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1 #+title: Simulated Senses
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+MATHJAX: align:"left" mathml:t path:"../aurellem/src/MathJax/MathJax.js"
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5 #+STYLE: <link rel="stylesheet" type="text/css" href="../aurellem/src/css/aurellem.css"/>
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6 #+BABEL: :exports both :noweb yes :cache no :mkdirp yes
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7 #+INCLUDE: ../aurellem/src/templates/level-0.org
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8 #+description: Simulating senses for AI research using JMonkeyEngine3
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9
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10 * Background
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11 Artificial Intelligence has tried and failed for more than half a
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12 century to produce programs as flexible, creative, and “intelligent”
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13 as the human mind itself. Clearly, we are still missing some important
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14 ideas concerning intelligent programs or we would have strong AI
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15 already. What idea could be missing?
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16
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17 When Turing first proposed his famous “Turing Test” in the
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18 groundbreaking paper [[./sources/turing.pdf][/Computing Machines and Intelligence/]], he gave
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19 little importance to how a computer program might interact with the
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20 world:
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21
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22 #+BEGIN_QUOTE
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23 \ldquo{}We need not be too concerned about the legs, eyes, etc. The example of
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24 Miss Helen Keller shows that education can take place provided that
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25 communication in both directions between teacher and pupil can take
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26 place by some means or other.\rdquo{}
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27 #+END_QUOTE
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28
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29 And from the example of Hellen Keller he went on to assume that the
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30 only thing a fledgling AI program could need by way of communication
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31 is a teletypewriter. But Hellen Keller did possess vision and hearing
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32 for the first few months of her life, and her tactile sense was far
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33 more rich than any text-stream could hope to achieve. She possessed a
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34 body she could move freely, and had continual access to the real world
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35 to learn from her actions.
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36
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37 I believe that our programs are suffering from too little sensory
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38 input to become really intelligent. Imagine for a moment that you
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39 lived in a world completely cut off form all sensory stimulation. You
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40 have no eyes to see, no ears to hear, no mouth to speak. No body, no
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41 taste, no feeling whatsoever. The only sense you get at all is a
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42 single point of light, flickering on and off in the void. If this was
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43 your life from birth, you would never learn anything, and could never
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44 become intelligent. Actual humans placed in sensory deprivation
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45 chambers experience hallucinations and can begin to loose their sense
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46 of reality in as little as 15 minutes[sensory-deprivation]. Most of
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47 the time, the programs we write are in exactly this situation. They do
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48 not interface with cameras and microphones, and they do not control a
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49 real or simulated body or interact with any sort of world.
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50
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51
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52 * Simulation vs. Reality
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53 I want demonstrate that multiple senses are what enable
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54 intelligence. There are two ways of playing around with senses and
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55 computer programs:
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56
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57 The first is to go entirely with simulation: virtual world, virtual
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58 character, virtual senses. The advantages are that when everything is
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59 a simulation, experiments in that simulation are absolutely
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60 reproducible. It's also easier to change the character and world to
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61 explore new situations and different sensory combinations.
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62
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63
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64 ** Issues with Simulation
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65
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66 If the world is to be simulated on a computer, then not only do you
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67 have to worry about whether the character's senses are rich enough to
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68 learn from the world, but whether the world itself is rendered with
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69 enough detail and realism to give enough working material to the
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70 character's senses. To name just a few difficulties facing modern
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71 physics simulators: destructibility of the environment, simulation of
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72 water/other fluids, large areas, nonrigid bodies, lots of objects,
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73 smoke. I don't know of any computer simulation that would allow a
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74 character to take a rock and grind it into fine dust, then use that
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75 dust to make a clay sculpture, at least not without spending years
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76 calculating the interactions of every single small grain of
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77 dust. Maybe a simulated world with today's limitations doesn't provide
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78 enough richness for real intelligence to evolve.
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79
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80 ** Issues with Reality
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81
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82 The other approach for playing with senses is to hook your software up
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83 to real cameras, microphones, robots, etc., and let it loose in the
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84 real world. This has the advantage of eliminating concerns about
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85 simulating the world at the expense of increasing the complexity of
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86 implementing the senses. Instead of just grabbing the current rendered
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87 frame for processing, you have to use an actual camera with real
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88 lenses and interact with photons to get an image. It is much harder to
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89 change the character, which is now partly a physical robot of some
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90 sort, since doing so involves changing things around in the real world
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91 instead of modifying lines of code. While the real world is very rich
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92 and definitely provides enough stimulation for intelligence to develop
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93 as evidenced by our own existence, it is also uncontrollable in the
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94 sense that a particular situation cannot be recreated perfectly or
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95 saved for later use. It is harder to conduct science because it is
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96 harder to repeat an experiment. The worst thing about using the real
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97 world instead of a simulation is the matter of time. Instead of
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98 simulated time you get the constant and unstoppable flow of real
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99 time. This severely limits the sorts of software you can use to
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100 program the AI because all sense inputs must be handled in real
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101 time. Complicated ideas may have to be implemented in hardware or may
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102 simply be impossible given the current speed of our
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103 processors. Contrast this with a simulation, in which the flow of time
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104 in the simulated world can be slowed down to accommodate the
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105 limitations of the character's programming. In terms of cost, doing
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106 everything in software is far cheaper than building custom real-time
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107 hardware. All you need is a laptop and some patience.
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108
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109 * Choose a Simulation Engine
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110
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111 Mainly because of issues with controlling the flow of time, I chose to
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112 simulate both the world and the character. I set out to make a minimal
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113 world in which I could embed a character with multiple senses. My main
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114 goal is to make an environment where I can perform further experiments
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115 in simulated senses.
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116
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117 As Carl Sagan once said, "If you wish to make an apple pie from
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118 scratch, you must first invent the universe.” I examined many
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119 different 3D environments to try and find something I would use as the
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120 base for my simulation; eventually the choice came down to three
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121 engines: the Quake II engine, the Source Engine, and jMonkeyEngine.
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122
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123 ** Quake II/Jake2
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124
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125 I spent a bit more than a month working with the Quake II Engine from
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126 ID software to see if I could use it for my purposes. All the source
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127 code was released by ID software into the Public Domain several years
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128 ago, and as a result it has been ported and modified for many
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129 different reasons. This engine was famous for its advanced use of
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130 realistic shading and had decent and fast physics
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131 simulation. Researchers at Princeton [[http://www.nature.com/nature/journal/v461/n7266/pdf/nature08499.pdf][used this code]] to study spatial
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132 information encoding in the hippocampal cells of rats. Those
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133 researchers created a special Quake II level that simulated a maze,
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134 and added an interface where a mouse could run around inside a ball in
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135 various directions to move the character in the simulated maze. They
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136 measured hippocampal activity during this exercise to try and tease
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137 out the method in which spatial data was stored in that area of the
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138 brain. I find this promising because if a real living rat can interact
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139 with a computer simulation of a maze in the same way as it interacts
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140 with a real-world maze, then maybe that simulation is close enough to
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141 reality that a simulated sense of vision and motor control interacting
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142 with that simulation could reveal useful information about the real
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143 thing. It happens that there is a Java port of the original C source
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144 code called Jake2. The port demonstrates Java's OpenGL bindings and
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145 runs anywhere from 90% to 105% as fast as the C version. After
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146 reviewing much of the source of Jake2, I eventually rejected it
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147 because the engine is too tied to the concept of a first-person
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148 shooter game. One of the problems I had was that there does not seem
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149 to be any easy way to attach multiple cameras to a single
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150 character. There are also several physics clipping issues that are
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151 corrected in a way that only applies to the main character and does
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152 not apply to arbitrary objects. While there is a large community of
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153 level modders, I couldn't find a community to support using the engine
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154 to make new things.
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155
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156 ** Source Engine
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157
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158 The Source Engine evolved from the Quake II and Quake I engines and is
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159 used by Valve in the Half-Life series of games. The physics simulation
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160 in the Source Engine is quite accurate and probably the best out of
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161 all the engines I investigated. There is also an extensive community
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162 actively working with the engine. However, applications that use the
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163 Source Engine must be written in C++, the code is not open, it only
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164 runs on Windows, and the tools that come with the SDK to handle models
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165 and textures are complicated and awkward to use.
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166
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167 ** jMonkeyEngine
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168
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169 jMonkeyEngine is a new library for creating games in Java. It uses
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170 OpenGL to render to the screen and uses screengraphs to avoid drawing
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171 things that do not appear on the screen. It has an active community
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172 and several games in the pipeline. The engine was not built to serve
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173 any particular game but is instead meant to be used for any 3D
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174 game. After experimenting with each of these three engines and a few
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175 others for about 2 months I settled on jMonkeyEngine. I chose it
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176 because it had the most features out of all the open projects I looked
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177 at, and because I could then write my code in Clojure, an
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178 implementation of LISP that runs on the JVM.
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179
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180 * Setup
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181
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182 First, I checked out the source to jMonkeyEngine:
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183
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184 #+srcname: checkout
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185 #+begin_src sh :results verbatim
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186 svn checkout http://jmonkeyengine.googlecode.com/svn/trunk/engine jme3
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187 #+end_src
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188
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189 #+results: checkout
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190 : Checked out revision 7975.
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191
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192
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193 Building jMonkeyEngine is easy enough:
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194
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195 #+srcname: build
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196 #+begin_src sh :results verbatim
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197 cd jme3
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198 ant jar | tail -n 2
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199 #+end_src
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200
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201 #+results: build
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202 : BUILD SUCCESSFUL
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203 : Total time: 15 seconds
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204
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205
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206 Also build the javadoc:
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207
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208 #+srcname: javadoc
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209 #+begin_src sh :results verbatim
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210 cd jme3
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211 ant javadoc | tail -n 2
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212 #+end_src
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213
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214 #+results: javadoc
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215 : BUILD SUCCESSFUL
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216 : Total time: 12 seconds
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217
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218 Now, move the jars from the compilation into the project's lib folder.
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219
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220 #+srcname: move-jars
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221 #+begin_src sh :results verbatim
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222 mkdir -p lib
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223 mkdir -p src
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224 cp jme3/dist/jMonkeyEngine3.jar lib/
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225 cp jme3/dist/lib/* lib/
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226 ls lib
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227 #+end_src
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228
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229 #+results: move-jars
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230 #+begin_example
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231 eventbus-1.4.jar
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232 jbullet.jar
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233 jheora-jst-debug-0.6.0.jar
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234 jinput.jar
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235 jME3-jbullet.jar
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236 jME3-lwjgl-natives.jar
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237 jME3-testdata.jar
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238 jME3-test.jar
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239 jMonkeyEngine3.jar
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240 j-ogg-oggd.jar
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241 j-ogg-vorbisd.jar
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242 lwjgl.jar
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243 nifty-1.3.jar
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244 nifty-default-controls-1.3.jar
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245 nifty-examples-1.3.jar
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246 nifty-lwjgl-renderer-1.3.jar
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247 nifty-openal-soundsystem-1.0.jar
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248 nifty-style-black-1.3.jar
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249 nifty-style-grey-1.0.jar
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250 noise-0.0.1-SNAPSHOT.jar
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251 stack-alloc.jar
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252 vecmath.jar
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253 xmlpull-xpp3-1.1.4c.jar
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254 #+end_example
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255
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256 It's good to create a =assets= directory in the style that the
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257 =AssetManager= will like.
