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1 #+title: First attempt at a creature!
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description:
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5 #+keywords: simulation, jMonkeyEngine3, clojure
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6 #+SETUPFILE: ../../aurellem/org/setup.org
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7 #+INCLUDE: ../../aurellem/org/level-0.org
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8
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9
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10
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11 * Brainstorming different sensors and effectors.
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12
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13 Every sense that we have should have an effector that changes what
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14 that sense (or others who have that sense) experiences.
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15
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16 ** Classic Senses
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17 | Sense | Effector |
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18 |------------------------------+---------------------------------|
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19 | Vision | Variable Coloration |
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20 | Hearing | Speech |
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21 | Proprioception | Movement |
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22 | Smell/Taste (Chemoreception) | Pheremones |
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23 | Touch | Movement / Controllable Texture |
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24 | Acceleration | Movement |
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25 | Balance (sense gravity) | Movement |
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26 | | |
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27
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28 - New Senses/Effectors
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29 - Levitation
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30 - Telekenesis
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31
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32 - Symbol Sense
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33 Where objects in the world can be queried for description /
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34 symbols.
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35
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36 - Symbol Marking
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37 The ability to mark objects in the world with your own descriptions
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38 and symbols.
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39
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40 - Vision
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41 Distinguish the polarization of light
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42 Color
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43 Movement
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44
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45 * project ideas
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46 - HACKER for writing muscle-control programs : Presented with
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47 low-level muscle control/ sense API, generate higher level programs
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48 for accomplishing various stated goals. Example goals might be
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49 "extend all your fingers" or "move your hand into the area with
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50 blue light" or "decrease the angle of this joint". It would be
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51 like Sussman's HACKER, except it would operate with much more data
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52 in a more realistic world. Start off with "calestanthics" to
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53 develop subrouitines over the motor control API. This would be the
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54 "spinal chord" of a more intelligent creature. The low level
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55 programming code might be a turning machine that could develop
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56 programs to iterate over a "tape" where each entry in the tape
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57 could control recruitment of the fibers in a muscle.
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58 - Make a virtual computer in the virtual world which with which the
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59 creature interacts using its fingers to press keys on a virtual
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60 keyboard. The creature can access the internet, watch videos, take
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61 over the world, anything it wants.
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62 - Make virtual insturments like pianos, drumbs, etc that it learns to
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63 play.
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64 - make a joint that figures out what type of joint it is (range of
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65 motion)
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66
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67
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68
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69
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70
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71 * goals
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72
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73 ** have to get done before winston
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74 - [ ] write an explination for why greyscale bitmaps for senses is
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75 appropiate -- 1/2 day
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76 - [ ] muscle control -- day
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77 - [ ] proprioception sensor map in the style of the other senses -- day
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78 - [ ] refactor integration code to distribute to each of the senses
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79 -- day
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80 - [ ] create video showing all the senses for Winston -- 2 days
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81 - [ ] write summary of project for Winston \
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82 - [ ] project proposals for Winston \
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83 - [ ] additional senses to be implemented for Winston | -- 2 days
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84 - [ ] send Winston package /
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85
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86 ** would be cool to get done before winston
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87 - [X] enable greyscale bitmaps for touch -- 2 hours
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88 - [X] use sawfish to auto-tile sense windows -- 6 hours
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89 - [X] sawfish keybinding to automatically delete all sense windows
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90 - [ ] directly change the UV-pixels to show sensor activation -- 2
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91 days
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92 - [ ] proof of concept C sense manipulation -- 2 days
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93 - [ ] proof of concept GPU sense manipulation -- week
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94 - [ ] fourier view of sound -- 2 or 3 days
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95 - [ ] dancing music generator -- 1 day, depends on fourier
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96
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97 ** don't have to get done before winston
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98 - [ ] write tests for integration -- 3 days
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99 - [ ] usertime/gametime clock HUD display -- day
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100 - [ ] find papers for each of the senses justifying my own
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101 representation -- week
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102 - [ ] show sensor maps in HUD display? -- 4 days
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103 - [ ] show sensor maps in AWT display? -- 2 days
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104
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105
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106 * Intro
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107 So far, I've made the following senses --
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108 - Vision
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109 - Hearing
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110 - Touch
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111 - Proprioception
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112
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113 And one effector:
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114 - Movement
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115
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116 However, the code so far has only enabled these senses, but has not
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117 actually implemented them. For example, there is still a lot of work
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118 to be done for vision. I need to be able to create an /eyeball/ in
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119 simulation that can be moved around and see the world from different
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120 angles. I also need to determine weather to use log-polar or cartesian
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121 for the visual input, and I need to determine how/wether to
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122 disceritise the visual input.
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123
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124 I also want to be able to visualize both the sensors and the
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125 effectors in pretty pictures. This semi-retarted creature will be my
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126 first attempt at bringing everything together.
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127
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128 * The creature's body
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129
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130 Still going to do an eve-like body in blender, but due to problems
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131 importing the joints, etc into jMonkeyEngine3, I'm going to do all
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132 the connecting here in clojure code, using the names of the individual
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133 components and trial and error. Later, I'll maybe make some sort of
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134 creature-building modifications to blender that support whatever
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135 discreitized senses I'm going to make.
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136
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137 #+name: body-1
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138 #+begin_src clojure
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139 (ns cortex.silly
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140 "let's play!"
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141 {:author "Robert McIntyre"})
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142
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143 ;; TODO remove this!
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144 (require 'cortex.import)
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145 (cortex.import/mega-import-jme3)
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146 (use '(cortex world util body hearing touch vision))
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147
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148 (rlm.rlm-commands/help)
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149 (import java.awt.image.BufferedImage)
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150 (import javax.swing.JPanel)
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151 (import javax.swing.SwingUtilities)
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152 (import java.awt.Dimension)
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153 (import javax.swing.JFrame)
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154 (import java.awt.Dimension)
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155 (import com.aurellem.capture.RatchetTimer)
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156 (declare joint-create)
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157 (use 'clojure.contrib.def)
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158
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159 (defn points->image
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160 "Take a sparse collection of points and visuliaze it as a
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161 BufferedImage."
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162
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163 ;; TODO maybe parallelize this since it's easy
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164
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165 [points]
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166 (if (empty? points)
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167 (BufferedImage. 1 1 BufferedImage/TYPE_BYTE_BINARY)
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168 (let [xs (vec (map first points))
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169 ys (vec (map second points))
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170 x0 (apply min xs)
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171 y0 (apply min ys)
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172 width (- (apply max xs) x0)
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173 height (- (apply max ys) y0)
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174 image (BufferedImage. (inc width) (inc height)
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175 BufferedImage/TYPE_INT_RGB)]
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176 (dorun
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177 (for [x (range (.getWidth image))
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178 y (range (.getHeight image))]
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179 (.setRGB image x y 0xFF0000)))
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180 (dorun
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181 (for [index (range (count points))]
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182 (.setRGB image (- (xs index) x0) (- (ys index) y0) -1)))
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183
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184 image)))
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185
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186 (defn average [coll]
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187 (/ (reduce + coll) (count coll)))
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188
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189 (defn collapse-1d
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190 "One dimensional analogue of collapse"
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191 [center line]
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192 (let [length (count line)
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193 num-above (count (filter (partial < center) line))
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194 num-below (- length num-above)]
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195 (range (- center num-below)
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196 (+ center num-above))))
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197
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198 (defn collapse
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199 "Take a set of pairs of integers and collapse them into a
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200 contigous bitmap."
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201 [points]
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202 (if (empty? points) []
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203 (let
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204 [num-points (count points)
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205 center (vector
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206 (int (average (map first points)))
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207 (int (average (map first points))))
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208 flattened
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209 (reduce
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210 concat
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211 (map
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212 (fn [column]
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213 (map vector
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214 (map first column)
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215 (collapse-1d (second center)
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216 (map second column))))
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217 (partition-by first (sort-by first points))))
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218 squeezed
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219 (reduce
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220 concat
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221 (map
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222 (fn [row]
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223 (map vector
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224 (collapse-1d (first center)
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225 (map first row))
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226 (map second row)))
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227 (partition-by second (sort-by second flattened))))
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228 relocate
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229 (let [min-x (apply min (map first squeezed))
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230 min-y (apply min (map second squeezed))]
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231 (map (fn [[x y]]
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232 [(- x min-x)
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233 (- y min-y)])
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234 squeezed))]
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235 relocate)))
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236
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237 (defn load-bullet []
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238 (let [sim (world (Node.) {} no-op no-op)]
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239 (doto sim
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240 (.enqueue
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241 (fn []
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242 (.stop sim)))
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243 (.start))))
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244
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245 (defn load-blender-model
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246 "Load a .blend file using an asset folder relative path."
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247 [^String model]
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248 (.loadModel
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249 (doto (asset-manager)
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250 (.registerLoader BlenderModelLoader (into-array String ["blend"])))
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251 model))
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252
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253 (defn meta-data [blender-node key]
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254 (if-let [data (.getUserData blender-node "properties")]
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255 (.findValue data key)
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256 nil))
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257
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258 (defn blender-to-jme
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259 "Convert from Blender coordinates to JME coordinates"
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260 [#^Vector3f in]
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261 (Vector3f. (.getX in)
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262 (.getZ in)
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263 (- (.getY in))))
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264
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265
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266
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267
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268
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269 (defn world-to-local
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270 "Convert the world coordinates into coordinates relative to the
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271 object (i.e. local coordinates), taking into account the rotation
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272 of object."
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273 [#^Spatial object world-coordinate]
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274 (let [out (Vector3f.)]
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275 (.worldToLocal object world-coordinate out) out))
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276
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277 (defn local-to-world
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278 "Convert the local coordinates into coordinates into world relative
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279 coordinates"
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280 [#^Spatial object local-coordinate]
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281 (let [world-coordinate (Vector3f.)]
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282 (.localToWorld object local-coordinate world-coordinate)
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283 world-coordinate))
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284
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285 (defmulti joint-dispatch
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286 "Translate blender pseudo-joints into real JME joints."
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287 (fn [constraints & _]
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288 (:type constraints)))
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289
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290 (defmethod joint-dispatch :point
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291 [constraints control-a control-b pivot-a pivot-b rotation]
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292 (println-repl "creating POINT2POINT joint")
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293 ;; bullet's point2point joints are BROKEN, so we must use the
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294 ;; generic 6DOF joint instead of an actual Point2Point joint!
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295
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296 ;; should be able to do this:
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297 (comment
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298 (Point2PointJoint.
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299 control-a
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300 control-b
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301 pivot-a
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302 pivot-b))
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303
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304 ;; but instead we must do this:
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305 (println-repl "substuting 6DOF joint for POINT2POINT joint!")
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306 (doto
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307 (SixDofJoint.
