullet's point2point joints are BROKEN, so we must use the
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291 ;; generic 6DOF joint instead of an actual Point2Point joint!
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292
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293 ;; should be able to do this:
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294 (comment
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295 (Point2PointJoint.
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296 control-a
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297 control-b
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298 pivot-a
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299 pivot-b))
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300
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301 ;; but instead we must do this:
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302 (println-repl "substuting 6DOF joint for POINT2POINT joint!")
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303 (doto
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304 (SixDofJoint.
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305 control-a
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306 control-b
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307 pivot-a
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308 pivot-b
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309 false)
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310 (.setLinearLowerLimit Vector3f/ZERO)
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311 (.setLinearUpperLimit Vector3f/ZERO)))
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312
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313 (defmethod joint-dispatch :hinge
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314 [constraints control-a control-b pivot-a pivot-b rotation]
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315 (println-repl "creating HINGE joint")
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316 (let [axis
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317 (if-let
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318 [axis (:axis constraints)]
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319 axis
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320 Vector3f/UNIT_X)
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321 [limit-1 limit-2] (:limit constraints)
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322 hinge-axis
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323 (.mult
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324 rotation
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325 (blender-to-jme axis))]
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326 (doto
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327 (HingeJoint.
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328 control-a
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329 control-b
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330 pivot-a
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331 pivot-b
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332 hinge-axis
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333 hinge-axis)
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334 (.setLimit limit-1 limit-2))))
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335
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336 (defmethod joint-dispatch :cone
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337 [constraints control-a control-b pivot-a pivot-b rotation]
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338 (let [limit-xz (:limit-xz constraints)
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339 limit-xy (:limit-xy constraints)
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340 twist (:twist constraints)]
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341
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342 (println-repl "creating CONE joint")
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343 (println-repl rotation)
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344 (println-repl
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345 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
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346 (println-repl
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347 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
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348 (println-repl
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349 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
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350 (doto
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351 (ConeJoint.
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352 control-a
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353 control-b
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354 pivot-a
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355 pivot-b
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356 rotation
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357 rotation)
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358 (.setLimit (float limit-xz)
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359 (float limit-xy)
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360 (float twist)))))
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361
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362 (defn connect
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363 "Create a joint between 'obj-a and 'obj-b at the location of
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364 'joint. The type of joint is determined by the metadata on 'joint.
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365
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366 Here are some examples:
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367 {:type :point}
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368 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
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369 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
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370
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371 {:type :cone :limit-xz 0]
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372 :limit-xy 0]
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373 :twist 0]} (use XZY rotation mode in blender!)"
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374 [#^Node obj-a #^Node obj-b #^Node joint]
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375 (let [control-a (.getControl obj-a RigidBodyControl)
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376 control-b (.getControl obj-b RigidBodyControl)
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377 joint-center (.getWorldTranslation joint)
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378 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
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379 pivot-a (world-to-local obj-a joint-center)
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380 pivot-b (world-to-local obj-b joint-center)]
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381
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382 (if-let [constraints
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383 (map-vals
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384 eval
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385 (read-string
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386 (meta-data joint "joint")))]
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387 ;; A side-effect of creating a joint registers
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388 ;; it with both physics objects which in turn
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389 ;; will register the joint with the physics system
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390 ;; when the simulation is started.
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391 (do
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392 (println-repl "creating joint between"
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393 (.getName obj-a) "and" (.getName obj-b))
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394 (joint-dispatch constraints
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395 control-a control-b
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396 pivot-a pivot-b
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397 joint-rotation))
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398 (println-repl "could not find joint meta-data!"))))
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399 #+end_src
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400
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401 Creating joints is now a matter applying =(connect)= to each joint
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402 node.
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403
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404 #+name: joints-5
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405 #+begin_src clojure
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406 (defn joints!
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407 "Connect the solid parts of the creature with physical joints. The
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408 joints are taken from the \"joints\" node in the creature."
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409 [#^Node creature]
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410 (dorun
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411 (map
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412 (fn [joint]
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413 (let [[obj-a obj-b] (joint-targets creature joint)]
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414 (connect obj-a obj-b joint)))
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415 (joints creature))))
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416 #+end_src
|
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417
|
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418
|
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|
419 ** Round 3
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420
|
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421 Now we can test the hand in all its glory.