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258
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259 #+srcname: create-assets
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260 #+begin_src sh :results verbatim
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261 mkdir -p assets
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262 mkdir -p assets/Interface
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263 mkdir -p assets/Materials
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264 mkdir -p assets/MatDefs
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265 mkdir -p assets/Models
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266 mkdir -p assets/Scenes
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267 mkdir -p assets/Shaders
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268 mkdir -p assets/Sounds
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269 mkdir -p assets/Textures
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270 tree -L 1 assets
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271 #+end_src
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272
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273 #+results: create-assets
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274 #+begin_example
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275 assets
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276 |-- Interface
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277 |-- MatDefs
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278 |-- Materials
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279 |-- Models
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280 |-- Scenes
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281 |-- Shaders
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282 |-- Sounds
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283 `-- Textures
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284
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285 8 directories, 0 files
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286 #+end_example
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287
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288
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289 The java classpath should have all the jars contained in the =lib=
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290 directory as well as the src directory.
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291
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292 For example, here is the file I use to run my REPL for clojure.
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293
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294 #+include: "~/swank-all" src sh :exports code
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295
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296 The important thing here is that =cortex/lib/*=, =cortex/src=, and
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297 =cortex/assets= appear on the classpath. (=cortex= is the base
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298 directory of this project.)
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299
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300 #+srcname: pwd
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301 #+begin_src sh
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302 pwd
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303 #+end_src
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304
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305 #+results: pwd
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306 : /home/r/cortex
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307
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308
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309 * Simulation Base
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310
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311 ** Imports
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312 First, I'll import jme core classes.
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313 #+srcname: import
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314 #+begin_src clojure :results silent
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315 (ns cortex.import
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316 (:require swank.util.class-browse))
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317
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318 (defn import-jme3 []
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319 (import '[com.jme3.system AppSettings JmeSystem])
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320 (import '[com.jme3.app Application SimpleApplication])
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321 (import 'com.jme3.material.Material)
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322 (import '[com.jme3.math Vector3f ColorRGBA Quaternion Transform])
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323 (import '[com.jme3.scene Node Geometry])
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324 (import '[com.jme3.scene.shape Box Sphere Sphere$TextureMode])
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325 (import 'com.jme3.font.BitmapText)
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326 (import '[com.jme3.input KeyInput InputManager])
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327 (import '[com.jme3.input.controls
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328 ActionListener AnalogListener KeyTrigger MouseButtonTrigger])
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329 (import '[com.jme3.asset AssetManager DesktopAssetManager] )
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330 (import '[com.jme3.asset.plugins HttpZipLocator ZipLocator])
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331 (import '[com.jme3.light PointLight DirectionalLight])
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332 (import '[com.jme3.animation AnimControl Skeleton Bone])
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333 (import '[com.jme3.bullet.collision.shapes
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334 MeshCollisionShape SphereCollisionShape BoxCollisionShape])
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335 (import 'com.jme3.renderer.queue.RenderQueue$ShadowMode)
|
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336 (import 'jme3test.TestChooser)
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337 (import '[com.jme3.bullet PhysicsTickListener PhysicsSpace])
|
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338 (import '[com.jme3.bullet.joints SixDofJoint HingeJoint
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339 SliderJoint Point2PointJoint ConeJoint]))
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340
|
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341
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342 (defmacro permissive-import* [class-symbol]
|
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343 `(try
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344 (import ~class-symbol)
|
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345 (catch Exception e#
|
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346 (println "can't import " ~class-symbol))))
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347
|
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348 (defn permissive-import [class-symbol]
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349 (eval (list 'cortex.import/permissive-import* class-symbol)))
|
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350
|
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|
351 (defn selection-import [selection-fn]
|
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352 (dorun
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353 (map (comp permissive-import symbol)
|
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354 (filter selection-fn
|
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355 (map :name
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356 swank.util.class-browse/available-classes)))))
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357
|
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358 (defn mega-import-jme3
|
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|
359 "ALL the jme classes. For REPL use."
|
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360 []
|
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|
361 (selection-import
|
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362 #(and
|
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|
363 (.startsWith % "com.jme3.")
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|
364 ;; Don't import the Lwjgl stuff since it can throw exceptions
|
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|
365 ;; upon being loaded.
|
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366 (not (re-matches #".*Lwjgl.*" %)))))
|
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367 #+end_src
|
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368
|
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369 The =mega-import-jme3= is quite usefull for debugging purposes since
|
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370 it allows completion for almost all of JME's classes
|
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|
371
|
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372 ** Simplification
|
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373 *** World
|
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374
|
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375 It is comvienent to wrap the JME elements that deal with creating a
|
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376 world, creation of basic objects, and Keyboard input with a nicer
|
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377 interface (at least for my purposes).
|
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|
378
|
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379 #+srcname: world-inputs
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|
380 #+begin_src clojure :results silent
|
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|
381 (ns cortex.world)
|
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|
382 (require 'cortex.import)
|
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383 (use 'clojure.contrib.def)
|
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384 (rlm.rlm-commands/help)
|
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|
385 (cortex.import/mega-import-jme3)
|
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386
|
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387 (defvar *app-settings*
|
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388 (doto (AppSettings. true)
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389 (.setFullscreen false)
|
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|
390 (.setTitle "Aurellem.")
|
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391 ;; disable 32 bit stuff for now
|
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|
392 ;;(.setAudioRenderer "Send")
|
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|
393 )
|
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|
394 "These settings control how the game is displayed on the screen for
|
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|
395 debugging purposes. Use binding forms to change this if desired.
|
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|
396 Full-screen mode does not work on some computers.")
|
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|
397
|
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|
398 (defn asset-manager
|
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|
399 "returns a new, configured assetManager" []
|
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|
400 (JmeSystem/newAssetManager
|
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|
401 (.getResource
|
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|
402 (.getContextClassLoader (Thread/currentThread))
|
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|
403 "com/jme3/asset/Desktop.cfg")))
|
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|
404
|
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|
405 (defmacro no-exceptions
|
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|
406 "Sweet relief like I never knew."
|
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|
407 [& forms]
|
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|
408 `(try ~@forms (catch Exception e# (.printStackTrace e#))))
|
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|
409
|
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|
410 (defn thread-exception-removal []
|
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|
411 (println "removing exceptions from " (Thread/currentThread))
|
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|
412 (.setUncaughtExceptionHandler
|
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|
413 (Thread/currentThread)
|
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|
414 (proxy [Thread$UncaughtExceptionHandler] []
|
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|
415 (uncaughtException
|
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|
416 [thread thrown]
|
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|
417 (println "uncaught-exception thrown in " thread)
|
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|
418 (println (.getMessage thrown))))))
|
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|
419
|
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|
420 (def println-repl (bound-fn [& args] (apply println args)))
|
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|
421
|
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|
422 (use '[pokemon [lpsolve :only [constant-map]]])
|
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|
423
|
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|
424 (defn no-op [& _])
|
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|
425
|
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|
426 (defn all-keys
|
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|
427 "Construct a map of strings representing all the manual inputs from
|
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|
428 either the keyboard or mouse."
|
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|
429 []
|
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|
430 (let [inputs (constant-map KeyInput)]
|
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|
431 (assoc
|
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|
432 (zipmap (map (fn [field]
|
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|
433 (.toLowerCase (re-gsub #"_" "-" field))) (vals inputs))
|
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|
434 (map (fn [val] (KeyTrigger. val)) (keys inputs)))
|
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|
435 ;;explicitly add mouse controls
|
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|
436 "mouse-left" (MouseButtonTrigger. 0)
|
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|
437 "mouse-middle" (MouseButtonTrigger. 2)
|
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|
438 "mouse-right" (MouseButtonTrigger. 1))))
|
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|
439
|
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|
440 (defn initialize-inputs
|
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|
441 "more java-interop cruft to establish keybindings for a particular virtual world"
|
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|
442 [game input-manager key-map]
|
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|
443 (doall (map (fn [[name trigger]]
|
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|
444 (.addMapping ^InputManager input-manager
|
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|
445 name (into-array (class trigger) [trigger]))) key-map))
|
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|
446 (doall (map (fn [name]
|
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|
447 (.addListener ^InputManager input-manager game
|
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|
448 (into-array String [name]))) (keys key-map))))
|
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|
449
|
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|
450 #+end_src
|
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|
451
|
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|
452 These functions are all for debug controlling of the world through
|
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|
453 keyboard and mouse.
|
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|
454
|
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|
455 We reuse =constant-map= from =pokemon.lpsolve= to get the numerical
|
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|
456 values for all the keys defined in the =KeyInput= class. The
|
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|
457 documentation for =constant-map= is:
|
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|
458
|
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|
459 #+begin_src clojure :results output
|
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|
460 (doc pokemon.lpsolve/constant-map)
|
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|
461 #+end_src
|
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|
462
|
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|
463 #+results:
|
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|
464 : -------------------------
|
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|
465 : pokemon.lpsolve/constant-map
|
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|
466 : ([class])
|
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|
467 : Takes a class and creates a map of the static constant integer
|
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|
468 : fields with their names. This helps with C wrappers where they have
|
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|
469 : just defined a bunch of integer constants instead of enums
|
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|
470
|
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|
471
|
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|
472 Then, =all-keys= converts the constant names like =KEY_J= to the more
|
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|
473 clojure-like =key-j=, and returns a map from these keys to
|
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|
474 jMonkeyEngine KeyTrigger objects, the use of which will soon become
|
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|
475 apparent. =all-keys= also adds the three mouse button controls to the
|
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|
476 map.
|
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|
477
|
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|
478 #+srcname: world
|
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|
479 #+begin_src clojure :results silent
|
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|
480 (in-ns 'cortex.world)
|
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|
481
|
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|
482 (defn traverse
|
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|
483 "apply f to every non-node, deeply"
|
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|
484 [f node]
|
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|
485 (if (isa? (class node) Node)
|
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|
486 (dorun (map (partial traverse f) (.getChildren node)))
|
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|
487 (f node)))
|
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|
488
|
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|
489 (def gravity (Vector3f. 0 -9.81 0))
|
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|
490
|
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|
491 (defn world
|
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|
492 [root-node key-map setup-fn update-fn]
|
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|
493 (let [physics-manager (BulletAppState.)
|
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|
494 shadow-renderer (BasicShadowRenderer. (asset-manager) (int 256))
|
rlm@0
|
495 ;;maybe use a better shadow renderer someday!