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308 control-a
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309 control-b
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310 pivot-a
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311 pivot-b
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312 false)
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313 (.setLinearLowerLimit Vector3f/ZERO)
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314 (.setLinearUpperLimit Vector3f/ZERO)
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315 ;;(.setAngularLowerLimit (Vector3f. 1 1 1))
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316 ;;(.setAngularUpperLimit (Vector3f. 0 0 0))
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317
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318 ))
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319
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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)))
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356 (println-repl
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357 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
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358 (doto
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359 (ConeJoint.
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360 control-a
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361 control-b
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362 pivot-a
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363 pivot-b
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364 rotation
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365 rotation)
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366 (.setLimit (float limit-xz)
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367 (float limit-xy)
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368 (float twist)))))
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369
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370 (defn connect
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rlm@87
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371 "here are some examples:
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372 {:type :point}
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373 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
|
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374 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
|
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375
|
rlm@89
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376 {:type :cone :limit-xz 0]
|
rlm@89
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377 :limit-xy 0]
|
rlm@89
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378 :twist 0]} (use XZY rotation mode in blender!)"
|
rlm@87
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379 [#^Node obj-a #^Node obj-b #^Node joint]
|
rlm@87
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380 (let [control-a (.getControl obj-a RigidBodyControl)
|
rlm@87
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381 control-b (.getControl obj-b RigidBodyControl)
|
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382 joint-center (.getWorldTranslation joint)
|
rlm@87
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383 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
|
rlm@87
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384 pivot-a (world-to-local obj-a joint-center)
|
rlm@87
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385 pivot-b (world-to-local obj-b joint-center)]
|
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386
|
rlm@87
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387 (if-let [constraints
|
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|
388 (map-vals
|
rlm@87
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389 eval
|
rlm@87
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390 (read-string
|
rlm@87
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391 (meta-data joint "joint")))]
|
rlm@89
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392 ;; A side-effect of creating a joint registers
|
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393 ;; it with both physics objects which in turn
|
rlm@89
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394 ;; will register the joint with the physics system
|
rlm@89
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395 ;; when the simulation is started.
|
rlm@87
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396 (do
|
rlm@87
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397 (println-repl "creating joint between"
|
rlm@87
|
398 (.getName obj-a) "and" (.getName obj-b))
|
rlm@87
|
399 (joint-dispatch constraints
|
rlm@87
|
400 control-a control-b
|
rlm@87
|
401 pivot-a pivot-b
|
rlm@87
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402 joint-rotation))
|
rlm@87
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403 (println-repl "could not find joint meta-data!"))))
|
rlm@87
|
404
|
rlm@130
|
405
|
rlm@130
|
406
|
rlm@130
|
407
|
rlm@78
|
408 (defn assemble-creature [#^Node pieces joints]
|
rlm@78
|
409 (dorun
|
rlm@78
|
410 (map
|
rlm@78
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411 (fn [geom]
|
rlm@78
|
412 (let [physics-control
|
rlm@78
|
413 (RigidBodyControl.
|
rlm@78
|
414 (HullCollisionShape.
|
rlm@78
|
415 (.getMesh geom))
|
rlm@78
|
416 (if-let [mass (meta-data geom "mass")]
|
rlm@78
|
417 (do
|
rlm@78
|
418 (println-repl
|
rlm@78
|
419 "setting" (.getName geom) "mass to" (float mass))
|
rlm@78
|
420 (float mass))
|
rlm@78
|
421 (float 1)))]
|
rlm@78
|
422
|
rlm@78
|
423 (.addControl geom physics-control)))
|
rlm@78
|
424 (filter #(isa? (class %) Geometry )
|
rlm@78
|
425 (node-seq pieces))))
|
rlm@78
|
426 (dorun
|
rlm@78
|
427 (map
|
rlm@78
|
428 (fn [joint]
|
rlm@133
|
429 (let [[obj-a obj-b] (joint-targets pieces joint)]
|
rlm@88
|
430 (connect obj-a obj-b joint)))
|
rlm@78
|
431 joints))
|
rlm@78
|
432 pieces)
|
rlm@74
|
433
|
rlm@116
|
434 (declare blender-creature)
|
rlm@74
|
435
|
rlm@78
|
436 (def hand "Models/creature1/one.blend")
|
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|
437
|
rlm@78
|
438 (def worm "Models/creature1/try-again.blend")
|
rlm@78
|
439
|
rlm@90
|
440 (def touch "Models/creature1/touch.blend")
|
rlm@90
|
441
|
rlm@90
|
442 (defn worm-model [] (load-blender-model worm))
|
rlm@90
|
443
|
rlm@80
|
444 (defn x-ray [#^ColorRGBA color]
|
rlm@80
|
445 (doto (Material. (asset-manager)
|
rlm@80
|
446 "Common/MatDefs/Misc/Unshaded.j3md")
|
rlm@80
|
447 (.setColor "Color" color)
|
rlm@80
|
448 (-> (.getAdditionalRenderState)
|
rlm@80
|
449 (.setDepthTest false))))
|
rlm@80
|
450
|
rlm@91
|
451 (defn colorful []
|
rlm@91
|
452 (.getChild (worm-model) "worm-21"))
|
rlm@90
|
453
|
rlm@90
|
454 (import jme3tools.converters.ImageToAwt)
|
rlm@90
|
455
|
rlm@90
|
456 (import ij.ImagePlus)
|
rlm@90
|
457
|
rlm@108
|
458 ;; Every Mesh has many triangles, each with its own index.
|
rlm@108
|
459 ;; Every vertex has its own index as well.
|
rlm@90
|
460
|
rlm@108
|
461 (defn tactile-sensor-image
|
rlm@110
|
462 "Return the touch-sensor distribution image in BufferedImage format,
|
rlm@110
|
463 or nil if it does not exist."
|
rlm@91
|
464 [#^Geometry obj]
|
rlm@110
|
465 (if-let [image-path (meta-data obj "touch")]
|
rlm@110
|
466 (ImageToAwt/convert
|
rlm@110
|
467 (.getImage
|
rlm@110
|
468 (.loadTexture
|
rlm@110
|
469 (asset-manager)
|
rlm@110
|
470 image-path))
|
rlm@110
|
471 false false 0)))
|
rlm@110
|
472
|
rlm@91
|
473 (import ij.process.ImageProcessor)
|
rlm@91
|
474 (import java.awt.image.BufferedImage)
|
rlm@91
|
475
|
rlm@92
|
476 (def white -1)
|
rlm@94
|
477
|
rlm@91
|
478 (defn filter-pixels
|
rlm@108
|
479 "List the coordinates of all pixels matching pred, within the bounds
|
rlm@108
|
480 provided. Bounds -> [x0 y0 width height]"
|
rlm@92
|
481 {:author "Dylan Holmes"}
|
rlm@108
|
482 ([pred #^BufferedImage image]
|
rlm@108
|
483 (filter-pixels pred image [0 0 (.getWidth image) (.getHeight image)]))
|
rlm@108
|
484 ([pred #^BufferedImage image [x0 y0 width height]]
|
rlm@108
|
485 ((fn accumulate [x y matches]
|
rlm@108
|
486 (cond
|
rlm@108
|
487 (>= y (+ height y0)) matches
|
rlm@108
|
488 (>= x (+ width x0)) (recur 0 (inc y) matches)
|
rlm@108
|
489 (pred (.getRGB image x y))
|
rlm@108
|
490 (recur (inc x) y (conj matches [x y]))
|
rlm@108
|
491 :else (recur (inc x) y matches)))
|
rlm@108
|
492 x0 y0 [])))
|
rlm@91
|
493
|
rlm@91
|
494 (defn white-coordinates
|
rlm@108
|
495 "Coordinates of all the white pixels in a subset of the image."
|
rlm@112
|
496 ([#^BufferedImage image bounds]
|
rlm@112
|
497 (filter-pixels #(= % white) image bounds))
|
rlm@112
|
498 ([#^BufferedImage image]
|
rlm@112
|
499 (filter-pixels #(= % white) image)))
|
rlm@108
|
500
|
rlm@108
|
501 (defn triangle
|
rlm@112
|
502 "Get the triangle specified by triangle-index from the mesh within
|
rlm@112
|
503 bounds."
|
rlm@108
|
504 [#^Mesh mesh triangle-index]
|
rlm@108
|
505 (let [scratch (Triangle.)]
|
rlm@108
|
506 (.getTriangle mesh triangle-index scratch)
|
rlm@108
|
507 scratch))
|
rlm@108
|
508
|
rlm@108
|
509 (defn triangle-vertex-indices
|
rlm@108
|
510 "Get the triangle vertex indices of a given triangle from a given
|
rlm@108
|
511 mesh."
|
rlm@108
|
512 [#^Mesh mesh triangle-index]
|
rlm@108
|
513 (let [indices (int-array 3)]
|
rlm@108
|
514 (.getTriangle mesh triangle-index indices)
|
rlm@108
|
515 (vec indices)))
|
rlm@108
|
516
|
rlm@108
|
517 (defn vertex-UV-coord
|
rlm@108
|
518 "Get the uv-coordinates of the vertex named by vertex-index"
|
rlm@108
|
519 [#^Mesh mesh vertex-index]
|
rlm@108
|
520 (let [UV-buffer
|
rlm@108
|
521 (.getData
|
rlm@108
|
522 (.getBuffer
|
rlm@108
|
523 mesh
|
rlm@108
|
524 VertexBuffer$Type/TexCoord))]
|
rlm@108
|
525 [(.get UV-buffer (* vertex-index 2))
|
rlm@108
|
526 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
|
rlm@108
|
527
|
rlm@108
|
528 (defn triangle-UV-coord
|
rlm@108
|
529 "Get the uv-cooridnates of the triangle's verticies."
|
rlm@108
|
530 [#^Mesh mesh width height triangle-index]
|
rlm@108
|
531 (map (fn [[u v]] (vector (* width u) (* height v)))
|
rlm@108
|
532 (map (partial vertex-UV-coord mesh)
|
rlm@108
|
533 (triangle-vertex-indices mesh triangle-index))))
|
rlm@91
|
534
|
rlm@102
|
535 (defn same-side?
|
rlm@102
|
536 "Given the points p1 and p2 and the reference point ref, is point p
|
rlm@102
|
537 on the same side of the line that goes through p1 and p2 as ref is?"
|
rlm@102
|
538 [p1 p2 ref p]
|
rlm@91
|
539 (<=
|
rlm@91
|
540 0
|
rlm@91
|
541 (.dot
|
rlm@91
|
542 (.cross (.subtract p2 p1) (.subtract p p1))
|
rlm@91
|
543 (.cross (.subtract p2 p1) (.subtract ref p1)))))
|
rlm@91
|
544
|
rlm@108
|
545 (defn triangle-seq [#^Triangle tri]
|
rlm@108
|
546 [(.get1 tri) (.get2 tri) (.get3 tri)])
|
rlm@108
|
547
|
rlm@108
|
548 (defn vector3f-seq [#^Vector3f v]
|
rlm@108
|
549 [(.getX v) (.getY v) (.getZ v)])
|
rlm@108
|
550
|
rlm@108
|
551 (defn inside-triangle?