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422
|
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|
423 #+name: test-3
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|
424 #+begin_src clojure
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|
425 (in-ns 'cortex.test.body)
|
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|
426
|
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|
427 (def debug-control
|
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|
428 {"key-h" (fn [world val]
|
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|
429 (if val (enable-debug world)))
|
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|
430 "key-u" (fn [world _] (set-gravity world Vector3f/ZERO))})
|
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|
431
|
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|
432 (defn test-three []
|
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|
433 (world (nodify
|
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|
434 [(doto (hand)
|
rlm@205
|
435 (physical!)
|
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|
436 (joints!))
|
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|
437 (floor)])
|
rlm@203
|
438 (merge standard-debug-controls debug-control
|
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|
439 normal-gravity)
|
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|
440 (comp
|
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|
441 #(Capture/captureVideo
|
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|
442 % (File. "/home/r/proj/cortex/render/body/3"))
|
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|
443 #(do (set-gravity % Vector3f/ZERO) %)
|
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|
444 setup)
|
rlm@203
|
445 no-op))
|
rlm@203
|
446 #+end_src
|
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|
447
|
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|
448 =(physical!)= makes the hand solid, then =(joints!)= connects each
|
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|
449 piece together.
|
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|
450
|
rlm@203
|
451 #+begin_html
|
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|
452 <div class="figure">
|
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|
453 <center>
|
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|
454 <video controls="controls" width="640">
|
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|
455 <source src="../video/full-hand.ogg" type="video/ogg"
|
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|
456 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@203
|
457 </video>
|
rlm@203
|
458 </center>
|
rlm@203
|
459 <p>Now the hand is physical and has joints.</p>
|
rlm@203
|
460 </div>
|
rlm@203
|
461 #+end_html
|
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|
462
|
rlm@203
|
463 The joints are visualized as green connections between each segment
|
rlm@203
|
464 for debug purposes. You can see that they correspond to the empty
|
rlm@203
|
465 nodes in the blender file.
|
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|
466
|
rlm@203
|
467 * Wrap-Up!
|
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|
468
|
rlm@203
|
469 It is convienent to combine =(physical!)= and =(joints!)= into one
|
rlm@203
|
470 function that completely creates the creature's physical body.
|
rlm@203
|
471
|
rlm@205
|
472 #+name: joints-6
|
rlm@203
|
473 #+begin_src clojure
|
rlm@175
|
474 (defn body!
|
rlm@175
|
475 "Endow the creature with a physical body connected with joints. The
|
rlm@175
|
476 particulars of the joints and the masses of each pody part are
|
rlm@175
|
477 determined in blender."
|
rlm@175
|
478 [#^Node creature]
|
rlm@175
|
479 (physical! creature)
|
rlm@175
|
480 (joints! creature))
|
rlm@64
|
481 #+end_src
|
rlm@63
|
482
|
rlm@205
|
483 * The Worm
|
rlm@205
|
484
|
rlm@205
|
485 Going forward, I will use a model that is less complicated than the
|
rlm@205
|
486 hand. It has two segments and one joint, and I call it the worm. All
|
rlm@205
|
487 of the senses described in the following posts will be applied to this
|
rlm@205
|
488 worm.
|
rlm@205
|
489
|
rlm@205
|
490 #+name: test-4
|
rlm@205
|
491 #+begin_src clojure
|
rlm@205
|
492 (in-ns 'cortex.test.body)
|
rlm@205
|
493
|
rlm@205
|
494 (defn worm-1 []
|
rlm@205
|
495 (let [timer (RatchetTimer. 60)]
|
rlm@205
|
496 (world
|
rlm@205
|
497 (nodify
|
rlm@205
|
498 [(doto
|
rlm@205
|
499 (load-blender-model
|
rlm@205
|
500 "Models/test-creature/worm.blend")
|
rlm@205
|
501 (body!))
|
rlm@205
|
502 (floor)])
|
rlm@205
|
503 (merge standard-debug-controls debug-control)
|
rlm@205
|
504 #(do
|
rlm@205
|
505 (speed-up %)
|
rlm@205
|
506 (light-up-everything %)
|
rlm@205
|
507 (.setTimer % timer)
|
rlm@205
|
508 (cortex.util/display-dialated-time % timer)
|
rlm@205
|
509 (Capture/captureVideo
|
rlm@205
|
510 % (File. "/home/r/proj/cortex/render/body/4")))
|
rlm@205
|
511 no-op)))
|
rlm@205
|
512 #+end_src
|
rlm@205
|
513
|
rlm@205
|
514 #+begin_html
|
rlm@205
|
515 <div class="figure">
|
rlm@205
|
516 <center>
|
rlm@205
|
517 <video controls="controls" width="640">
|
rlm@205
|
518 <source src="../video/worm-1.ogg" type="video/ogg"