|
rlm@0
|
496 ;;shadow-renderer (PssmShadowRenderer. (asset-manager) 256 1)
|
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|
497 ]
|
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|
498 (doto
|
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|
499 (proxy [SimpleApplication ActionListener] []
|
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|
500 (simpleInitApp
|
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|
501 []
|
rlm@0
|
502 (no-exceptions
|
rlm@0
|
503 (.setTimer this (IsoTimer. 60))
|
rlm@0
|
504 ;; Create key-map.
|
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|
505 (.setFrustumFar (.getCamera this) 300)
|
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|
506 (initialize-inputs this (.getInputManager this) (all-keys))
|
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|
507 ;; Don't take control of the mouse
|
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|
508 (org.lwjgl.input.Mouse/setGrabbed false)
|
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|
509 ;; add all objects to the world
|
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|
510 (.attachChild (.getRootNode this) root-node)
|
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|
511 ;; enable physics
|
rlm@0
|
512 ;; add a physics manager
|
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|
513 (.attach (.getStateManager this) physics-manager)
|
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|
514 (.setGravity (.getPhysicsSpace physics-manager) gravity)
|
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|
515
|
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|
516
|
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|
517 ;; go through every object and add it to the physics manager
|
rlm@0
|
518 ;; if relavant.
|
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|
519 (traverse (fn [geom]
|
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|
520 (dorun
|
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|
521 (for [n (range (.getNumControls geom))]
|
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|
522 (do
|
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|
523 (println-repl "adding control " (.getControl geom n))
|
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|
524 (.add (.getPhysicsSpace physics-manager)
|
rlm@0
|
525 (.getControl geom n))))))
|
rlm@0
|
526 (.getRootNode this))
|
rlm@0
|
527 ;;(.addAll (.getPhysicsSpace physics-manager) (.getRootNode this))
|
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|
528
|
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|
529 (setup-fn this)
|
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|
530 (.setDirection shadow-renderer
|
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|
531 (.normalizeLocal (Vector3f. -1 -1 -1)))
|
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|
532 (.addProcessor (.getViewPort this) shadow-renderer)
|
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|
533 (.setShadowMode (.getRootNode this) RenderQueue$ShadowMode/Off)
|
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|
534 ))
|
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|
535 (simpleUpdate
|
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|
536 [tpf]
|
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|
537 (no-exceptions
|
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|
538 (update-fn this tpf)))
|
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|
539 (onAction
|
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|
540 [binding value tpf]
|
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|
541 ;; whenever a key is pressed, call the function returned from
|
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|
542 ;; key-map.
|
rlm@0
|
543 (no-exceptions
|
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|
544 (if-let [react (key-map binding)]
|
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|
545 (react this value)))))
|
rlm@0
|
546 ;; don't show a menu to change options.
|
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|
547
|
rlm@0
|
548 (.setShowSettings false)
|
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|
549 (.setPauseOnLostFocus false)
|
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|
550 (.setSettings *app-settings*))))
|
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|
551
|
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|
552 (defn apply-map
|
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|
553 "Like apply, but works for maps and functions that expect an implicit map
|
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|
554 and nothing else as in (fn [& {}]).
|
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|
555 ------- Example -------
|
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|
556 (defn jjj [& {:keys [www] :or {www \"oph yeah\"} :as env}] (println www))
|
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|
557 (apply-map jjj {:www \"whatever\"})
|
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|
558 -->\"whatever\""
|
rlm@0
|
559 [fn m]
|
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|
560 (apply fn (reduce #(into %1 %2) [] m)))
|
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|
561
|
rlm@0
|
562 #+end_src
|
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|
563
|
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|
564
|
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|
565 =world= is the most important function here.
|
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|
566 *** TODO more documentation
|
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|
567
|
rlm@0
|
568 #+srcname: world-shapes
|
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|
569 #+begin_src clojure :results silent
|
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|
570 (in-ns 'cortex.world)
|
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|
571 (defrecord shape-description
|
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|
572 [name
|
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|
573 color
|
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|
574 mass
|
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|
575 friction
|
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|
576 texture
|
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|
577 material
|
rlm@0
|
578 position
|
rlm@0
|
579 rotation
|
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|
580 shape
|
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|
581 physical?])
|
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|
582
|
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|
583 (def base-shape
|
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|
584 (shape-description.
|
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|
585 "default-shape"
|
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|
586 false
|
rlm@0
|
587 ;;ColorRGBA/Blue
|
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|
588 1.0 ;; mass
|
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|
589 1.0 ;; friction
|
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|
590 ;; texture
|
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|
591 "Textures/Terrain/BrickWall/BrickWall.jpg"
|
rlm@0
|
592 ;; material
|
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|
593 "Common/MatDefs/Misc/Unshaded.j3md"
|
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|
594 Vector3f/ZERO
|
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|
595 Quaternion/IDENTITY
|
rlm@0
|
596 (Box. Vector3f/ZERO 0.5 0.5 0.5)
|
rlm@0
|
597 true))
|
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|
598
|
rlm@0
|
599 (defn make-shape
|
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|
600 [#^shape-description d]
|
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|
601 (let [mat (Material. (asset-manager) (:material d))
|
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|
602 geom (Geometry. (:name d) (:shape d))]
|
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|
603 (if (:texture d)
|
rlm@0
|
604 (let [key (TextureKey. (:texture d))]
|
rlm@0
|
605 (.setGenerateMips key true)
|
rlm@0
|
606 (.setTexture mat "ColorMap" (.loadTexture (asset-manager) key))))
|
rlm@0
|
607 (if (:color d) (.setColor mat "Color" (:color d)))
|
rlm@0
|
608 (.setMaterial geom mat)
|
rlm@0
|
609 (if-let [rotation (:rotation d)] (.rotate geom rotation))
|
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|
610 (.setLocalTranslation geom (:position d))
|
rlm@0
|
611 (if (:physical? d)
|
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|
612 (let [impact-shape (doto (GImpactCollisionShape. (.getMesh geom)) (.setMargin 0))
|
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|
613 physics-control (RigidBodyControl.
|
rlm@0
|
614 impact-shape
|
rlm@0
|
615 (float (:mass d)))]
|
rlm@0
|
616 (.createJmeMesh impact-shape)
|
rlm@0
|
617 (.addControl geom physics-control)
|
rlm@0
|
618 ;;(.setSleepingThresholds physics-control (float 0) (float 0))
|
rlm@0
|
619 (.setFriction physics-control (:friction d))))
|
rlm@0
|
620 ;;the default is to keep this node in the physics engine forever.
|
rlm@0
|
621 ;;these commands must come after the control is added to the geometry.
|
rlm@0
|
622 ;;
|
rlm@0
|
623 geom))
|
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|
624
|
rlm@0
|
625 (defn box
|
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|
626 ([l w h & {:as options}]
|
rlm@0
|
627 (let [options (merge base-shape options)]
|
rlm@0
|
628 (make-shape (assoc options
|
rlm@0
|
629 :shape (Box. l w h)))))
|
rlm@0
|
630 ([] (box 0.5 0.5 0.5)))
|
rlm@0
|
631
|
rlm@0
|
632 (defn sphere
|
rlm@0
|
633 ([r & {:as options}]
|
rlm@0
|
634 (let [options (merge base-shape options)]
|
rlm@0
|
635 (make-shape (assoc options
|
rlm@0
|
636 :shape (Sphere. 32 32 (float r))))))
|
rlm@0
|
637 ([] (sphere 0.5)))
|
rlm@0
|
638
|
rlm@0
|
639 (defn add-element [game node]
|
rlm@0
|
640 (.addAll
|
rlm@0
|
641 (.getPhysicsSpace
|
rlm@0
|
642 (.getState
|
rlm@0
|
643 (.getStateManager game)
|
rlm@0
|
644 BulletAppState))
|
rlm@0
|
645 node)
|
rlm@0
|
646 (.attachChild (.getRootNode game) node))
|
rlm@0
|
647
|
rlm@0
|
648 (defn set-gravity*
|
rlm@0
|
649 [game gravity]
|
rlm@0
|
650 (traverse
|
rlm@0
|
651 (fn [geom]
|
rlm@0
|
652 (if-let
|
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|
653 [control (.getControl geom RigidBodyControl)]
|
rlm@0
|
654 (do
|
rlm@0
|
655 (.setGravity control gravity)
|
rlm@0
|
656 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO)
|
rlm@0
|
657 )))
|
rlm@0
|
658 (.getRootNode game)))
|
rlm@0
|
659
|
rlm@0
|
660 #+end_src
|
rlm@0
|
661
|
rlm@0
|
662 These are convienence functions for creating JME objects and
|
rlm@0
|
663 manipulating a world.
|
rlm@0
|
664
|
rlm@0
|
665 #+srcname: world-view
|
rlm@0
|
666 #+begin_src clojure :results silent
|
rlm@0
|
667 (in-ns 'cortex.world)
|
rlm@0
|
668
|
rlm@0
|
669 (defprotocol Viewable
|
rlm@0
|
670 (view [something]))
|
rlm@0
|
671
|
rlm@0
|
672 (extend-type com.jme3.scene.Geometry
|
rlm@0
|
673 Viewable
|
rlm@0
|
674 (view [geo]
|
rlm@0
|
675 (view (doto (Node.)(.attachChild geo)))))
|
rlm@0
|
676
|
rlm@0
|
677 (extend-type com.jme3.scene.Node
|
rlm@0
|
678 Viewable
|
rlm@0
|
679 (view [node]
|
rlm@0
|
680 (.start
|
rlm@0
|
681 (world node
|
rlm@0
|
682 {}
|
rlm@0
|
683 (fn [world]
|
rlm@0
|
684 (.enableDebug
|
rlm@0
|
685 (.getPhysicsSpace
|
rlm@0
|
686 (.getState
|
rlm@0
|
687 (.getStateManager world)
|
rlm@0
|
688 BulletAppState))
|
rlm@0
|
689 (asset-manager))
|
rlm@0
|
690 (set-gravity* world Vector3f/ZERO)
|
rlm@0
|
691 ;; (set-gravity* world (Vector3f. 0 (float -0.4) 0))
|
rlm@0
|
692 (let [sun (doto (DirectionalLight.)
|
rlm@0
|
693 (.setDirection (.normalizeLocal (Vector3f. 1 0 -2)))
|
rlm@0
|
694 (.setColor ColorRGBA/White))]
|
rlm@0
|
695 (.addLight (.getRootNode world) sun)))
|
rlm@0
|
696 no-op))))
|
rlm@0
|
697
|
rlm@0
|
698 (defn position-camera [game]
|
rlm@0
|
699 (doto (.getCamera game)
|
rlm@0
|
700 (.setLocation (Vector3f. 0 6 6))
|
rlm@0
|
701 (.lookAt Vector3f/ZERO (Vector3f. 0 1 0))))
|
rlm@0
|
702
|
rlm@0
|
703 #+end_src
|
rlm@0
|
704
|
rlm@0
|
705 Here I make the =Viewable= protocol and extend it to JME's types. Now
|
rlm@0
|
706 hello-world can be written as easily as:
|
rlm@0
|
707
|
rlm@0
|
708 #+begin_src clojure :results silent
|
rlm@0
|
709 (cortex.world/view (cortex.world/box))
|
rlm@0
|
710 #+end_src
|
rlm@0
|
711
|
rlm@0
|
712 ** Hello
|
rlm@0
|
713 Here are the jmonkeyengine "Hello" programs translated to clojure.
|
rlm@0
|
714 *** Hello Simple App
|
rlm@0
|
715 Here is the hello world example for jme3 in clojure.
|
rlm@0
|
716 It's a more or less direct translation from the java source
|
rlm@0
|
717 from
|
rlm@0
|
718 http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_simpleapplication.