|
rlm@108
|
552 "Is the point inside the triangle?"
|
rlm@108
|
553 {:author "Dylan Holmes"}
|
rlm@108
|
554 [#^Triangle tri #^Vector3f p]
|
rlm@108
|
555 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]
|
rlm@108
|
556 (and
|
rlm@108
|
557 (same-side? vert-1 vert-2 vert-3 p)
|
rlm@108
|
558 (same-side? vert-2 vert-3 vert-1 p)
|
rlm@108
|
559 (same-side? vert-3 vert-1 vert-2 p))))
|
rlm@108
|
560
|
rlm@94
|
561 (defn triangle->matrix4f
|
rlm@108
|
562 "Converts the triangle into a 4x4 matrix: The first three columns
|
rlm@108
|
563 contain the vertices of the triangle; the last contains the unit
|
rlm@108
|
564 normal of the triangle. The bottom row is filled with 1s."
|
rlm@94
|
565 [#^Triangle t]
|
rlm@94
|
566 (let [mat (Matrix4f.)
|
rlm@94
|
567 [vert-1 vert-2 vert-3]
|
rlm@94
|
568 ((comp vec map) #(.get t %) (range 3))
|
rlm@94
|
569 unit-normal (do (.calculateNormal t)(.getNormal t))
|
rlm@94
|
570 vertices [vert-1 vert-2 vert-3 unit-normal]]
|
rlm@94
|
571 (dorun
|
rlm@94
|
572 (for [row (range 4) col (range 3)]
|
rlm@94
|
573 (do
|
rlm@94
|
574 (.set mat col row (.get (vertices row)col))
|
rlm@94
|
575 (.set mat 3 row 1))))
|
rlm@94
|
576 mat))
|
rlm@94
|
577
|
rlm@94
|
578 (defn triangle-transformation
|
rlm@94
|
579 "Returns the affine transformation that converts each vertex in the
|
rlm@94
|
580 first triangle into the corresponding vertex in the second
|
rlm@94
|
581 triangle."
|
rlm@94
|
582 [#^Triangle tri-1 #^Triangle tri-2]
|
rlm@94
|
583 (.mult
|
rlm@94
|
584 (triangle->matrix4f tri-2)
|
rlm@94
|
585 (.invert (triangle->matrix4f tri-1))))
|
rlm@94
|
586
|
rlm@108
|
587 (defn point->vector2f [[u v]]
|
rlm@108
|
588 (Vector2f. u v))
|
rlm@94
|
589
|
rlm@94
|
590 (defn vector2f->vector3f [v]
|
rlm@94
|
591 (Vector3f. (.getX v) (.getY v) 0))
|
rlm@94
|
592
|
rlm@94
|
593 (defn map-triangle [f #^Triangle tri]
|
rlm@94
|
594 (Triangle.
|
rlm@94
|
595 (f 0 (.get1 tri))
|
rlm@94
|
596 (f 1 (.get2 tri))
|
rlm@94
|
597 (f 2 (.get3 tri))))
|
rlm@94
|
598
|
rlm@108
|
599 (defn points->triangle
|
rlm@108
|
600 "Convert a list of points into a triangle."
|
rlm@108
|
601 [points]
|
rlm@108
|
602 (apply #(Triangle. %1 %2 %3)
|
rlm@108
|
603 (map (fn [point]
|
rlm@108
|
604 (let [point (vec point)]
|
rlm@108
|
605 (Vector3f. (get point 0 0)
|
rlm@108
|
606 (get point 1 0)
|
rlm@108
|
607 (get point 2 0))))
|
rlm@108
|
608 (take 3 points))))
|
rlm@94
|
609
|
rlm@108
|
610 (defn convex-bounds
|
rlm@128
|
611 ;;dylan
|
rlm@128
|
612 "Returns the smallest square containing the given
|
rlm@128
|
613 vertices, as a vector of integers [left top width height]."
|
rlm@128
|
614 ;; "Dimensions of the smallest integer bounding square of the list of
|
rlm@128
|
615 ;; 2D verticies in the form: [x y width height]."
|
rlm@108
|
616 [uv-verts]
|
rlm@108
|
617 (let [xs (map first uv-verts)
|
rlm@108
|
618 ys (map second uv-verts)
|
rlm@108
|
619 x0 (Math/floor (apply min xs))
|
rlm@108
|
620 y0 (Math/floor (apply min ys))
|
rlm@108
|
621 x1 (Math/ceil (apply max xs))
|
rlm@108
|
622 y1 (Math/ceil (apply max ys))]
|
rlm@108
|
623 [x0 y0 (- x1 x0) (- y1 y0)]))
|
rlm@93
|
624
|
rlm@106
|
625 (defn sensors-in-triangle
|
rlm@128
|
626 ;;dylan
|
rlm@128
|
627 "Locate the touch sensors in the triangle, returning a map of their UV and geometry-relative coordinates."
|
rlm@128
|
628 ;;"Find the locations of the touch sensors within a triangle in both
|
rlm@128
|
629 ;; UV and gemoetry relative coordinates."
|
rlm@107
|
630 [image mesh tri-index]
|
rlm@107
|
631 (let [width (.getWidth image)
|
rlm@108
|
632 height (.getHeight image)
|
rlm@108
|
633 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)
|
rlm@108
|
634 bounds (convex-bounds UV-vertex-coords)
|
rlm@108
|
635
|
rlm@108
|
636 cutout-triangle (points->triangle UV-vertex-coords)
|
rlm@108
|
637 UV-sensor-coords
|
rlm@108
|
638 (filter (comp (partial inside-triangle? cutout-triangle)
|
rlm@108
|
639 (fn [[u v]] (Vector3f. u v 0)))
|
rlm@108
|
640 (white-coordinates image bounds))
|
rlm@108
|
641 UV->geometry (triangle-transformation
|
rlm@108
|
642 cutout-triangle
|
rlm@108
|
643 (triangle mesh tri-index))
|
rlm@108
|
644 geometry-sensor-coords
|
rlm@108
|
645 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))
|
rlm@108
|
646 UV-sensor-coords)]
|
rlm@108
|
647 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))
|
rlm@107
|
648
|
rlm@108
|
649 (defn-memo locate-feelers
|
rlm@94
|
650 "Search the geometry's tactile UV image for touch sensors, returning
|
rlm@94
|
651 their positions in geometry-relative coordinates."
|
rlm@94
|
652 [#^Geometry geo]
|
rlm@108
|
653 (let [mesh (.getMesh geo)
|
rlm@108
|
654 num-triangles (.getTriangleCount mesh)]
|
rlm@108
|
655 (if-let [image (tactile-sensor-image geo)]
|
rlm@108
|
656 (map
|
rlm@108
|
657 (partial sensors-in-triangle image mesh)
|
rlm@108
|
658 (range num-triangles))
|
rlm@108
|
659 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))
|
rlm@102
|
660
|
rlm@102
|
661 (use 'clojure.contrib.def)
|
rlm@102
|
662
|
rlm@102
|
663 (defn-memo touch-topology [#^Gemoetry geo]
|
rlm@108
|
664 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))
|
rlm@108
|
665
|
rlm@108
|
666 (defn-memo feeler-coordinates [#^Geometry geo]
|
rlm@108
|
667 (vec (map :geometry (locate-feelers geo))))
|
rlm@102
|
668
|
rlm@97
|
669 (defn enable-touch [#^Geometry geo]
|
rlm@108
|
670 (let [feeler-coords (feeler-coordinates geo)
|
rlm@96
|
671 tris (triangles geo)
|
rlm@109
|
672 limit 0.1
|
rlm@109
|
673 ;;results (CollisionResults.)
|
rlm@109
|
674 ]
|
rlm@111
|
675 (if (empty? (touch-topology geo))
|
rlm@111
|
676 nil
|
rlm@111
|
677 (fn [node]
|
rlm@111
|
678 (let [sensor-origins
|
rlm@111
|
679 (map
|
rlm@111
|
680 #(map (partial local-to-world geo) %)
|
rlm@111
|
681 feeler-coords)
|
rlm@111
|
682 triangle-normals
|
rlm@111
|
683 (map (partial get-ray-direction geo)
|
rlm@111
|
684 tris)
|
rlm@111
|
685 rays
|
rlm@111
|
686 (flatten
|
rlm@111
|
687 (map (fn [origins norm]
|
rlm@111
|
688 (map #(doto (Ray. % norm)
|
rlm@97
|
689 (.setLimit limit)) origins))
|
rlm@111
|
690 sensor-origins triangle-normals))]
|
rlm@111
|
691 (vector
|
rlm@111
|
692 (touch-topology geo)
|
rlm@111
|
693 (vec
|
rlm@111
|
694 (for [ray rays]
|
rlm@111
|
695 (do
|
rlm@111
|
696 (let [results (CollisionResults.)]
|
rlm@111
|
697 (.collideWith node ray results)
|
rlm@111
|
698 (let [touch-objects
|
rlm@126
|
699 (filter #(not (= geo (.getGeometry %)))
|
rlm@126
|
700 results)]
|
rlm@126
|
701 (- 255
|
rlm@126
|
702 (if (empty? touch-objects) 255
|
rlm@126
|
703 (rem
|
rlm@126
|
704 (int
|
rlm@126
|
705 (* 255 (/ (.getDistance
|
rlm@126
|
706 (first touch-objects)) limit)))
|
rlm@126
|
707 256))))))))))))))
|
rlm@126
|
708
|
rlm@111
|
709
|
rlm@111
|
710 (defn touch [#^Node pieces]
|
rlm@111
|
711 (filter (comp not nil?)
|
rlm@111
|
712 (map enable-touch
|
rlm@111
|
713 (filter #(isa? (class %) Geometry)
|
rlm@111
|
714 (node-seq pieces)))))
|
rlm@94
|
715
|
rlm@109
|
716
|
rlm@111
|
717 ;; human eye transmits 62kb/s to brain Bandwidth is 8.75 Mb/s
|
rlm@111
|
718 ;; http://en.wikipedia.org/wiki/Retina
|
rlm@109
|
719
|
rlm@111
|
720 (defn test-eye []
|
rlm@117
|
721 (.getChild
|
rlm@117
|
722 (.getChild (worm-model) "eyes")
|
rlm@117
|
723 "eye"))
|
rlm@111
|
724
|
rlm@111
|
725
|
rlm@111
|
726 (defn retina-sensor-image
|
rlm@111
|
727 "Return a map of pixel selection functions to BufferedImages
|
rlm@111
|
728 describing the distribution of light-sensitive components on this
|
rlm@111
|
729 geometry's surface. Each function creates an integer from the rgb
|
rlm@111
|
730 values found in the pixel. :red, :green, :blue, :gray are already
|
rlm@111
|
731 defined as extracting the red green blue and average components
|
rlm@111
|
732 respectively."