|
rlm@205
|
519 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@205
|
520 </video>
|
rlm@205
|
521 </center>
|
rlm@205
|
522 <p>This worm model will be the platform onto which future senses will
|
rlm@205
|
523 be grafted.</p>
|
rlm@205
|
524 </div>
|
rlm@205
|
525 #+end_html
|
rlm@205
|
526
|
rlm@202
|
527 * Bookkeeping
|
rlm@175
|
528
|
rlm@207
|
529 Headers; here for completeness.
|
rlm@203
|
530
|
rlm@205
|
531 #+name: body-header
|
rlm@202
|
532 #+begin_src clojure
|
rlm@202
|
533 (ns cortex.body
|
rlm@202
|
534 "Assemble a physical creature using the definitions found in a
|
rlm@202
|
535 specially prepared blender file. Creates rigid bodies and joints so
|
rlm@202
|
536 that a creature can have a physical presense in the simulation."
|
rlm@202
|
537 {:author "Robert McIntyre"}
|
rlm@202
|
538 (:use (cortex world util sense))
|
rlm@202
|
539 (:use clojure.contrib.def)
|
rlm@202
|
540 (:import
|
rlm@202
|
541 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)
|
rlm@202
|
542 (com.jme3.bullet.joints
|
rlm@202
|
543 SixDofJoint Point2PointJoint HingeJoint ConeJoint)
|
rlm@202
|
544 com.jme3.bullet.control.RigidBodyControl
|
rlm@202
|
545 com.jme3.collision.CollisionResults
|
rlm@202
|
546 com.jme3.bounding.BoundingBox
|
rlm@202
|
547 com.jme3.scene.Node
|
rlm@202
|
548 com.jme3.scene.Geometry
|
rlm@202
|
549 com.jme3.bullet.collision.shapes.HullCollisionShape))
|
rlm@202
|
550 #+end_src
|
rlm@133
|
551
|
rlm@205
|
552 #+name: test-header
|
rlm@205
|
553 #+begin_src clojure
|
rlm@205
|
554 (ns cortex.test.body
|
rlm@205
|
555 (:use (cortex world util body))
|
rlm@205
|
556 (:import
|
rlm@205
|
557 (com.aurellem.capture Capture RatchetTimer)
|
rlm@205
|
558 (com.jme3.math Quaternion Vector3f ColorRGBA)
|
rlm@205
|
559 java.io.File))
|
rlm@205
|
560 #+end_src
|
rlm@205
|
561
|
rlm@202
|
562 * Source
|
rlm@207
|
563 - [[../src/cortex/body.clj][cortex.body]]
|
rlm@207
|
564 - [[../src/cortex/test/body.clj][cortex.test.body]]
|
rlm@207
|
565 - [[../assets/Models/test-creature/hand.blend][hand.blend]]
|
rlm@207
|
566 - [[../assets/Models/test-creature/worm.blend][worm.blend]]
|
rlm@207
|
567 - [[../assets/Models/test-creature/retina-small.png][UV-map-1]]
|
rlm@207
|
568 - [[../assets/Models/test-creature/tip.png][UV-map-2]]
|
rlm@63
|
569
|
rlm@206
|
570 * COMMENT Generate Source
|
rlm@44
|
571 #+begin_src clojure :tangle ../src/cortex/body.clj
|
rlm@205
|
572 <<body-header>>
|
rlm@205
|
573 <<body-1>>
|
rlm@205
|
574 <<joints-2>>
|
rlm@205
|
575 <<joints-3>>
|
rlm@205
|
576 <<joints-4>>
|
rlm@205
|
577 <<joints-5>>
|
rlm@205
|
578 <<joints-6>>
|
rlm@0
|
579 #+end_src
|
rlm@64
|
580
|
rlm@69
|
581 #+begin_src clojure :tangle ../src/cortex/test/body.clj
|
rlm@205
|
582 <<test-header>>
|
rlm@205
|
583 <<test-1>>
|
rlm@205
|
584 <<test-2>>
|
rlm@205
|
585 <<test-3>>
|
rlm@205
|
586 <<test-4>>
|
rlm@64
|
587 #+end_src
|
rlm@64
|
588
|
rlm@64
|
589
|
rlm@0
|
590
|
rlm@206
|
591
|