|
rlm@0
|
719
|
rlm@0
|
720 Of note is the fact that since we don't have access to the
|
rlm@0
|
721 =AssetManager= via extendig =SimpleApplication=, we have to build one
|
rlm@0
|
722 ourselves.
|
rlm@0
|
723
|
rlm@0
|
724 #+srcname: hello-simple-app
|
rlm@0
|
725 #+begin_src clojure :results silent
|
rlm@0
|
726 (ns hello.hello-simple-app)
|
rlm@0
|
727 (require 'cortex.import)
|
rlm@0
|
728 (use 'clojure.contrib.def)
|
rlm@0
|
729 (rlm.rlm-commands/help)
|
rlm@0
|
730 (cortex.import/import-jme3)
|
rlm@0
|
731 (use 'cortex.world)
|
rlm@0
|
732
|
rlm@0
|
733
|
rlm@0
|
734 (def cube (Box. Vector3f/ZERO 1 1 1))
|
rlm@0
|
735
|
rlm@0
|
736 (def geom (Geometry. "Box" cube))
|
rlm@0
|
737
|
rlm@0
|
738 (def mat (Material. (asset-manager) "Common/MatDefs/Misc/Unshaded.j3md"))
|
rlm@0
|
739
|
rlm@0
|
740 (.setColor mat "Color" ColorRGBA/Blue)
|
rlm@0
|
741
|
rlm@0
|
742 (.setMaterial geom mat)
|
rlm@0
|
743
|
rlm@0
|
744 (defn simple-app []
|
rlm@0
|
745 (doto
|
rlm@0
|
746 (proxy [SimpleApplication] []
|
rlm@0
|
747 (simpleInitApp
|
rlm@0
|
748 []
|
rlm@0
|
749 ;; Don't take control of the mouse
|
rlm@0
|
750 (org.lwjgl.input.Mouse/setGrabbed false)
|
rlm@0
|
751 (.attachChild (.getRootNode this) geom)))
|
rlm@0
|
752 ;; don't show a menu to change options.
|
rlm@0
|
753 (.setShowSettings false)
|
rlm@0
|
754 (.setPauseOnLostFocus false)
|
rlm@0
|
755 (.setSettings *app-settings*)))
|
rlm@0
|
756 #+end_src
|
rlm@0
|
757
|
rlm@0
|
758 Running this program will begin a new jMonkeyEngine game which
|
rlm@0
|
759 displays a single blue cube.
|
rlm@0
|
760
|
rlm@0
|
761 #+begin_src clojure :exports code :results silent
|
rlm@0
|
762 (.start (hello.hello-simple-app/simple-app))
|
rlm@0
|
763 #+end_src
|
rlm@0
|
764
|
rlm@0
|
765 #+caption: the simplest JME game.
|
rlm@0
|
766 [[./images/simple-app.jpg]]
|
rlm@0
|
767
|
rlm@0
|
768
|
rlm@0
|
769
|
rlm@0
|
770 *** Hello Physics
|
rlm@0
|
771 From http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_physics
|
rlm@0
|
772
|
rlm@0
|
773 #+srcname: brick-wall-header
|
rlm@0
|
774 #+begin_src clojure :results silent
|
rlm@0
|
775 (ns hello.brick-wall)
|
rlm@0
|
776 (require 'cortex.import)
|
rlm@0
|
777 (use 'clojure.contrib.def)
|
rlm@0
|
778 (rlm.rlm-commands/help)
|
rlm@0
|
779 (cortex.import/mega-import-jme3)
|
rlm@0
|
780 (use '[pokemon [lpsolve :only [constant-map]]])
|
rlm@0
|
781 (use 'cortex.world)
|
rlm@0
|
782 #+end_src
|
rlm@0
|
783
|
rlm@0
|
784 #+srcname: brick-wall-body
|
rlm@0
|
785 #+begin_src clojure :results silent
|
rlm@0
|
786 (in-ns 'hello.brick-wall)
|
rlm@0
|
787
|
rlm@0
|
788 (defn floor
|
rlm@0
|
789 "make a sturdy, unmovable physical floor"
|
rlm@0
|
790 []
|
rlm@0
|
791 (box 20 1 20 :mass 0 :color false :position (Vector3f. 0 -2 0)))
|
rlm@0
|
792
|
rlm@0
|
793 (def brick-length 0.48)
|
rlm@0
|
794 (def brick-width 0.24)
|
rlm@0
|
795 (def brick-height 0.12)
|
rlm@0
|
796
|
rlm@0
|
797
|
rlm@0
|
798 (defn brick* [position]
|
rlm@0
|
799 (doto (box brick-length brick-height brick-width
|
rlm@0
|
800 :position position :name "brick"
|
rlm@0
|
801 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
802 :texture "Textures/Terrain/BrickWall/BrickWall.jpg"
|
rlm@0
|
803 :mass 36)
|
rlm@0
|
804 (->
|
rlm@0
|
805 (.getMesh)
|
rlm@0
|
806 (.scaleTextureCoordinates (Vector2f. 1 0.5)))
|
rlm@0
|
807 ;;(.setShadowMode RenderQueue$ShadowMode/CastAndReceive)
|
rlm@0
|
808 )
|
rlm@0
|
809 )
|
rlm@0
|
810
|
rlm@0
|
811 (defn inception-brick-wall
|
rlm@0
|
812 "construct a physical brick wall"
|
rlm@0
|
813 []
|
rlm@0
|
814 (let [node (Node. "brick-wall")]
|
rlm@0
|
815 (dorun
|
rlm@0
|
816 (map (comp #(.attachChild node %) brick*)
|
rlm@0
|
817 (for
|
rlm@0
|
818 [x (range 15)
|
rlm@0
|
819 y (range 10)
|
rlm@0
|
820 z (range 1)]
|
rlm@0
|
821 (Vector3f.
|
rlm@0
|
822 (* brick-length x 1.03)
|
rlm@0
|
823 (* brick-width y y 10)
|
rlm@0
|
824 (* brick-height z)))))
|
rlm@0
|
825 node))
|
rlm@0
|
826
|
rlm@0
|
827 (defn gravity-toggle
|
rlm@0
|
828 [new-value]
|
rlm@0
|
829 (fn [game value]
|
rlm@0
|
830 (println-repl "set gravity to " new-value)
|
rlm@0
|
831 (if value
|
rlm@0
|
832 (set-gravity* game new-value)
|
rlm@0
|
833 (set-gravity* game gravity))))
|
rlm@0
|
834
|
rlm@0
|
835 (defn fire-cannon-ball []
|
rlm@0
|
836 (fn [game value]
|
rlm@0
|
837 (if (not value)
|
rlm@0
|
838 (let [camera (.getCamera game)
|
rlm@0
|
839 cannon-ball
|
rlm@0
|
840 (sphere 0.7
|
rlm@0
|
841 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
842 :texture "Textures/PokeCopper.jpg"
|
rlm@0
|
843 :position
|
rlm@0
|
844 (.add (.getLocation camera)
|
rlm@0
|
845 (.mult (.getDirection camera) (float 1)))
|
rlm@0
|
846 :mass 3)] ;200 0.05
|
rlm@0
|
847 (.setShadowMode cannon-ball RenderQueue$ShadowMode/CastAndReceive)
|
rlm@0
|
848 (.setLinearVelocity
|
rlm@0
|
849 (.getControl cannon-ball RigidBodyControl)
|
rlm@0
|
850 (.mult (.getDirection camera) (float 50))) ;50
|
rlm@0
|
851 (add-element game cannon-ball)))))
|
rlm@0
|
852
|
rlm@0
|
853 (defn floor* []
|
rlm@0
|
854 (doto (box 10 0.1 5 :name "floor" ;10 0.1 5 ; 240 0.1 240
|
rlm@0
|
855 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
856 :texture "Textures/Terrain/Pond/Pond.png"
|
rlm@0
|
857 :position (Vector3f. 0 -0.1 0 )
|
rlm@0
|
858 :mass 0)
|
rlm@0
|
859 (->
|
rlm@0
|
860 (.getMesh)
|
rlm@0
|
861 (.scaleTextureCoordinates (Vector2f. 3 6)));64 64
|
rlm@0
|
862 (->
|
rlm@0
|
863 (.getMaterial)
|
rlm@0
|
864 (.getTextureParam "ColorMap")
|
rlm@0
|
865 (.getTextureValue)
|
rlm@0
|
866 (.setWrap Texture$WrapMode/Repeat))
|
rlm@0
|
867 (.setShadowMode RenderQueue$ShadowMode/Receive)
|
rlm@0
|
868 ))
|
rlm@0
|
869
|
rlm@0
|
870 (defn brick-wall* []
|
rlm@0
|
871 (let [node (Node. "brick-wall")]
|
rlm@0
|
872 (dorun
|
rlm@0
|
873 (map
|
rlm@0
|
874 (comp #(.attachChild node %) brick*)
|
rlm@0
|
875 (for [y (range 15)
|
rlm@0
|
876 x (range 4)
|
rlm@0
|
877 z (range 1)]
|
rlm@0
|
878 (Vector3f.