|
rlm@117
|
733 [#^Spatial eye]
|
rlm@111
|
734 (if-let [eye-map (meta-data eye "eye")]
|
rlm@111
|
735 (map-vals
|
rlm@111
|
736 #(ImageToAwt/convert
|
rlm@111
|
737 (.getImage (.loadTexture (asset-manager) %))
|
rlm@111
|
738 false false 0)
|
rlm@120
|
739 (eval (read-string eye-map)))))
|
rlm@111
|
740
|
rlm@117
|
741 (defn eye-dimensions
|
rlm@117
|
742 "returns the width and height specified in the metadata of the eye"
|
rlm@117
|
743 [#^Spatial eye]
|
rlm@117
|
744 (let [dimensions
|
rlm@117
|
745 (map #(vector (.getWidth %) (.getHeight %))
|
rlm@117
|
746 (vals (retina-sensor-image eye)))]
|
rlm@117
|
747 [(apply max (map first dimensions))
|
rlm@117
|
748 (apply max (map second dimensions))]))
|
rlm@117
|
749
|
rlm@116
|
750 (defn creature-eyes
|
rlm@128
|
751 ;;dylan
|
rlm@128
|
752 "Return the children of the creature's \"eyes\" node."
|
rlm@128
|
753 ;;"The eye nodes which are children of the \"eyes\" node in the
|
rlm@128
|
754 ;;creature."
|
rlm@116
|
755 [#^Node creature]
|
rlm@116
|
756 (if-let [eye-node (.getChild creature "eyes")]
|
rlm@116
|
757 (seq (.getChildren eye-node))
|
rlm@116
|
758 (do (println-repl "could not find eyes node") [])))
|
rlm@111
|
759
|
rlm@123
|
760 ;; Here's how vision will work.
|
rlm@112
|
761
|
rlm@123
|
762 ;; Make the continuation in scene-processor take FrameBuffer,
|
rlm@123
|
763 ;; byte-buffer, BufferedImage already sized to the correct
|
rlm@123
|
764 ;; dimensions. the continuation will decide wether to "mix" them
|
rlm@123
|
765 ;; into the BufferedImage, lazily ignore them, or mix them halfway
|
rlm@123
|
766 ;; and call c/graphics card routines.
|
rlm@112
|
767
|
rlm@123
|
768 ;; (vision creature) will take an optional :skip argument which will
|
rlm@123
|
769 ;; inform the continuations in scene processor to skip the given
|
rlm@123
|
770 ;; number of cycles; 0 means that no cycles will be skipped.
|
rlm@112
|
771
|
rlm@123
|
772 ;; (vision creature) will return [init-functions sensor-functions].
|
rlm@123
|
773 ;; The init-functions are each single-arg functions that take the
|
rlm@123
|
774 ;; world and register the cameras and must each be called before the
|
rlm@123
|
775 ;; corresponding sensor-functions. Each init-function returns the
|
rlm@123
|
776 ;; viewport for that eye which can be manipulated, saved, etc. Each
|
rlm@123
|
777 ;; sensor-function is a thunk and will return data in the same
|
rlm@123
|
778 ;; format as the tactile-sensor functions; the structure is
|
rlm@123
|
779 ;; [topology, sensor-data]. Internally, these sensor-functions
|
rlm@123
|
780 ;; maintain a reference to sensor-data which is periodically updated
|
rlm@123
|
781 ;; by the continuation function established by its init-function.
|
rlm@123
|
782 ;; They can be queried every cycle, but their information may not
|
rlm@123
|
783 ;; necessairly be different every cycle.
|
rlm@112
|
784
|
rlm@123
|
785 ;; Each eye in the creature in blender will work the same way as
|
rlm@123
|
786 ;; joints -- a zero dimensional object with no geometry whose local
|
rlm@123
|
787 ;; coordinate system determines the orientation of the resulting
|
rlm@123
|
788 ;; eye. All eyes will have a parent named "eyes" just as all joints
|
rlm@123
|
789 ;; have a parent named "joints". The resulting camera will be a
|
rlm@123
|
790 ;; ChaseCamera or a CameraNode bound to the geo that is closest to
|
rlm@123
|
791 ;; the eye marker. The eye marker will contain the metadata for the
|
rlm@123
|
792 ;; eye, and will be moved by it's bound geometry. The dimensions of
|
rlm@123
|
793 ;; the eye's camera are equal to the dimensions of the eye's "UV"
|
rlm@123
|
794 ;; map.
|
rlm@116
|
795
|
rlm@123
|
796
|
rlm@123
|
797 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@123
|
798
|
rlm@123
|
799 ;; Ears work the same way as vision.
|
rlm@123
|
800
|
rlm@123
|
801 ;; (hearing creature) will return [init-functions
|
rlm@123
|
802 ;; sensor-functions]. The init functions each take the world and
|
rlm@123
|
803 ;; register a SoundProcessor that does foureier transforms on the
|
rlm@123
|
804 ;; incommong sound data, making it available to each sensor function.
|
rlm@123
|
805
|
rlm@123
|
806 (defn creature-ears
|
rlm@128
|
807 "Return the children of the creature's \"ears\" node."
|
rlm@128
|
808 ;;dylan
|
rlm@128
|
809 ;;"The ear nodes which are children of the \"ears\" node in the
|
rlm@128
|
810 ;;creature."
|
rlm@123
|
811 [#^Node creature]
|
rlm@123
|
812 (if-let [ear-node (.getChild creature "ears")]
|
rlm@123
|
813 (seq (.getChildren ear-node))
|
rlm@123
|
814 (do (println-repl "could not find ears node") [])))
|
rlm@123
|
815
|
rlm@123
|
816 (defn closest-node
|
rlm@128
|
817 "Return the object in creature which is closest to the given node."
|
rlm@128
|
818 ;;dylan"The closest object in creature to the given node."
|
rlm@116
|
819 [#^Node creature #^Node eye]
|
rlm@116
|
820 (loop [radius (float 0.01)]
|
rlm@116
|
821 (let [results (CollisionResults.)]
|
rlm@116
|
822 (.collideWith
|
rlm@116
|
823 creature
|
rlm@116
|
824 (BoundingBox. (.getWorldTranslation eye)
|
rlm@116
|
825 radius radius radius)
|
rlm@116
|
826 results)
|
rlm@116
|
827 (if-let [target (first results)]
|
rlm@116
|
828 (.getGeometry target)
|
rlm@116
|
829 (recur (float (* 2 radius)))))))
|
rlm@116
|
830
|
rlm@128
|
831 ;;dylan (defn follow-sense, adjoin-sense, attach-stimuli,
|
rlm@128
|
832 ;;anchor-qualia, augment-organ, with-organ
|
rlm@123
|
833 (defn bind-sense
|
rlm@123
|
834 "Bind the sense to the Spatial such that it will maintain its
|
rlm@117
|
835 current position relative to the Spatial no matter how the spatial
|
rlm@123
|
836 moves. 'sense can be either a Camera or Listener object."
|
rlm@123
|
837 [#^Spatial obj sense]
|
rlm@123
|
838 (let [sense-offset (.subtract (.getLocation sense)
|
rlm@123
|
839 (.getWorldTranslation obj))
|
rlm@123
|
840 initial-sense-rotation (Quaternion. (.getRotation sense))
|
rlm@117
|
841 base-anti-rotation (.inverse (.getWorldRotation obj))]
|
rlm@117
|
842 (.addControl
|
rlm@117
|
843 obj
|
rlm@117
|
844 (proxy [AbstractControl] []
|
rlm@117
|
845 (controlUpdate [tpf]
|
rlm@117
|
846 (let [total-rotation
|
rlm@117
|
847 (.mult base-anti-rotation (.getWorldRotation obj))]
|
rlm@123
|
848 (.setLocation sense
|
rlm@117
|
849 (.add
|
rlm@123
|
850 (.mult total-rotation sense-offset)
|
rlm@117
|
851 (.getWorldTranslation obj)))
|
rlm@123
|
852 (.setRotation sense
|
rlm@123
|
853 (.mult total-rotation initial-sense-rotation))))
|
rlm@117
|
854 (controlRender [_ _])))))
|
rlm@117
|
855
|
rlm@117
|
856
|
rlm@123
|
857 (defn update-listener-velocity
|
rlm@123
|
858 "Update the listener's velocity every update loop."
|
rlm@123
|
859 [#^Spatial obj #^Listener lis]
|
rlm@123
|
860 (let [old-position (atom (.getLocation lis))]
|
rlm@123
|
861 (.addControl
|
rlm@123
|
862 obj
|
rlm@123
|
863 (proxy [AbstractControl] []
|
rlm@123
|
864 (controlUpdate [tpf]
|
rlm@123
|
865 (let [new-position (.getLocation lis)]
|
rlm@123
|
866 (.setVelocity
|
rlm@123
|
867 lis
|
rlm@123
|
868 (.mult (.subtract new-position @old-position)
|
rlm@123
|
869 (float (/ tpf))))
|
rlm@123
|
870 (reset! old-position new-position)))
|
rlm@123
|
871 (controlRender [_ _])))))
|
rlm@123
|
872
|
rlm@123
|
873 (import com.aurellem.capture.audio.AudioSendRenderer)
|
rlm@123
|
874
|
rlm@123
|
875 (defn attach-ear
|
rlm@123
|
876 [#^Application world #^Node creature #^Spatial ear continuation]
|
rlm@123
|
877 (let [target (closest-node creature ear)
|
rlm@123
|
878 lis (Listener.)
|
rlm@123
|
879 audio-renderer (.getAudioRenderer world)
|
rlm@123
|
880 sp (sound-processor continuation)]
|
rlm@123
|
881 (.setLocation lis (.getWorldTranslation ear))
|
rlm@123
|
882 (.setRotation lis (.getWorldRotation ear))
|
rlm@123
|
883 (bind-sense target lis)
|
rlm@123
|
884 (update-listener-velocity target lis)
|
rlm@123
|
885 (.addListener audio-renderer lis)
|
rlm@123
|
886 (.registerSoundProcessor audio-renderer lis sp)))
|
rlm@123
|
887
|
rlm@123
|
888 (defn enable-hearing
|
rlm@123
|
889 [#^Node creature #^Spatial ear]
|
rlm@123
|
890 (let [hearing-data (atom [])]
|
rlm@123
|
891 [(fn [world]
|
rlm@123
|
892 (attach-ear world creature ear
|
rlm@123
|
893 (fn [data]
|
rlm@123
|
894 (reset! hearing-data (vec data)))))
|
rlm@123
|
895 [(fn []
|
rlm@123
|
896 (let [data @hearing-data
|
rlm@123
|
897 topology
|
rlm@123
|
898 (vec (map #(vector % 0) (range 0 (count data))))
|
rlm@123
|
899 scaled-data
|
rlm@123
|
900 (vec
|
rlm@123
|
901 (map
|
rlm@123
|
902 #(rem (int (* 255 (/ (+ 1 %) 2))) 256)
|
rlm@123
|
903 data))]
|
rlm@123
|
904 [topology scaled-data]))
|
rlm@123
|
905 ]]))
|
rlm@123
|
906
|
rlm@123
|
907 (defn hearing
|
rlm@123
|
908 [#^Node creature]
|
rlm@123
|
909 (reduce
|
rlm@123
|
910 (fn [[init-a senses-a]
|
rlm@123
|
911 [init-b senses-b]]
|
rlm@123
|
912 [(conj init-a init-b)
|
rlm@123
|
913 (into senses-a senses-b)])
|
rlm@123
|
914 [[][]]
|
rlm@123
|
915 (for [ear (creature-ears creature)]
|
rlm@123
|
916 (enable-hearing creature ear))))
|
rlm@123
|
917
|
rlm@118
|
918 (defn attach-eye
|
rlm@118
|
919 "Attach a Camera to the appropiate area and return the Camera."
|
rlm@118
|
920 [#^Node creature #^Spatial eye]
|
rlm@123
|
921 (let [target (closest-node creature eye)
|
rlm@118
|
922 [cam-width cam-height] (eye-dimensions eye)
|
rlm@118
|
923 cam (Camera. cam-width cam-height)]
|
rlm@118
|
924 (.setLocation cam (.getWorldTranslation eye))
|
rlm@118
|
925 (.setRotation cam (.getWorldRotation eye))
|
rlm@119
|
926 (.setFrustumPerspective
|
rlm@119
|
927 cam 45 (/ (.getWidth cam) (.getHeight cam))
|
rlm@119
|
928 1 1000)
|
rlm@123
|
929 (bind-sense target cam)
|
rlm@118
|
930 cam))
|
rlm@118
|
931
|
rlm@118
|
932 (def presets
|
rlm@121
|
933 {:all 0xFFFFFF
|
rlm@119
|
934 :red 0xFF0000
|
rlm@119
|
935 :blue 0x0000FF
|
rlm@119
|
936 :green 0x00FF00})
|
rlm@119
|
937
|
rlm@118
|
938 (defn enable-vision
|
rlm@118
|
939 "return [init-function sensor-functions] for a particular eye"
|
rlm@118
|
940 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]
|
rlm@118
|
941 (let [retinal-map (retina-sensor-image eye)
|
rlm@123
|
942 camera (attach-eye creature eye)
|
rlm@123
|
943 vision-image
|
rlm@123
|
944 (atom
|
rlm@123
|
945 (BufferedImage. (.getWidth camera)
|
rlm@123
|
946 (.getHeight camera)
|
rlm@123
|
947 BufferedImage/TYPE_BYTE_BINARY))]
|
rlm@123
|
948 [(fn [world]
|
rlm@123
|
949 (add-eye
|
rlm@123
|
950 world camera
|
rlm@123
|
951 (let [counter (atom 0)]
|
rlm@123
|
952 (fn [r fb bb bi]
|
rlm@123
|
953 (if (zero? (rem (swap! counter inc) (inc skip)))
|
rlm@123
|
954 (reset! vision-image (BufferedImage! r fb bb bi)))))))
|
rlm@123
|
955 (vec
|
rlm@123
|
956 (map
|
rlm@123
|
957 (fn [[key image]]
|
rlm@123
|
958 (let [whites (white-coordinates image)
|
rlm@123
|
959 topology (vec (collapse whites))
|
rlm@123
|
960 mask (presets key)]
|
rlm@123
|
961 (fn []
|
rlm@123
|
962 (vector
|
rlm@123
|
963 topology
|
rlm@123
|
964 (vec
|
rlm@123
|
965 (for [[x y] whites]
|
rlm@123
|
966 (bit-and
|
rlm@123
|
967 mask (.getRGB @vision-image x y))))))))
|
rlm@123
|
968 retinal-map))]))
|
rlm@118
|
969
|
rlm@116
|
970 (defn vision
|
rlm@121
|
971 [#^Node creature & {skip :skip :or {skip 0}}]
|
rlm@121
|
972 (reduce
|
rlm@121
|
973 (fn [[init-a senses-a]
|
rlm@121
|
974 [init-b senses-b]]
|
rlm@121
|
975 [(conj init-a init-b)
|
rlm@121
|
976 (into senses-a senses-b)])
|
rlm@121
|
977 [[][]]
|
rlm@121
|
978 (for [eye (creature-eyes creature)]
|
rlm@121
|
979 (enable-vision creature eye))))
|
rlm@128
|
980
|
rlm@128
|
981
|
rlm@128
|
982
|
rlm@128
|
983
|
rlm@128
|
984
|
rlm@128
|
985 ;; lower level --- nodes
|
rlm@128
|
986 ;; closest-node "parse/compile-x" -> makes organ, which is spatial, fn pair
|
rlm@128
|
987
|
rlm@128
|
988 ;; higher level -- organs
|
rlm@128
|
989 ;;
|
rlm@128
|
990
|
rlm@128
|
991 ;; higher level --- sense/effector
|
rlm@128
|
992 ;; these are the functions that provide world i/o, chinese-room style
|
rlm@128
|
993
|
rlm@128
|
994
|
rlm@134
|
995
|
rlm@116
|
996
|
rlm@116
|
997 (defn blender-creature
|
rlm@116
|
998 "Return a creature with all joints in place."
|
rlm@116
|
999 [blender-path]
|
rlm@116
|
1000 (let [model (load-blender-model blender-path)
|
rlm@134
|
1001 joints (creature-joints model)]
|
rlm@134
|
1002 (assemble-creature model joints)))
|
rlm@116
|
1003
|
rlm@126
|
1004 (defn gray-scale [num]
|
rlm@126
|
1005 (+ num
|
rlm@126
|
1006 (bit-shift-left num 8)
|
rlm@126
|
1007 (bit-shift-left num 16)))
|
rlm@126
|
1008
|
rlm@130
|
1009 (defn debug-touch-window
|
rlm@103
|
1010 "creates function that offers a debug view of sensor data"
|
rlm@103
|
1011 []
|
rlm@103
|
1012 (let [vi (view-image)]
|
rlm@103
|
1013 (fn
|
rlm@103
|
1014 [[coords sensor-data]]
|
rlm@103
|
1015 (let [image (points->image coords)]
|
rlm@103
|
1016 (dorun
|
rlm@103
|
1017 (for [i (range (count coords))]
|
rlm@103
|
1018 (.setRGB image ((coords i) 0) ((coords i) 1)
|
rlm@126
|
1019 (gray-scale (sensor-data i)))))
|
rlm@126
|
1020
|
rlm@126
|
1021
|
rlm@103
|
1022 (vi image)))))
|
rlm@103
|
1023
|
rlm@118
|
1024 (defn debug-vision-window
|
rlm@118
|
1025 "creates function that offers a debug view of sensor data"
|
rlm@118
|
1026 []
|
rlm@118
|
1027 (let [vi (view-image)]
|
rlm@118
|
1028 (fn
|
rlm@118
|
1029 [[coords sensor-data]]
|
rlm@118
|
1030 (let [image (points->image coords)]
|
rlm@118
|
1031 (dorun
|
rlm@118
|
1032 (for [i (range (count coords))]
|
rlm@118
|
1033 (.setRGB image ((coords i) 0) ((coords i) 1)
|
rlm@118
|
1034 (sensor-data i))))
|
rlm@118
|
1035 (vi image)))))
|
rlm@118
|
1036
|
rlm@123
|
1037 (defn debug-hearing-window
|
rlm@123
|
1038 "view audio data"
|
rlm@123
|
1039 [height]
|
rlm@123
|
1040 (let [vi (view-image)]
|
rlm@123
|
1041 (fn [[coords sensor-data]]
|
rlm@123
|
1042 (let [image (BufferedImage. (count coords) height
|
rlm@123
|
1043 BufferedImage/TYPE_INT_RGB)]
|
rlm@123
|
1044 (dorun
|
rlm@123
|
1045 (for [x (range (count coords))]
|
rlm@123
|
1046 (dorun
|
rlm@123
|
1047 (for [y (range height)]
|
rlm@123
|
1048 (let [raw-sensor (sensor-data x)]
|
rlm@126
|
1049 (.setRGB image x y (gray-scale raw-sensor)))))))
|
rlm@126
|
1050
|
rlm@123
|
1051 (vi image)))))
|
rlm@123
|
1052
|
rlm@123
|
1053
|
rlm@123
|
1054
|
rlm@106
|
1055 ;;(defn test-touch [world creature]
|
rlm@83
|
1056
|
rlm@78
|
1057
|
rlm@123
|
1058
|
rlm@123
|
1059
|
rlm@130
|
1060 ;; here's how motor-control/ proprioception will work: Each muscle is
|
rlm@130
|
1061 ;; defined by a 1-D array of numbers (the "motor pool") each of which
|
rlm@130
|
1062 ;; represent muscle fibers. A muscle also has a scalar :strength
|
rlm@130
|
1063 ;; factor which determines how strong the muscle as a whole is.
|
rlm@130
|
1064 ;; The effector function for a muscle takes a number < (count
|
rlm@130
|
1065 ;; motor-pool) and that number is said to "activate" all the muscle
|
rlm@130
|
1066 ;; fibers whose index is lower than the number. Each fiber will apply
|
rlm@130
|
1067 ;; force in proportion to its value in the array. Lower values cause
|
rlm@130
|
1068 ;; less force. The lower values can be put at the "beginning" of the
|
rlm@130
|
1069 ;; 1-D array to simulate the layout of actual human muscles, which are
|
rlm@130
|
1070 ;; capable of more percise movements when exerting less force.
|
rlm@129
|
1071
|
rlm@130
|
1072 ;; I don't know how to encode proprioception, so for now, just return
|
rlm@130
|
1073 ;; a function for each joint that returns a triplet of floats which
|
rlm@130
|
1074 ;; represent relative roll, pitch, and yaw. Write display code for
|
rlm@130
|
1075 ;; this though.
|
rlm@130
|
1076
|
rlm@130
|
1077 (defn muscle-fibre-values
|
rlm@130
|
1078 "Take the first row of the image and return the low-order bytes."