|
rlm@0
|
879 (+ (* 2 x brick-length)
|
rlm@0
|
880 (if (even? (+ y z))
|
rlm@0
|
881 (/ brick-length 4) (/ brick-length -4)))
|
rlm@0
|
882 (+ (* brick-height (inc (* 2 y))))
|
rlm@0
|
883 (* 2 z brick-width) ))))
|
rlm@0
|
884 (.setShadowMode node RenderQueue$ShadowMode/CastAndReceive)
|
rlm@0
|
885 node))
|
rlm@0
|
886
|
rlm@0
|
887 (defn brick-wall-game-run []
|
rlm@0
|
888 (doto
|
rlm@0
|
889 (world
|
rlm@0
|
890 (doto (Node.) (.attachChild (floor*))
|
rlm@0
|
891 (.attachChild (brick-wall*))
|
rlm@0
|
892 )
|
rlm@0
|
893 {"key-i" (gravity-toggle (Vector3f. 0 0 -9.81))
|
rlm@0
|
894 "key-m" (gravity-toggle (Vector3f. 0 0 9.81))
|
rlm@0
|
895 "key-l" (gravity-toggle (Vector3f. 9.81 0 0))
|
rlm@0
|
896 "key-j" (gravity-toggle (Vector3f. -9.81 0 0))
|
rlm@0
|
897 "key-k" (gravity-toggle Vector3f/ZERO)
|
rlm@0
|
898 "key-u" (gravity-toggle (Vector3f. 0 9.81 0))
|
rlm@0
|
899 "key-o" (gravity-toggle (Vector3f. 0 -9.81 0))
|
rlm@0
|
900 "key-f" (fn[game value]
|
rlm@0
|
901 (if (not value) (add-element game (brick-wall*))))
|
rlm@0
|
902 "key-return" (fire-cannon-ball)}
|
rlm@0
|
903 position-camera
|
rlm@0
|
904 (fn [& _]))
|
rlm@0
|
905 (.start)))
|
rlm@0
|
906 #+end_src
|
rlm@0
|
907
|
rlm@0
|
908 #+begin_src clojure :results silent
|
rlm@0
|
909 (hello.brick-wall/brick-wall-game-run)
|
rlm@0
|
910 #+end_src
|
rlm@0
|
911
|
rlm@0
|
912 #+caption: the brick wall standing
|
rlm@0
|
913 [[./images/brick-wall-standing.jpg]]
|
rlm@0
|
914
|
rlm@0
|
915 #+caption: the brick wall after it has been knocked over by a "pok\eacute{}ball"
|
rlm@0
|
916 [[./images/brick-wall-knocked-down.jpg]]
|
rlm@0
|
917
|
rlm@0
|
918 *** Other Brick Games
|
rlm@0
|
919 #+srcname: other-games
|
rlm@0
|
920 #+begin_src clojure :results silent
|
rlm@0
|
921 (ns cortex.other-games
|
rlm@0
|
922 {:author "Dylan Holmes"})
|
rlm@0
|
923 (use 'cortex.world)
|
rlm@0
|
924 (use 'hello.brick-wall)
|
rlm@0
|
925 (use 'cortex.import)
|
rlm@0
|
926 (cortex.import/mega-import-jme3)
|
rlm@0
|
927
|
rlm@0
|
928 (defn scad [position]
|
rlm@0
|
929 (doto (box 0.1 0.1 0.1
|
rlm@0
|
930 :position position :name "brick"
|
rlm@0
|
931 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
932 :texture "Textures/Terrain/BrickWall/BrickWall.jpg"
|
rlm@0
|
933 :mass 20)
|
rlm@0
|
934 (->
|
rlm@0
|
935 (.getMesh)
|
rlm@0
|
936 (.scaleTextureCoordinates (Vector2f. 1 0.5))
|
rlm@0
|
937 )
|
rlm@0
|
938 (-> (.getControl RigidBodyControl)
|
rlm@0
|
939 (.setLinearVelocity (Vector3f. 0 100 0))
|
rlm@0
|
940 )
|
rlm@0
|
941
|
rlm@0
|
942 ;;(.setShadowMode RenderQueue$ShadowMode/Cast)
|
rlm@0
|
943 ))
|
rlm@0
|
944
|
rlm@0
|
945
|
rlm@0
|
946 (defn shrapnel []
|
rlm@0
|
947 (let [node (Node. "explosion-day")]
|
rlm@0
|
948 (dorun
|
rlm@0
|
949 (map
|
rlm@0
|
950 (comp #(.attachChild node %) scad)
|
rlm@0
|
951 (for [y (range 15)
|
rlm@0
|
952 x (range 4)
|
rlm@0
|
953 z (range 1)]
|
rlm@0
|
954 (Vector3f.
|
rlm@0
|
955 (+ (* 2 x brick-height)
|
rlm@0
|
956 (if (even? (+ y z)) (/ brick-height 4) (/ brick-height -4)))
|
rlm@0
|
957 (+ (* brick-height (inc (* 2 y))))
|
rlm@0
|
958 (* 2 z brick-height) ))))
|
rlm@0
|
959 node))
|
rlm@0
|
960
|
rlm@0
|
961
|
rlm@0
|
962 (def domino-height 0.48)
|
rlm@0
|
963 (def domino-thickness 0.12)
|
rlm@0
|
964 (def domino-width 0.24)
|
rlm@0
|
965
|
rlm@0
|
966 (def domino-thickness 0.05)
|
rlm@0
|
967 (def domino-width 0.5)
|
rlm@0
|
968 (def domino-height 1)
|
rlm@0
|
969
|
rlm@0
|
970 (defn domino
|
rlm@0
|
971 ([position]
|
rlm@0
|
972 (domino position (Quaternion/IDENTITY)))
|
rlm@0
|
973 ([position rotation]
|
rlm@0
|
974 (doto (box domino-width domino-height domino-thickness
|
rlm@0
|
975 :position position :name "domino"
|
rlm@0
|
976 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
977 :texture "Textures/Terrain/BrickWall/BrickWall.jpg"
|
rlm@0
|
978 :mass 1
|
rlm@0
|
979 :rotation rotation)
|
rlm@0
|
980 (.setShadowMode RenderQueue$ShadowMode/CastAndReceive)
|
rlm@0
|
981 )))
|
rlm@0
|
982
|
rlm@0
|
983
|
rlm@0
|
984 (defn domino-row []
|
rlm@0
|
985 (let [node (Node. "domino-row")]
|
rlm@0
|
986 (dorun
|
rlm@0
|
987 (map
|
rlm@0
|
988 (comp #(.attachChild node %) domino)
|
rlm@0
|
989 (for [
|
rlm@0
|
990 z (range 10)
|
rlm@0
|
991 x (range 5)
|
rlm@0
|
992 ]
|
rlm@0
|
993 (Vector3f.
|
rlm@0
|
994 (+ (* z domino-width) (* x 5 domino-width))
|
rlm@0
|
995 (/ domino-height 1)
|
rlm@0
|
996 (* -5.5 domino-thickness z) ))))
|
rlm@0
|
997
|
rlm@0
|
998 node))
|
rlm@0
|
999
|
rlm@0
|
1000 (defn domino-cycle []
|
rlm@0
|
1001 (let [node (Node. "domino-cycle")]
|
rlm@0
|
1002 (dorun
|
rlm@0
|
1003 (map
|
rlm@0
|
1004 (comp #(.attachChild node %) (partial apply domino) )
|
rlm@0
|
1005 (for [n (range 720)]
|
rlm@0
|
1006 (let [space (* domino-height 5.5)
|
rlm@0
|
1007 r (fn[n] (* (+ n 3) domino-width 0.5))
|
rlm@0
|
1008 t (fn[n] (reduce
|
rlm@0
|
1009 +
|
rlm@0
|
1010 (map
|
rlm@0
|
1011 (fn dt[n] (/ space (* 2 (Math/PI) (r n))))
|
rlm@0
|
1012 (range n))))
|
rlm@0
|
1013 t (t n)
|
rlm@0
|
1014 r (r n)
|
rlm@0
|
1015 ct (Math/cos t)
|
rlm@0
|
1016 st (Math/sin t)
|
rlm@0
|
1017 ]
|
rlm@0
|
1018 (list
|
rlm@0
|
1019 (Vector3f.
|
rlm@0
|
1020 (* -1 r st)
|
rlm@0
|
1021 (/ domino-height 1)
|
rlm@0
|
1022 (* r ct))
|
rlm@0
|
1023 (.fromAngleAxis (Quaternion.)
|
rlm@0
|
1024 (- (/ 3.1415926 2) t) (Vector3f. 0 1 0))
|
rlm@0
|
1025 )))
|
rlm@0
|
1026 ))
|
rlm@0
|
1027 node))
|
rlm@0
|
1028
|
rlm@0
|
1029
|
rlm@0
|
1030 (defn domino-game-run []
|
rlm@0
|
1031 (doto
|
rlm@0
|
1032 (world
|
rlm@0
|
1033 (doto (Node.) (.attachChild (floor*))
|
rlm@0
|
1034 )
|
rlm@0
|
1035 {"key-i" (gravity-toggle (Vector3f. 0 0 -9.81))
|
rlm@0
|
1036 "key-m" (gravity-toggle (Vector3f. 0 0 9.81))
|
rlm@0
|
1037 "key-l" (gravity-toggle (Vector3f. 9.81 0 0))
|
rlm@0
|
1038 "key-j" (gravity-toggle (Vector3f. -9.81 0 0))
|
rlm@0
|
1039 "key-k" (gravity-toggle (Vector3f. 0 9.81 0) )
|
rlm@0
|
1040 "key-u" (fn[g v] ((gravity-toggle (Vector3f. 0 -0 0)) g true))
|
rlm@0
|
1041 "key-o" (gravity-toggle (Vector3f. 0 -9.81 0))
|
rlm@0
|
1042
|
rlm@0
|
1043 "key-space"
|
rlm@0
|
1044 (fn[game value]
|
rlm@0
|
1045
|
rlm@0
|
1046 (if (not value)
|
rlm@0
|
1047 (let [d (domino (Vector3f. 0 (/ domino-height 0.25) 0)
|
rlm@0
|
1048 (.fromAngleAxis (Quaternion.)