|
rlm@130
|
1079 [#^BufferedImage image]
|
rlm@130
|
1080 (let [width (.getWidth image)]
|
rlm@130
|
1081 (for [x (range width)]
|
rlm@130
|
1082 (bit-and
|
rlm@130
|
1083 0xFF
|
rlm@130
|
1084 (.getRGB image x 0)))))
|
rlm@130
|
1085
|
rlm@130
|
1086
|
rlm@134
|
1087 (defn draw-sprite [image sprite x y color ]
|
rlm@134
|
1088 (dorun
|
rlm@134
|
1089 (for [[u v] sprite]
|
rlm@134
|
1090 (.setRGB image (+ u x) (+ v y) color))))
|
rlm@134
|
1091
|
rlm@134
|
1092 (defn view-angle
|
rlm@134
|
1093 "create a debug view of an angle"
|
rlm@134
|
1094 [color]
|
rlm@134
|
1095 (let [image (BufferedImage. 50 50 BufferedImage/TYPE_INT_RGB)
|
rlm@134
|
1096 previous (atom [25 25])
|
rlm@134
|
1097 sprite [[0 0] [0 1]
|
rlm@134
|
1098 [0 -1] [-1 0] [1 0]]]
|
rlm@134
|
1099 (fn [angle]
|
rlm@134
|
1100 (let [angle (float angle)]
|
rlm@134
|
1101 (let [position
|
rlm@134
|
1102 [(+ 25 (int (* 20 (Math/cos angle))))
|
rlm@134
|
1103 (+ 25 (int (* 20(Math/sin angle))))]]
|
rlm@134
|
1104 (draw-sprite image sprite (@previous 0) (@previous 1) 0x000000)
|
rlm@134
|
1105 (draw-sprite image sprite (position 0) (position 1) color)
|
rlm@134
|
1106 (reset! previous position))
|
rlm@134
|
1107 image))))
|
rlm@134
|
1108
|
rlm@134
|
1109 (defn proprioception-debug-window
|
rlm@134
|
1110 []
|
rlm@134
|
1111 (let [yaw (view-angle 0xFF0000)
|
rlm@134
|
1112 roll (view-angle 0x00FF00)
|
rlm@134
|
1113 pitch (view-angle 0xFFFFFF)
|
rlm@134
|
1114 v-yaw (view-image)
|
rlm@134
|
1115 v-roll (view-image)
|
rlm@134
|
1116 v-pitch (view-image)
|
rlm@134
|
1117 ]
|
rlm@134
|
1118 (fn [prop-data]
|
rlm@134
|
1119 (dorun
|
rlm@134
|
1120 (map
|
rlm@134
|
1121 (fn [[y r p]]
|
rlm@134
|
1122 (v-yaw (yaw y))
|
rlm@134
|
1123 (v-roll (roll r))
|
rlm@134
|
1124 (v-pitch (pitch p)))
|
rlm@134
|
1125 prop-data)))))
|
rlm@134
|
1126
|
rlm@129
|
1127
|
rlm@129
|
1128
|
rlm@129
|
1129
|
rlm@129
|
1130
|
rlm@123
|
1131
|
rlm@123
|
1132
|
rlm@106
|
1133 (defn test-creature [thing]
|
rlm@106
|
1134 (let [x-axis
|
rlm@106
|
1135 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red)
|
rlm@106
|
1136 y-axis
|
rlm@106
|
1137 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green)
|
rlm@106
|
1138 z-axis
|
rlm@106
|
1139 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue)
|
rlm@106
|
1140 creature (blender-creature thing)
|
rlm@106
|
1141 touch-nerves (touch creature)
|
rlm@130
|
1142 touch-debug-windows (map (fn [_] (debug-touch-window)) touch-nerves)
|
rlm@121
|
1143 [init-vision-fns vision-data] (vision creature)
|
rlm@121
|
1144 vision-debug (map (fn [_] (debug-vision-window)) vision-data)
|
rlm@118
|
1145 me (sphere 0.5 :color ColorRGBA/Blue :physical? false)
|
rlm@123
|
1146 [init-hearing-fns hearing-senses] (hearing creature)
|
rlm@123
|
1147 hearing-windows (map (fn [_] (debug-hearing-window 50))
|
rlm@123
|
1148 hearing-senses)
|
rlm@124
|
1149 bell (AudioNode. (asset-manager)
|
rlm@128
|
1150 "Sounds/pure.wav" false)
|
rlm@130
|
1151 prop (proprioception creature)
|
rlm@135
|
1152 prop-debug (proprioception-debug-window)
|
rlm@123
|
1153 ;; dream
|
rlm@123
|
1154
|
rlm@106
|
1155 ]
|
rlm@106
|
1156 (world
|
rlm@106
|
1157 (nodify [creature
|
rlm@106
|
1158 (box 10 2 10 :position (Vector3f. 0 -9 0)
|
rlm@106
|
1159 :color ColorRGBA/Gray :mass 0)
|
rlm@106
|
1160 x-axis y-axis z-axis
|
rlm@118
|
1161 me
|
rlm@106
|
1162 ])
|
rlm@123
|
1163 (merge standard-debug-controls
|
rlm@123
|
1164 {"key-return"
|
rlm@123
|
1165 (fn [_ value]
|
rlm@123
|
1166 (if value
|
rlm@123
|
1167 (do
|
rlm@123
|
1168 (println-repl "play-sound")
|
rlm@124
|
1169 (.play bell))))})
|
rlm@106
|
1170 (fn [world]
|
rlm@106
|
1171 (light-up-everything world)
|
rlm@106
|
1172 (enable-debug world)
|
rlm@122
|
1173 (dorun (map #(% world) init-vision-fns))
|
rlm@123
|
1174 (dorun (map #(% world) init-hearing-fns))
|
rlm@118
|
1175
|
rlm@118
|
1176 (add-eye world
|
rlm@118
|
1177 (attach-eye creature (test-eye))
|
rlm@118
|
1178 (comp (view-image) BufferedImage!))
|
rlm@118
|
1179
|
rlm@118
|
1180 (add-eye world (.getCamera world) no-op)
|
rlm@133
|
1181 ;;(set-gravity world (Vector3f. 0 0 0))
|
rlm@106
|
1182 ;;(com.aurellem.capture.Capture/captureVideo
|
rlm@106
|
1183 ;; world (file-str "/home/r/proj/ai-videos/hand"))
|
rlm@110
|
1184 ;;(.setTimer world (RatchetTimer. 60))
|
rlm@119
|
1185 (speed-up world)
|
rlm@106
|
1186 ;;(set-gravity world (Vector3f. 0 0 0))
|
rlm@106
|
1187 )
|
rlm@106
|
1188 (fn [world tpf]
|
rlm@109
|
1189 ;;(dorun
|
rlm@109
|
1190 ;; (map #(%1 %2) touch-nerves (repeat (.getRootNode world))))
|
rlm@123
|
1191
|
rlm@130
|
1192 (prop-debug (prop))
|
rlm@123
|
1193
|
rlm@106
|
1194 (dorun
|
rlm@109
|
1195 (map #(%1 (%2 (.getRootNode world)))
|
rlm@121
|
1196 touch-debug-windows touch-nerves))
|
rlm@123
|
1197
|
rlm@121
|
1198 (dorun
|
rlm@121
|
1199 (map #(%1 (%2))
|
rlm@121
|
1200 vision-debug vision-data))
|
rlm@123
|
1201 (dorun
|
rlm@123
|
1202 (map #(%1 (%2)) hearing-windows hearing-senses))
|
rlm@123
|
1203
|
rlm@123
|
1204
|
rlm@118
|
1205 ;;(println-repl (vision-data))
|
rlm@118
|
1206 (.setLocalTranslation me (.getLocation (.getCamera world)))
|
rlm@118
|
1207
|
rlm@121
|
1208
|
rlm@106
|
1209 )
|
rlm@106
|
1210 ;;(let [timer (atom 0)]
|
rlm@106
|
1211 ;; (fn [_ _]
|
rlm@106
|
1212 ;; (swap! timer inc)
|
rlm@106
|
1213 ;; (if (= (rem @timer 60) 0)
|
rlm@106
|
1214 ;; (println-repl (float (/ @timer 60))))))
|
rlm@106
|
1215 )))
|
rlm@83
|
1216
|
rlm@109
|
1217
|
rlm@109
|
1218
|
rlm@109
|
1219
|
rlm@109
|
1220
|
rlm@109
|
1221
|
rlm@109
|
1222
|
rlm@109
|
1223
|
rlm@109
|
1224
|
rlm@109
|
1225 ;;; experiments in collisions
|
rlm@109
|
1226
|
rlm@109
|
1227
|
rlm@109
|
1228
|
rlm@109
|
1229 (defn collision-test []
|
rlm@110
|
1230 (let [b-radius 1
|
rlm@110
|
1231 b-position (Vector3f. 0 0 0)
|
rlm@109
|
1232 obj-b (box 1 1 1 :color ColorRGBA/Blue
|
rlm@109
|
1233 :position b-position
|
rlm@110
|
1234 :mass 0)
|
rlm@110
|
1235 node (nodify [obj-b])
|
rlm@110
|
1236 bounds-b
|
rlm@110
|
1237 (doto (Picture.)
|
rlm@110
|
1238 (.setHeight 50)
|
rlm@110
|
1239 (.setWidth 50)
|
rlm@110
|
1240 (.setImage (asset-manager)
|
rlm@110
|
1241 "Models/creature1/hand.png"
|
rlm@110
|
1242 false
|
rlm@110
|
1243 ))
|
rlm@110
|
1244
|
rlm@110
|
1245 ;;(Ray. (Vector3f. 0 -5 0) (.normalize (Vector3f. 0 1 0)))
|
rlm@110
|
1246
|
rlm@110
|
1247 collisions
|
rlm@110
|
1248 (let [cr (CollisionResults.)]
|
rlm@110
|
1249 (.collideWith node bounds-b cr)
|
rlm@110
|
1250 (println (map #(.getContactPoint %) cr))
|
rlm@110
|
1251 cr)
|
rlm@110
|
1252
|
rlm@110
|
1253 ;;collision-points
|
rlm@110
|
1254 ;;(map #(sphere 0.1 :position (.getContactPoint %))
|
rlm@110
|
1255 ;; collisions)
|
rlm@110
|
1256
|
rlm@110
|
1257 ;;node (nodify (conj collision-points obj-b))
|
rlm@110
|
1258
|
rlm@109
|
1259 sim
|
rlm@109
|
1260 (world node
|
rlm@110
|
1261 {"key-space"
|
rlm@130
|
1262 (fn [_ value]
|
rlm@110
|
1263 (if value
|
rlm@110
|
1264 (let [cr (CollisionResults.)]
|
rlm@110
|
1265 (.collideWith node bounds-b cr)
|
rlm@110
|
1266 (println-repl (map #(.getContactPoint %) cr))
|
rlm@110
|
1267 cr)))}
|
rlm@109
|
1268 no-op
|
rlm@109
|
1269 no-op)
|
rlm@109
|
1270
|
rlm@109
|
1271 ]
|
rlm@110
|
1272 sim
|
rlm@109
|
1273
|
rlm@109
|
1274 ))
|
rlm@109
|
1275
|
rlm@116
|
1276
|
rlm@116
|
1277 ;; the camera will stay in its initial position/rotation with relation
|
rlm@116
|
1278 ;; to the spatial.
|
rlm@116
|
1279
|
rlm@116
|
1280
|
rlm@117
|
1281 (defn follow-test
|
rlm@117
|
1282 "show a camera that stays in the same relative position to a blue cube."