|
rlm@0
|
1049 (/ Math/PI 2) (Vector3f. 0 1 0)))]
|
rlm@0
|
1050 (add-element game d))))
|
rlm@0
|
1051 "key-f"
|
rlm@0
|
1052 (fn[game value](if (not value) (add-element game (domino-cycle))))
|
rlm@0
|
1053 "key-return" (fire-cannon-ball)}
|
rlm@0
|
1054 position-camera
|
rlm@0
|
1055 (fn [& _]))
|
rlm@0
|
1056 (.start)))
|
rlm@0
|
1057 #+end_src
|
rlm@0
|
1058
|
rlm@0
|
1059 #+begin_src clojure :results silent
|
rlm@0
|
1060 (cortex.other-games/domino-game-run)
|
rlm@0
|
1061 #+end_src
|
rlm@0
|
1062
|
rlm@0
|
1063 #+caption: floating dominos
|
rlm@0
|
1064 [[./images/dominos.jpg]]
|
rlm@0
|
1065
|
rlm@0
|
1066 *** Hello Loop
|
rlm@0
|
1067 #+srcname: hello-loop
|
rlm@0
|
1068 #+begin_src clojure :results silent
|
rlm@0
|
1069 (ns hello.loop)
|
rlm@0
|
1070 (use 'cortex.world)
|
rlm@0
|
1071 (use 'cortex.import)
|
rlm@0
|
1072 (cortex.import/mega-import-jme3)
|
rlm@0
|
1073 (rlm.rlm-commands/help)
|
rlm@0
|
1074
|
rlm@0
|
1075 (defn blue-cube []
|
rlm@0
|
1076 (box 1 1 1
|
rlm@0
|
1077 :color ColorRGBA/Blue
|
rlm@0
|
1078 :texture false
|
rlm@0
|
1079 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
1080 :name "blue-cube"
|
rlm@0
|
1081 :physical? false))
|
rlm@0
|
1082
|
rlm@0
|
1083 (defn blue-cube-game []
|
rlm@0
|
1084 (let [cube (blue-cube)
|
rlm@0
|
1085 root (doto (Node.) (.attachChild cube))]
|
rlm@0
|
1086 (world root
|
rlm@0
|
1087 {}
|
rlm@0
|
1088 no-op
|
rlm@0
|
1089 (fn [game tpf]
|
rlm@0
|
1090 (.rotate cube 0.0 (* 2 tpf) 0.0)))))
|
rlm@0
|
1091 #+end_src
|
rlm@0
|
1092
|
rlm@0
|
1093 *** Hello Collision
|
rlm@0
|
1094
|
rlm@0
|
1095 #+srcname: hello-collision
|
rlm@0
|
1096 #+begin_src clojure :results silent
|
rlm@0
|
1097 (ns hello.collision)
|
rlm@0
|
1098 (use 'cortex.world)
|
rlm@0
|
1099 (use 'cortex.import)
|
rlm@0
|
1100 (use 'clojure.contrib.def)
|
rlm@0
|
1101
|
rlm@0
|
1102
|
rlm@0
|
1103 (cortex.import/mega-import-jme3)
|
rlm@0
|
1104 (rlm.rlm-commands/help)
|
rlm@0
|
1105 (use '[hello [brick-wall :only [fire-cannon-ball brick-wall*]]])
|
rlm@0
|
1106
|
rlm@0
|
1107
|
rlm@0
|
1108 (defn environment []
|
rlm@0
|
1109 (let
|
rlm@0
|
1110 [scene-model
|
rlm@0
|
1111 (doto
|
rlm@0
|
1112 (.loadModel
|
rlm@0
|
1113 (doto (asset-manager)
|
rlm@0
|
1114 (.registerLocator
|
rlm@0
|
1115 "/home/r/cortex/assets/zips/town.zip" ZipLocator))
|
rlm@0
|
1116 "main.scene")
|
rlm@0
|
1117 (.setLocalScale (float 2.0)))
|
rlm@0
|
1118 collision-shape
|
rlm@0
|
1119 (CollisionShapeFactory/createMeshShape #^Node scene-model)
|
rlm@0
|
1120 landscape (RigidBodyControl. collision-shape 0)]
|
rlm@0
|
1121 (.setShadowMode scene-model RenderQueue$ShadowMode/CastAndReceive)
|
rlm@0
|
1122 (.addControl scene-model landscape)
|
rlm@0
|
1123 scene-model))
|
rlm@0
|
1124
|
rlm@0
|
1125 (defn player-fn []
|
rlm@0
|
1126 (doto
|
rlm@0
|
1127 (CharacterControl.
|
rlm@0
|
1128 (CapsuleCollisionShape. (float 1.5) (float 6)(float 1))
|
rlm@0
|
1129 (float 0.05))
|
rlm@0
|
1130 (.setJumpSpeed 20)
|
rlm@0
|
1131 (.setFallSpeed 30)
|
rlm@0
|
1132 (.setGravity 30) ;30
|
rlm@0
|
1133 (.setPhysicsLocation (Vector3f. 0 10 0))))
|
rlm@0
|
1134
|
rlm@0
|
1135 (defn lights []
|
rlm@0
|
1136 [(doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 1 1 1 1) (float 1))))
|
rlm@0
|
1137 (doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 1 0.7 0 1) (float 1))))
|
rlm@0
|
1138 (doto (DirectionalLight.)
|
rlm@0
|
1139 (.setColor (.mult ColorRGBA/White (float 0.9) ))
|
rlm@0
|
1140 (.setDirection (.normalizeLocal (Vector3f. 2.8 -28 2.8))))])
|
rlm@0
|
1141
|
rlm@0
|
1142 (defn night-lights []
|
rlm@0
|
1143 [(doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 0.275 0.467 0.784 1) (float 0.3))))
|
rlm@0
|
1144 (doto (DirectionalLight.)
|
rlm@0
|
1145 (.setColor (.mult ColorRGBA/White (float 0.2) ))
|
rlm@0
|
1146 (.setDirection (.normalizeLocal (Vector3f. 2.8 -28 2.8))))])
|
rlm@0
|
1147
|
rlm@0
|
1148 (def player (atom (player-fn)))
|
rlm@0
|
1149
|
rlm@0
|
1150 (defn setup-fn [game]
|
rlm@0
|
1151 (dorun (map #(.addLight (.getRootNode game) %) (lights)))
|
rlm@0
|
1152 ;; set the color of the sky
|
rlm@0
|
1153 (.setBackgroundColor (.getViewPort game) (ColorRGBA. 0.3 0.4 0.9 1))
|
rlm@0
|
1154 ;(.setBackgroundColor (.getViewPort game) (ColorRGBA. 0 0 0 1)
|
rlm@0
|
1155 (doto (.getFlyByCamera game)
|
rlm@0
|
1156 (.setMoveSpeed (float 100))
|
rlm@0
|
1157 (.setRotationSpeed 3))
|
rlm@0
|
1158 (.add
|
rlm@0
|
1159 (.getPhysicsSpace
|
rlm@0
|
1160 (.getState (.getStateManager game) BulletAppState))
|
rlm@0
|
1161 @player)
|
rlm@0
|
1162
|
rlm@0
|
1163 (doto (Node.) (.attachChild (.getRootNode game))
|
rlm@0
|
1164 (.attachChild (brick-wall*))
|
rlm@0
|
1165 )
|
rlm@0
|
1166
|
rlm@0
|
1167 )
|
rlm@0
|
1168
|
rlm@0
|
1169
|
rlm@0
|
1170 (def walking-up? (atom false))
|
rlm@0
|
1171 (def walking-down? (atom false))
|
rlm@0
|
1172 (def walking-left? (atom false))
|
rlm@0
|
1173 (def walking-right? (atom false))
|
rlm@0
|
1174
|
rlm@0
|
1175 (defn set-walk [walk-atom game value]
|
rlm@0
|
1176 ;;(println-repl "setting stuff to " value)
|
rlm@0
|
1177 (reset! walk-atom value))
|
rlm@0
|
1178
|
rlm@0
|
1179 (defn responses []
|
rlm@0
|
1180 {"key-w" (partial set-walk walking-up?)
|
rlm@0
|
1181 "key-d" (partial set-walk walking-right?)
|
rlm@0
|
1182 "key-s" (partial set-walk walking-down?)
|
rlm@0
|
1183 "key-a" (partial set-walk walking-left?)
|
rlm@0
|
1184 "key-return" (fire-cannon-ball)
|
rlm@0
|
1185 "key-space" (fn [game value] (.jump @player))
|
rlm@0
|
1186 })
|
rlm@0
|
1187
|
rlm@0
|
1188 (defn update-fn
|
rlm@0
|
1189 [game tpf]
|
rlm@0
|
1190 (let [camera (.getCamera game)
|
rlm@0
|
1191 cam-dir (.multLocal
|
rlm@0
|
1192 (.clone
|
rlm@0
|
1193 (.getDirection camera)) (float 0.6))
|
rlm@0
|
1194 cam-left (.multLocal
|
rlm@0
|
1195 (.clone
|
rlm@0
|
1196 (.getLeft camera)) (float 0.4))
|
rlm@0
|
1197 walk-direction (Vector3f. 0 0 0)]
|
rlm@0
|
1198
|
rlm@0
|
1199 (cond
|
rlm@0
|
1200 @walking-up? (.addLocal walk-direction cam-dir)
|
rlm@0
|
1201 @walking-right? (.addLocal walk-direction (.negate cam-left))
|
rlm@0
|
1202 @walking-down? (.addLocal walk-direction (.negate cam-dir))
|
rlm@0
|
1203 @walking-left? (.addLocal walk-direction cam-left))
|
rlm@0
|
1204 (.setWalkDirection @player walk-direction)
|
rlm@0
|
1205 (.setLocation camera (.getPhysicsLocation @player))))
|
rlm@0
|
1206
|
rlm@0
|
1207 (defn run-game []
|
rlm@0
|
1208 (.start
|
rlm@0
|
1209 (world (environment)
|
rlm@0
|
1210 (responses)
|
rlm@0
|
1211 setup-fn
|
rlm@0
|
1212 update-fn)))
|
rlm@0
|
1213 #+end_src
|
rlm@0
|
1214
|
rlm@0
|
1215 *** Hello Terrain
|
rlm@0
|
1216 #+srcname: hello-terrain
|
rlm@0
|
1217 #+begin_src clojure :results silent
|
rlm@0
|
1218 (ns hello.terrain)
|
rlm@0
|
1219 (use 'cortex.world)
|
rlm@0
|
1220 (use 'cortex.import)
|
rlm@0
|
1221 (use 'clojure.contrib.def)
|
rlm@0
|
1222 (import jme3tools.converters.ImageToAwt)
|
rlm@0
|
1223
|
rlm@0
|
1224
|
rlm@0
|
1225 (cortex.import/mega-import-jme3)
|
rlm@0
|
1226 (rlm.rlm-commands/help)
|
rlm@0
|
1227 (use '[hello [brick-wall :only [fire-cannon-ball brick-wall*]]])
|
rlm@0
|
1228
|
rlm@0
|
1229
|
rlm@0
|
1230 (defn setup-fn [type game]
|
rlm@0
|
1231 (.setMoveSpeed (.getFlyByCamera game) 50)
|
rlm@0
|
1232 (.setFrustumFar (.getCamera game) 10000)
|
rlm@0
|
1233 (let [env (environment type)
|
rlm@0
|
1234 cameras [(.getCamera game)]
|
rlm@0
|
1235 control (TerrainLodControl. env cameras)]
|
rlm@0
|
1236 ;;(.addControl env control)
|
rlm@0
|
1237 (.attachChild (.getRootNode game) env)))
|
rlm@0
|
1238
|
rlm@0
|
1239 (defn environment [type]
|
rlm@0
|
1240 (let
|
rlm@0
|
1241 [mat_terrain
|
rlm@0
|
1242 (Material. (asset-manager) "Common/MatDefs/Terrain/Terrain.j3md")
|
rlm@0
|
1243 grass (.loadTexture (asset-manager) "Textures/Terrain/splat/grass.jpg")
|
rlm@0
|
1244 dirt (.loadTexture (asset-manager) "Textures/Terrain/splat/dirt.jpg")
|
rlm@0
|
1245 rock (.loadTexture (asset-manager) "Textures/Terrain/splat/road.jpg")
|
rlm@0
|
1246 heightmap-image (.loadTexture (asset-manager)
|
rlm@0
|
1247 ({:mountain "Textures/Terrain/splat/mountains512.png"
|
rlm@0
|
1248 :fortress "Textures/Terrain/splat/fortress512.png"
|
rlm@0
|
1249 }type))
|
rlm@0
|
1250 heightmap (ImageBasedHeightMap.
|
rlm@0
|
1251 (ImageToAwt/convert (.getImage heightmap-image) false true 0))
|
rlm@0
|
1252 terrain (do (.load heightmap)
|
rlm@0
|
1253 (TerrainQuad. "my terrain" 65 513 (.getHeightMap heightmap)))
|
rlm@0
|
1254 ]
|
rlm@0
|
1255
|
rlm@0
|
1256 (dorun (map #(.setWrap % Texture$WrapMode/Repeat)
|
rlm@0
|
1257 [grass dirt rock]))
|
rlm@0
|
1258
|
rlm@0
|
1259 (doto mat_terrain
|
rlm@0
|
1260 (.setTexture "Tex1" grass)
|
rlm@0
|
1261 (.setFloat "Tex1Scale" (float 64))
|
rlm@0
|
1262
|
rlm@0
|
1263 (.setTexture "Tex2" dirt)
|
rlm@0
|
1264 (.setFloat "Tex2Scale" (float 32))
|
rlm@0
|
1265
|
rlm@0
|
1266 (.setTexture "Tex3" rock)
|
rlm@0
|
1267 (.setFloat "Tex3Scale" (float 128))
|
rlm@0
|
1268
|
rlm@0
|
1269 (.setTexture "Alpha"
|
rlm@0
|
1270 (.loadTexture
|
rlm@0
|
1271 (asset-manager)
|
rlm@0
|
1272 ({:mountain "Textures/Terrain/splat/alphamap.png"
|
rlm@0
|
1273 :fortress "Textures/Terrain/splat/alphamap2.png"} type))))
|
rlm@0
|
1274
|
rlm@0
|
1275 (doto terrain
|
rlm@0
|
1276 (.setMaterial mat_terrain)
|
rlm@0
|
1277 (.setLocalTranslation 0 -100 0)
|
rlm@0
|
1278 (.setLocalScale 2 1 2))))
|
rlm@0
|
1279
|
rlm@0
|
1280
|
rlm@0
|
1281
|
rlm@0
|
1282 (defn run-terrain-game [type]
|
rlm@0
|
1283 (.start
|
rlm@0
|
1284 (world
|
rlm@0
|
1285 (Node.)
|
rlm@0
|
1286 {}
|
rlm@0
|
1287 (partial setup-fn type)
|
rlm@0
|
1288 no-op)))
|
rlm@0
|
1289 #+end_src
|
rlm@0
|
1290
|
rlm@0
|
1291
|
rlm@0
|
1292
|
rlm@0
|
1293 #+srcname: hello-animation
|
rlm@0
|
1294 #+begin_src clojure :results silent
|
rlm@0
|
1295 (ns hello.animation)
|
rlm@0
|
1296 (use 'cortex.world)
|
rlm@0
|
1297 (use 'cortex.import)
|
rlm@0
|
1298 (use 'clojure.contrib.def)
|
rlm@0
|
1299 (cortex.import/mega-import-jme3)
|
rlm@0
|
1300 (rlm.rlm-commands/help)
|
rlm@0
|
1301 (use '[hello [collision :only [lights]]])
|
rlm@0
|
1302
|
rlm@0
|
1303 (defn stand
|
rlm@0
|
1304 [channel]
|
rlm@0
|
1305 (doto channel
|
rlm@0
|
1306 (.setAnim "stand" (float 0.5))
|
rlm@0
|
1307 (.setLoopMode LoopMode/DontLoop)
|
rlm@0
|
1308 (.setSpeed (float 1))))
|
rlm@0
|
1309
|
rlm@0
|
1310 (defn anim-listener []
|
rlm@0
|
1311 (proxy [AnimEventListener] []
|
rlm@0
|
1312 (onAnimChange
|
rlm@0
|
1313 [control channel animation-name]
|
rlm@0
|
1314 (println-repl "RLM --- onAnimChange"))
|
rlm@0
|
1315 (onAnimCycleDone
|
rlm@0
|
1316 [control channel animation-name]
|
rlm@0
|
1317 (if (= animation-name "Walk")
|
rlm@0
|
1318 (stand channel)
|
rlm@0
|
1319 ))))
|
rlm@0
|
1320
|
rlm@0
|
1321 (defn setup-fn [channel game]
|
rlm@0
|
1322 (dorun (map #(.addLight (.getRootNode game) %) (lights)))
|
rlm@0
|
1323 ;; set the color of the sky
|
rlm@0
|
1324 (.setBackgroundColor (.getViewPort game) (ColorRGBA. 0.3 0.4 0.9 1))
|
rlm@0
|
1325 ;(.setBackgroundColor (.getViewPort game) (ColorRGBA. 0 0 0 1)
|
rlm@0
|
1326 (.setAnim channel "stand")
|
rlm@0
|
1327 (doto (.getFlyByCamera game)
|
rlm@0
|
1328 (.setMoveSpeed (float 10))
|
rlm@0
|
1329 (.setRotationSpeed 1)))
|
rlm@0
|
1330
|
rlm@0
|
1331 (defn walk [channel]
|
rlm@0
|
1332 (println-repl "zzz")
|
rlm@0
|
1333 (doto channel
|
rlm@0
|
1334 (.setAnim "Walk" (float 0.5))
|
rlm@0
|
1335 (.setLoopMode LoopMode/Loop)))
|
rlm@0
|
1336
|
rlm@0
|
1337
|
rlm@0
|
1338 (defn key-map [channel]
|
rlm@0
|
1339 {"key-space" (fn [game value]
|
rlm@0
|
1340 (if (not value)
|
rlm@0
|
1341 (walk channel)))})
|
rlm@0
|
1342
|
rlm@0
|
1343 (defn player []
|
rlm@0
|
1344 (let [model (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml")
|
rlm@0
|
1345 control (.getControl model AnimControl)]
|
rlm@0
|
1346 (.setLocalScale model (float 0.5))
|
rlm@0
|
1347 (.clearListeners control)
|
rlm@0
|
1348 (.addListener control (anim-control))
|
rlm@0
|
1349 model))
|
rlm@0
|
1350
|
rlm@0
|
1351
|
rlm@0
|
1352
|
rlm@0
|
1353 (defn run-anim-game []
|
rlm@0
|
1354 (let [ninja (player)
|
rlm@0
|
1355 control (.getControl ninja AnimControl)
|
rlm@0
|
1356 channel (.createChannel control)]
|
rlm@0
|
1357 (.start
|
rlm@0
|
1358 (world
|
rlm@0
|
1359 ninja
|
rlm@0
|
1360 (key-map channel)
|
rlm@0
|
1361 (partial setup-fn channel)
|
rlm@0
|
1362 no-op))))
|
rlm@0
|
1363 #+end_src
|
rlm@0
|
1364
|
rlm@0
|
1365 *** Hello Materials
|
rlm@0
|
1366 #+srcname: material
|
rlm@0
|
1367 #+begin_src clojure :results silent
|
rlm@0
|
1368 (ns hello.material)
|
rlm@0
|
1369 (use 'cortex.world)
|
rlm@0
|
1370 (use 'cortex.import)
|
rlm@0
|
1371 (use 'clojure.contrib.def)
|
rlm@0
|
1372 (cortex.import/mega-import-jme3)
|
rlm@0
|
1373 (rlm.rlm-commands/help)
|
rlm@0
|
1374
|
rlm@0
|
1375 (defn simple-cube []
|
rlm@0
|
1376 (box 1 1 1
|
rlm@0
|
1377 :position (Vector3f. -3 1.1 0)
|
rlm@0
|
1378 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
1379 :texture "Interface/Logo/Monkey.jpg"
|
rlm@0
|
1380 :physical? false))
|
rlm@0
|
1381
|
rlm@0
|
1382 (defn leaky-box []
|
rlm@0
|
1383 (box 1 1 1
|
rlm@0
|
1384 :position (Vector3f. 3 -1 0)
|
rlm@0
|
1385 :material "Common/MatDefs/Misc/ColoredTextured.j3md"
|
rlm@0
|
1386 :texture "Textures/ColoredTex/Monkey.png"
|
rlm@0
|
1387 :color (ColorRGBA. 1 0 1 1)
|
rlm@0
|
1388 :physical? false))
|
rlm@0
|
1389
|
rlm@0
|
1390 (defn transparent-box []
|
rlm@0
|
1391 (doto
|
rlm@0
|
1392 (box 1 1 0.1
|
rlm@0
|
1393 :position Vector3f/ZERO
|
rlm@0
|
1394 :name "window frame"
|
rlm@0
|
1395 :material "Common/MatDefs/Misc/Unshaded.j3md"
|
rlm@0
|
1396 :texture "Textures/ColoredTex/Monkey.png"
|
rlm@0
|
1397 :physical? false)
|
rlm@0
|
1398 (-> (.getMaterial)
|
rlm@0
|
1399 (.getAdditionalRenderState)
|
rlm@0
|
1400 (.setBlendMode RenderState$BlendMode/Alpha))
|
rlm@0
|
1401 (.setQueueBucket RenderQueue$Bucket/Transparent)))
|
rlm@0
|
1402
|
rlm@0
|
1403 (defn bumpy-sphere []
|
rlm@0
|
1404 (doto
|
rlm@0
|
1405 (sphere 2
|
rlm@0
|
1406 :position (Vector3f. 0 2 -2)
|
rlm@0
|
1407 :name "Shiny rock"
|
rlm@0
|
1408 :material "Common/MatDefs/Light/Lighting.j3md"
|
rlm@0
|
1409 :texture false
|
rlm@0
|
1410 :physical? false)
|
rlm@0
|
1411 (-> (.getMesh)
|
rlm@0
|
1412 (doto
|
rlm@0
|
1413 (.setTextureMode Sphere$TextureMode/Projected)
|
rlm@0
|
1414 (TangentBinormalGenerator/generate)))
|
rlm@0
|
1415 (-> (.getMaterial)
|
rlm@0
|
1416 (doto
|
rlm@0
|
1417 (.setTexture "DiffuseMap" (.loadTexture (asset-manager)
|
rlm@0
|
1418 "Textures/Terrain/Pond/Pond.png"))
|
rlm@0
|
1419 (.setTexture "NormalMap" (.loadTexture (asset-manager)
|
rlm@0
|
1420 "Textures/Terrain/Pond/Pond_normal.png"))
|
rlm@0
|
1421 (.setFloat "Shininess" (float 5))))
|
rlm@0
|
1422 (.rotate (float 1.6) 0 0)))
|
rlm@0
|
1423
|
rlm@0
|
1424
|
rlm@0
|
1425 (defn start-game []
|
rlm@0
|
1426 (.start
|
rlm@0
|
1427 (world
|
rlm@0
|
1428 (let [root (Node.)]
|
rlm@0
|
1429 (dorun (map #(.attachChild root %)
|
rlm@0
|
1430 [(simple-cube) (leaky-box) (transparent-box) (bumpy-sphere)]))
|
rlm@0
|
1431 root)
|
rlm@0
|
1432 {}
|
rlm@0
|
1433 (fn [world]
|
rlm@0
|
1434 (let [sun (doto (DirectionalLight.)