|
rlm@117
|
1283 []
|
rlm@116
|
1284 (let [camera-pos (Vector3f. 0 30 0)
|
rlm@116
|
1285 rock (box 1 1 1 :color ColorRGBA/Blue
|
rlm@116
|
1286 :position (Vector3f. 0 10 0)
|
rlm@116
|
1287 :mass 30
|
rlm@116
|
1288 )
|
rlm@118
|
1289 rot (.getWorldRotation rock)
|
rlm@116
|
1290
|
rlm@116
|
1291 table (box 3 1 10 :color ColorRGBA/Gray :mass 0
|
rlm@116
|
1292 :position (Vector3f. 0 -3 0))]
|
rlm@116
|
1293
|
rlm@116
|
1294 (world
|
rlm@116
|
1295 (nodify [rock table])
|
rlm@116
|
1296 standard-debug-controls
|
rlm@116
|
1297 (fn [world]
|
rlm@116
|
1298 (let
|
rlm@116
|
1299 [cam (doto (.clone (.getCamera world))
|
rlm@116
|
1300 (.setLocation camera-pos)
|
rlm@116
|
1301 (.lookAt Vector3f/ZERO
|
rlm@116
|
1302 Vector3f/UNIT_X))]
|
rlm@123
|
1303 (bind-sense rock cam)
|
rlm@116
|
1304
|
rlm@116
|
1305 (.setTimer world (RatchetTimer. 60))
|
rlm@116
|
1306 (add-eye world cam (comp (view-image) BufferedImage!))
|
rlm@116
|
1307 (add-eye world (.getCamera world) no-op))
|
rlm@116
|
1308 )
|
rlm@118
|
1309 (fn [_ _] (println-repl rot)))))
|
rlm@116
|
1310
|
rlm@118
|
1311
|
rlm@123
|
1312
|
rlm@87
|
1313 #+end_src
|
rlm@83
|
1314
|
rlm@87
|
1315 #+results: body-1
|
rlm@133
|
1316 : #'cortex.silly/follow-test
|
rlm@78
|
1317
|
rlm@78
|
1318
|
rlm@78
|
1319 * COMMENT purgatory
|
rlm@78
|
1320 #+begin_src clojure
|
rlm@77
|
1321 (defn bullet-trans []
|
rlm@77
|
1322 (let [obj-a (sphere 0.5 :color ColorRGBA/Red
|
rlm@77
|
1323 :position (Vector3f. -10 5 0))
|
rlm@77
|
1324 obj-b (sphere 0.5 :color ColorRGBA/Blue
|
rlm@77
|
1325 :position (Vector3f. -10 -5 0)
|
rlm@77
|
1326 :mass 0)
|
rlm@77
|
1327 control-a (.getControl obj-a RigidBodyControl)
|
rlm@77
|
1328 control-b (.getControl obj-b RigidBodyControl)
|
rlm@77
|
1329 swivel
|
rlm@77
|
1330 (.toRotationMatrix
|
rlm@77
|
1331 (doto (Quaternion.)
|
rlm@77
|
1332 (.fromAngleAxis (/ Math/PI 2)
|
rlm@77
|
1333 Vector3f/UNIT_X)))]
|
rlm@77
|
1334 (doto
|
rlm@77
|
1335 (ConeJoint.
|
rlm@77
|
1336 control-a control-b
|
rlm@77
|
1337 (Vector3f. 0 5 0)
|
rlm@77
|
1338 (Vector3f. 0 -5 0)
|
rlm@77
|
1339 swivel swivel)
|
rlm@77
|
1340 (.setLimit (* 0.6 (/ Math/PI 4))
|
rlm@77
|
1341 (/ Math/PI 4)
|
rlm@77
|
1342 (* Math/PI 0.8)))
|
rlm@77
|
1343 (world (nodify
|
rlm@77
|
1344 [obj-a obj-b])
|
rlm@77
|
1345 standard-debug-controls
|
rlm@77
|
1346 enable-debug
|
rlm@77
|
1347 no-op)))
|
rlm@74
|
1348
|
rlm@74
|
1349
|
rlm@77
|
1350 (defn bullet-trans* []
|
rlm@77
|
1351 (let [obj-a (box 1.5 0.5 0.5 :color ColorRGBA/Red
|
rlm@77
|
1352 :position (Vector3f. 5 0 0)
|
rlm@77
|
1353 :mass 90)
|
rlm@77
|
1354 obj-b (sphere 0.5 :color ColorRGBA/Blue
|
rlm@77
|
1355 :position (Vector3f. -5 0 0)
|
rlm@77
|
1356 :mass 0)
|
rlm@77
|
1357 control-a (.getControl obj-a RigidBodyControl)
|
rlm@77
|
1358 control-b (.getControl obj-b RigidBodyControl)
|
rlm@77
|
1359 move-up? (atom nil)
|
rlm@77
|
1360 move-down? (atom nil)
|
rlm@77
|
1361 move-left? (atom nil)
|
rlm@77
|
1362 move-right? (atom nil)
|
rlm@77
|
1363 roll-left? (atom nil)
|
rlm@77
|
1364 roll-right? (atom nil)
|
rlm@77
|
1365 force 100
|
rlm@77
|
1366 swivel
|
rlm@77
|
1367 (.toRotationMatrix
|
rlm@77
|
1368 (doto (Quaternion.)
|
rlm@77
|
1369 (.fromAngleAxis (/ Math/PI 2)
|
rlm@77
|
1370 Vector3f/UNIT_X)))
|
rlm@77
|
1371 x-move
|
rlm@77
|
1372 (doto (Matrix3f.)
|
rlm@77
|
1373 (.fromStartEndVectors Vector3f/UNIT_X
|
rlm@77
|
1374 (.normalize (Vector3f. 1 1 0))))
|
rlm@77
|
1375
|
rlm@77
|
1376 timer (atom 0)]
|
rlm@77
|
1377 (doto
|
rlm@77
|
1378 (ConeJoint.
|
rlm@77
|
1379 control-a control-b
|
rlm@77
|
1380 (Vector3f. -8 0 0)
|
rlm@77
|
1381 (Vector3f. 2 0 0)
|
rlm@77
|
1382 ;;swivel swivel
|
rlm@77
|
1383 ;;Matrix3f/IDENTITY Matrix3f/IDENTITY
|
rlm@77
|
1384 x-move Matrix3f/IDENTITY
|
rlm@77
|
1385 )
|
rlm@77
|
1386 (.setCollisionBetweenLinkedBodys false)
|
rlm@77
|
1387 (.setLimit (* 1 (/ Math/PI 4)) ;; twist
|
rlm@77
|
1388 (* 1 (/ Math/PI 4)) ;; swing span in X-Y plane
|
rlm@77
|
1389 (* 0 (/ Math/PI 4)))) ;; swing span in Y-Z plane
|
rlm@77
|
1390 (world (nodify
|
rlm@77
|
1391 [obj-a obj-b])
|
rlm@77
|
1392 (merge standard-debug-controls
|
rlm@77
|
1393 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))
|
rlm@77
|
1394 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))
|
rlm@77
|
1395 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))
|
rlm@77
|
1396 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))
|
rlm@77
|
1397 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))
|
rlm@77
|
1398 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})
|
rlm@77
|
1399
|
rlm@77
|
1400 (fn [world]
|
rlm@77
|
1401 (enable-debug world)
|
rlm@77
|
1402 (set-gravity world Vector3f/ZERO)
|
rlm@77
|
1403 )
|
rlm@77
|
1404
|
rlm@77
|
1405 (fn [world _]
|
rlm@77
|
1406
|
rlm@77
|
1407 (if @move-up?
|
rlm@77
|
1408 (.applyForce control-a
|
rlm@77
|
1409 (Vector3f. force 0 0)
|
rlm@77
|
1410 (Vector3f. 0 0 0)))
|
rlm@77
|
1411 (if @move-down?
|
rlm@77
|
1412 (.applyForce control-a
|
rlm@77
|
1413 (Vector3f. (- force) 0 0)
|
rlm@77
|
1414 (Vector3f. 0 0 0)))
|
rlm@77
|
1415 (if @move-left?
|
rlm@77
|
1416 (.applyForce control-a
|
rlm@77
|
1417 (Vector3f. 0 force 0)
|
rlm@77
|
1418 (Vector3f. 0 0 0)))
|
rlm@77
|
1419 (if @move-right?
|
rlm@77
|
1420 (.applyForce control-a
|
rlm@77
|
1421 (Vector3f. 0 (- force) 0)
|
rlm@77
|
1422 (Vector3f. 0 0 0)))
|
rlm@77
|
1423
|
rlm@77
|
1424 (if @roll-left?
|
rlm@77
|
1425 (.applyForce control-a
|
rlm@77
|
1426 (Vector3f. 0 0 force)
|
rlm@77
|
1427 (Vector3f. 0 0 0)))
|
rlm@77
|
1428 (if @roll-right?
|
rlm@77
|
1429 (.applyForce control-a
|
rlm@77
|
1430 (Vector3f. 0 0 (- force))
|
rlm@77
|
1431 (Vector3f. 0 0 0)))
|
rlm@77
|
1432
|
rlm@77
|
1433 (if (zero? (rem (swap! timer inc) 100))
|
rlm@77
|
1434 (.attachChild
|
rlm@77
|
1435 (.getRootNode world)
|
rlm@77
|
1436 (sphere 0.05 :color ColorRGBA/Yellow
|
rlm@77
|
1437 :physical? false :position
|
rlm@77
|
1438 (.getWorldTranslation obj-a)))))
|
rlm@77
|
1439 )
|
rlm@77
|
1440 ))
|
rlm@77
|
1441
|
rlm@94
|
1442 (defn transform-trianglesdsd
|
rlm@94
|
1443 "Transform that converts each vertex in the first triangle
|
rlm@94
|
1444 into the corresponding vertex in the second triangle."
|
rlm@94
|
1445 [#^Triangle tri-1 #^Triangle tri-2]
|
rlm@94
|
1446 (let [in [(.get1 tri-1)
|
rlm@94
|
1447 (.get2 tri-1)
|
rlm@94
|
1448 (.get3 tri-1)]
|
rlm@94
|
1449 out [(.get1 tri-2)
|
rlm@94
|
1450 (.get2 tri-2)
|
rlm@94
|
1451 (.get3 tri-2)]]
|
rlm@94
|
1452 (let [translate (doto (Matrix4f.) (.setTranslation (.negate (in 0))))
|
rlm@94
|
1453 in* [(.mult translate (in 0))
|
rlm@94
|
1454 (.mult translate (in 1))
|
rlm@94
|
1455 (.mult translate (in 2))]
|
rlm@94
|
1456 final-translation
|
rlm@94
|
1457 (doto (Matrix4f.)
|
rlm@94
|
1458 (.setTranslation (out 1)))
|
rlm@94
|
1459
|
rlm@94
|
1460 rotate-1
|
rlm@94
|
1461 (doto (Matrix3f.)
|
rlm@94
|
1462 (.fromStartEndVectors
|
rlm@94
|
1463 (.normalize
|
rlm@94
|
1464 (.subtract
|
rlm@94
|
1465 (in* 1) (in* 0)))
|
rlm@94
|
1466 (.normalize
|
rlm@94
|
1467 (.subtract
|
rlm@94
|
1468 (out 1) (out 0)))))
|
rlm@94
|
1469 in** [(.mult rotate-1 (in* 0))
|
rlm@94
|
1470 (.mult rotate-1 (in* 1))
|
rlm@94
|
1471 (.mult rotate-1 (in* 2))]
|
rlm@94
|
1472 scale-factor-1
|
rlm@94
|
1473 (.mult
|
rlm@94
|
1474 (.normalize
|
rlm@94
|
1475 (.subtract
|
rlm@94
|
1476 (out 1)
|
rlm@94
|
1477 (out 0)))
|
rlm@94
|
1478 (/ (.length
|
rlm@94
|
1479 (.subtract (out 1)
|
rlm@94
|
1480 (out 0)))
|
rlm@94
|
1481 (.length
|
rlm@94
|
1482 (.subtract (in** 1)
|
rlm@94
|
1483 (in** 0)))))
|
rlm@94
|
1484 scale-1 (doto (Matrix4f.) (.setScale scale-factor-1))
|
rlm@94
|
1485 in*** [(.mult scale-1 (in** 0))
|
rlm@94
|
1486 (.mult scale-1 (in** 1))
|
rlm@94
|
1487 (.mult scale-1 (in** 2))]
|
rlm@94
|
1488
|
rlm@94
|
1489
|
rlm@94
|
1490
|
rlm@94
|
1491
|
rlm@94
|
1492
|
rlm@94
|
1493 ]
|
rlm@94
|
1494
|
rlm@94
|
1495 (dorun (map println in))
|
rlm@94
|
1496 (println)
|
rlm@94
|
1497 (dorun (map println in*))
|
rlm@94
|
1498 (println)
|
rlm@94
|
1499 (dorun (map println in**))
|
rlm@94
|
1500 (println)
|
rlm@94
|
1501 (dorun (map println in***))
|
rlm@94
|
1502 (println)
|
rlm@94
|
1503
|
rlm@99
|
1504 ))))
|
rlm@94
|
1505
|
rlm@94
|
1506
|
rlm@106
|
1507 (defn world-setup [joint]
|
rlm@106
|
1508 (let [joint-position (Vector3f. 0 0 0)
|
rlm@106
|
1509 joint-rotation
|
rlm@106
|
1510 (.toRotationMatrix
|
rlm@106
|
1511 (.mult
|
rlm@106
|
1512 (doto (Quaternion.)
|
rlm@106
|
1513 (.fromAngleAxis
|
rlm@106
|
1514 (* 1 (/ Math/PI 4))
|
rlm@106
|
1515 (Vector3f. -1 0 0)))
|
rlm@106
|
1516 (doto (Quaternion.)
|
rlm@106
|
1517 (.fromAngleAxis
|
rlm@106
|
1518 (* 1 (/ Math/PI 2))
|
rlm@106
|
1519 (Vector3f. 0 0 1)))))
|
rlm@106
|
1520 top-position (.mult joint-rotation (Vector3f. 8 0 0))
|
rlm@106
|
1521
|
rlm@106
|
1522 origin (doto
|
rlm@106
|
1523 (sphere 0.1 :physical? false :color ColorRGBA/Cyan
|
rlm@106
|
1524 :position top-position))
|
rlm@106
|
1525 top (doto
|
rlm@106
|
1526 (sphere 0.1 :physical? false :color ColorRGBA/Yellow
|
rlm@106
|
1527 :position top-position)
|
rlm@106
|
1528
|
rlm@106
|
1529 (.addControl
|
rlm@106
|
1530 (RigidBodyControl.
|
rlm@106
|
1531 (CapsuleCollisionShape. 0.5 1.5 1) (float 20))))
|
rlm@106
|
1532 bottom (doto
|
rlm@106
|
1533 (sphere 0.1 :physical? false :color ColorRGBA/DarkGray
|
rlm@106
|
1534 :position (Vector3f. 0 0 0))
|
rlm@106
|
1535 (.addControl
|
rlm@106
|
1536 (RigidBodyControl.
|
rlm@106
|
1537 (CapsuleCollisionShape. 0.5 1.5 1) (float 0))))
|
rlm@106
|
1538 table (box 10 2 10 :position (Vector3f. 0 -20 0)
|
rlm@106
|
1539 :color ColorRGBA/Gray :mass 0)
|
rlm@106
|
1540 a (.getControl top RigidBodyControl)
|
rlm@106
|
1541 b (.getControl bottom RigidBodyControl)]
|
rlm@106
|
1542
|
rlm@106
|
1543 (cond
|
rlm@106
|
1544 (= joint :cone)
|
rlm@106
|
1545
|
rlm@106
|
1546 (doto (ConeJoint.
|
rlm@106
|
1547 a b
|
rlm@106
|
1548 (world-to-local top joint-position)
|
rlm@106
|
1549 (world-to-local bottom joint-position)
|
rlm@106
|
1550 joint-rotation
|
rlm@106
|
1551 joint-rotation
|
rlm@106
|
1552 )
|
rlm@106
|
1553
|
rlm@106
|
1554
|
rlm@106
|
1555 (.setLimit (* (/ 10) Math/PI)
|
rlm@106
|
1556 (* (/ 4) Math/PI)
|
rlm@106
|
1557 0)))
|
rlm@106
|
1558 [origin top bottom table]))
|
rlm@106
|
1559
|
rlm@106
|
1560 (defn test-joint [joint]
|
rlm@106
|
1561 (let [[origin top bottom floor] (world-setup joint)
|
rlm@106
|
1562 control (.getControl top RigidBodyControl)
|
rlm@106
|
1563 move-up? (atom false)
|
rlm@106
|
1564 move-down? (atom false)
|
rlm@106
|
1565 move-left? (atom false)
|
rlm@106
|
1566 move-right? (atom false)
|
rlm@106
|
1567 roll-left? (atom false)
|
rlm@106
|
1568 roll-right? (atom false)
|
rlm@106
|
1569 timer (atom 0)]
|
rlm@106
|
1570
|
rlm@106
|
1571 (world
|
rlm@106
|
1572 (nodify [top bottom floor origin])
|
rlm@106
|
1573 (merge standard-debug-controls
|
rlm@106
|
1574 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))
|
rlm@106
|
1575 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))
|
rlm@106
|
1576 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))
|
rlm@106
|
1577 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))
|
rlm@106
|
1578 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))
|
rlm@106
|
1579 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})
|
rlm@106
|
1580
|
rlm@106
|
1581 (fn [world]
|
rlm@106
|
1582 (light-up-everything world)
|
rlm@106
|
1583 (enable-debug world)
|
rlm@106
|
1584 (set-gravity world (Vector3f. 0 0 0))
|
rlm@106
|
1585 )
|
rlm@106
|
1586
|
rlm@106
|
1587 (fn [world _]
|
rlm@106
|
1588 (if (zero? (rem (swap! timer inc) 100))
|
rlm@106
|
1589 (do
|
rlm@106
|
1590 ;; (println-repl @timer)
|
rlm@106
|
1591 (.attachChild (.getRootNode world)
|
rlm@106
|
1592 (sphere 0.05 :color ColorRGBA/Yellow
|
rlm@106
|
1593 :position (.getWorldTranslation top)
|
rlm@106
|
1594 :physical? false))
|
rlm@106
|
1595 (.attachChild (.getRootNode world)
|
rlm@106
|
1596 (sphere 0.05 :color ColorRGBA/LightGray
|
rlm@106
|
1597 :position (.getWorldTranslation bottom)
|
rlm@106
|
1598 :physical? false))))
|
rlm@106
|
1599
|
rlm@106
|
1600 (if @move-up?
|
rlm@106
|
1601 (.applyTorque control
|
rlm@106
|
1602 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1603 (Vector3f. 0 0 10))))
|
rlm@106
|
1604 (if @move-down?
|
rlm@106
|
1605 (.applyTorque control
|
rlm@106
|
1606 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1607 (Vector3f. 0 0 -10))))
|
rlm@106
|
1608 (if @move-left?
|
rlm@106
|
1609 (.applyTorque control
|
rlm@106
|
1610 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1611 (Vector3f. 0 10 0))))
|
rlm@106
|
1612 (if @move-right?
|
rlm@106
|
1613 (.applyTorque control
|
rlm@106
|
1614 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1615 (Vector3f. 0 -10 0))))
|
rlm@106
|
1616 (if @roll-left?
|
rlm@106
|
1617 (.applyTorque control
|
rlm@106
|
1618 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1619 (Vector3f. -1 0 0))))
|
rlm@106
|
1620 (if @roll-right?
|
rlm@106
|
1621 (.applyTorque control
|
rlm@106
|
1622 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1623 (Vector3f. 1 0 0))))))))
|
rlm@106
|
1624
|
rlm@99
|
1625
|
rlm@99
|
1626
|
rlm@107
|
1627 (defprotocol Frame
|
rlm@107
|
1628 (frame [this]))
|
rlm@107
|
1629
|
rlm@107
|
1630 (extend-type BufferedImage
|
rlm@107
|
1631 Frame
|
rlm@107
|
1632 (frame [image]
|
rlm@107
|
1633 (merge
|
rlm@107
|
1634 (apply
|
rlm@107
|
1635 hash-map
|
rlm@107
|
1636 (interleave
|
rlm@107
|
1637 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]
|
rlm@107
|
1638 (vector x y)))
|
rlm@107
|
1639 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]
|
rlm@107
|
1640 (let [data (.getRGB image x y)]
|
rlm@107
|
1641 (hash-map :r (bit-shift-right (bit-and 0xff0000 data) 16)
|
rlm@107
|
1642 :g (bit-shift-right (bit-and 0x00ff00 data) 8)
|
rlm@107
|
1643 :b (bit-and 0x0000ff data)))))))
|
rlm@107
|
1644 {:width (.getWidth image) :height (.getHeight image)})))
|
rlm@107
|
1645
|
rlm@107
|
1646
|
rlm@107
|
1647 (extend-type ImagePlus
|
rlm@107
|
1648 Frame
|
rlm@107
|
1649 (frame [image+]
|
rlm@107
|
1650 (frame (.getBufferedImage image+))))
|
rlm@107
|
1651
|
rlm@107
|
1652
|
rlm@99
|
1653 #+end_src
|
rlm@99
|
1654
|
rlm@99
|
1655
|
rlm@99
|
1656 * COMMENT generate source
|
rlm@99
|
1657 #+begin_src clojure :tangle ../src/cortex/silly.clj
|
rlm@99
|
1658 <<body-1>>
|
rlm@99
|
1659 #+end_src
|
rlm@99
|
1660
|
rlm@99
|
1661
|
rlm@94
|
1662
|
rlm@94
|
1663
|