|
rlm@0
|
1435 (.setDirection (.normalizeLocal (Vector3f. 1 0 -2)))
|
rlm@0
|
1436 (.setColor ColorRGBA/White))]
|
rlm@0
|
1437 (.addLight (.getRootNode world) sun)))
|
rlm@0
|
1438 no-op
|
rlm@0
|
1439 )))
|
rlm@0
|
1440 #+end_src
|
rlm@0
|
1441
|
rlm@0
|
1442
|
rlm@0
|
1443
|
rlm@0
|
1444 * The Body
|
rlm@0
|
1445 ** Eyes
|
rlm@0
|
1446
|
rlm@0
|
1447 Ultimately I want to make creatures with eyes. Each eye can be
|
rlm@0
|
1448 independely moved and should see its own version of the world
|
rlm@0
|
1449 depending on where it is.
|
rlm@0
|
1450 #+srcname: eyes
|
rlm@0
|
1451 #+begin_src clojure
|
rlm@0
|
1452 (ns body.eye)
|
rlm@0
|
1453 (use 'cortex.world)
|
rlm@0
|
1454 (use 'cortex.import)
|
rlm@0
|
1455 (use 'clojure.contrib.def)
|
rlm@0
|
1456 (cortex.import/mega-import-jme3)
|
rlm@0
|
1457 (rlm.rlm-commands/help)
|
rlm@0
|
1458 (import java.nio.ByteBuffer)
|
rlm@0
|
1459 (import java.awt.image.BufferedImage)
|
rlm@0
|
1460 (import java.awt.Color)
|
rlm@0
|
1461 (import java.awt.Dimension)
|
rlm@0
|
1462 (import java.awt.Graphics)
|
rlm@0
|
1463 (import java.awt.Graphics2D)
|
rlm@0
|
1464 (import java.awt.event.WindowAdapter)
|
rlm@0
|
1465 (import java.awt.event.WindowEvent)
|
rlm@0
|
1466 (import java.awt.image.BufferedImage)
|
rlm@0
|
1467 (import java.nio.ByteBuffer)
|
rlm@0
|
1468 (import javax.swing.JFrame)
|
rlm@0
|
1469 (import javax.swing.JPanel)
|
rlm@0
|
1470 (import javax.swing.SwingUtilities)
|
rlm@0
|
1471 (import javax.swing.ImageIcon)
|
rlm@0
|
1472 (import javax.swing.JOptionPane)
|
rlm@0
|
1473 (import java.awt.image.ImageObserver)
|
rlm@0
|
1474
|
rlm@0
|
1475
|
rlm@0
|
1476
|
rlm@0
|
1477 (defn scene-processor
|
rlm@0
|
1478 "deals with converting FrameBuffers to BufferedImages so
|
rlm@0
|
1479 that the continuation function can be defined only in terms
|
rlm@0
|
1480 of what it does with BufferedImages"
|
rlm@0
|
1481 [continuation]
|
rlm@0
|
1482 (let [byte-buffer (atom nil)
|
rlm@0
|
1483 renderer (atom nil)
|
rlm@0
|
1484 image (atom nil)]
|
rlm@0
|
1485 (proxy [SceneProcessor] []
|
rlm@0
|
1486 (initialize
|
rlm@0
|
1487 [renderManager viewPort]
|
rlm@0
|
1488 (let [cam (.getCamera viewPort)
|
rlm@0
|
1489 width (.getWidth cam)
|
rlm@0
|
1490 height (.getHeight cam)]
|
rlm@0
|
1491 (reset! renderer (.getRenderer renderManager))
|
rlm@0
|
1492 (reset! byte-buffer
|
rlm@0
|
1493 (BufferUtils/createByteBuffer
|
rlm@0
|
1494 (* width height 4)))
|
rlm@0
|
1495 (reset! image (BufferedImage. width height
|
rlm@0
|
1496 BufferedImage/TYPE_4BYTE_ABGR))))
|
rlm@0
|
1497 (isInitialized [] (not (nil? @byte-buffer)))
|
rlm@0
|
1498 (reshape [_ _ _])
|
rlm@0
|
1499 (preFrame [_])
|
rlm@0
|
1500 (postQueue [_])
|
rlm@0
|
1501 (postFrame
|
rlm@0
|
1502 [#^FrameBuffer fb]
|
rlm@0
|
1503 (.clear @byte-buffer)
|
rlm@0
|
1504 (.readFrameBuffer @renderer fb @byte-buffer)
|
rlm@0
|
1505 (Screenshots/convertScreenShot @byte-buffer @image)
|
rlm@0
|
1506 (continuation @image))
|
rlm@0
|
1507 (cleanup []))))
|
rlm@0
|
1508
|
rlm@0
|
1509 (defn add-eye
|
rlm@0
|
1510 "Add an eye to the world, and call continuation on
|
rlm@0
|
1511 every frame produced"
|
rlm@0
|
1512 [world camera continuation]
|
rlm@0
|
1513 (let [width (.getWidth camera)
|
rlm@0
|
1514 height (.getHeight camera)
|
rlm@0
|
1515 render-manager (.getRenderManager world)
|
rlm@0
|
1516 viewport (.createMainView render-manager "eye-view" camera)]
|
rlm@0
|
1517 (doto viewport
|
rlm@0
|
1518 (.setBackgroundColor ColorRGBA/Black)
|
rlm@0
|
1519 (.setClearFlags true true true)
|
rlm@0
|
1520 (.addProcessor (scene-processor continuation))
|
rlm@0
|
1521 (.attachScene (.getRootNode world)))))
|
rlm@0
|
1522
|
rlm@0
|
1523 (defn make-display-frame [display width height]
|
rlm@0
|
1524 (SwingUtilities/invokeLater
|
rlm@0
|
1525 (fn []
|
rlm@0
|
1526 (.setPreferredSize display (Dimension. width height))
|
rlm@0
|
1527 (doto (JFrame. "Eye Camera!")
|
rlm@0
|
1528 (-> (.getContentPane) (.add display))
|
rlm@0
|
1529 (.setDefaultCloseOperation JFrame/DISPOSE_ON_CLOSE)
|
rlm@0
|
1530 (.pack)
|
rlm@0
|
1531 (.setLocationRelativeTo nil)
|
rlm@0
|
1532 (.setResizable false)
|
rlm@0
|
1533 (.setVisible true)))))
|
rlm@0
|
1534
|
rlm@0
|
1535 (defn image-monitor [#^BufferedImage image]
|
rlm@0
|
1536 (proxy [JPanel] []
|
rlm@0
|
1537 (paintComponent
|
rlm@0
|
1538 [g]
|
rlm@0
|
1539 (proxy-super paintComponent g)
|
rlm@0
|
1540 (locking image
|
rlm@0
|
1541 (.drawImage g image 0 0
|
rlm@0
|
1542 (proxy [ImageObserver]
|
rlm@0
|
1543 []
|
rlm@0
|
1544 (imageUpdate
|
rlm@0
|
1545 []
|
rlm@0
|
1546 (proxy-super imageUpdate))))))))
|
rlm@0
|
1547
|
rlm@0
|
1548 (defn movie-image []
|
rlm@0
|
1549 (let [setup
|
rlm@0
|
1550 (runonce
|
rlm@0
|
1551 (fn [#^BufferedImage image]
|
rlm@0
|
1552 (let [width (.getWidth image)
|
rlm@0
|
1553 height (.getHeight image)
|
rlm@0
|
1554 display (image-monitor image)
|
rlm@0
|
1555 frame (make-display-frame display width height)]
|
rlm@0
|
1556 display)))]
|
rlm@0
|
1557 (fn [#^BufferedImage image]
|
rlm@0
|
1558 (.repaint (setup image)))))
|
rlm@0
|
1559
|
rlm@0
|
1560
|
rlm@0
|
1561 (defn observer
|
rlm@0
|
1562 "place thy eye!"
|
rlm@0
|
1563 [world camera]
|
rlm@0
|
1564 (let [eye camera
|
rlm@0
|
1565 width (.getWidth eye)
|
rlm@0
|
1566 height (.getHeight eye)]
|
rlm@0
|
1567 (no-exceptions
|
rlm@0
|
1568 (add-eye
|
rlm@0
|
1569 world
|
rlm@0
|
1570 eye
|
rlm@0
|
1571 (movie-image)))))
|
rlm@0
|
1572 #+end_src
|
rlm@0
|
1573
|
rlm@0
|
1574 #+srcname: test-vision
|
rlm@0
|
1575 #+begin_src clojure
|
rlm@0
|
1576
|
rlm@0
|
1577 (ns test.vision)
|
rlm@0
|
1578 (use 'cortex.world)
|
rlm@0
|
1579 (use 'cortex.import)
|
rlm@0
|
1580 (use 'clojure.contrib.def)
|
rlm@0
|
1581 (use 'body.eye)
|
rlm@0
|
1582 (cortex.import/mega-import-jme3)
|
rlm@0
|
1583 (rlm.rlm-commands/help)
|
rlm@0
|
1584 (import java.nio.ByteBuffer)
|
rlm@0
|
1585 (import java.awt.image.BufferedImage)
|
rlm@0
|
1586 (import java.awt.Color)
|
rlm@0
|
1587 (import java.awt.Dimension)
|
rlm@0
|
1588 (import java.awt.Graphics)
|
rlm@0
|
1589 (import java.awt.Graphics2D)
|
rlm@0
|
1590 (import java.awt.event.WindowAdapter)
|
rlm@0
|
1591 (import java.awt.event.WindowEvent)
|
rlm@0
|
1592 (import java.awt.image.BufferedImage)
|
rlm@0
|
1593 (import java.nio.ByteBuffer)
|
rlm@0
|
1594 (import javax.swing.JFrame)
|
rlm@0
|
1595 (import javax.swing.JPanel)
|
rlm@0
|
1596 (import javax.swing.SwingUtilities)
|
rlm@0
|
1597 (import javax.swing.ImageIcon)
|
rlm@0
|
1598 (import javax.swing.JOptionPane)
|
rlm@0
|
1599 (import java.awt.image.ImageObserver)
|
rlm@0
|
1600
|
rlm@0
|
1601
|
rlm@0
|
1602 (def width 200)
|
rlm@0
|
1603 (def height 200)
|
rlm@0
|
1604
|
rlm@0
|
1605 (defn camera []
|
rlm@0
|
1606 (doto (Camera. width height)
|
rlm@0
|
1607 (.setFrustumPerspective 45 1 1 1000)
|
rlm@0
|
1608 (.setLocation (Vector3f. -3 0 -5))
|
rlm@0
|
1609 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))
|
rlm@0
|
1610
|
rlm@0
|
1611 (defn camera2 []
|
rlm@0
|
1612 (doto (Camera. width height)
|
rlm@0
|
1613 (.setFrustumPerspective 45 1 1 1000)
|
rlm@0
|
1614 (.setLocation (Vector3f. 3 0 -5))
|
rlm@0
|
1615 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))
|
rlm@0
|
1616
|
rlm@0
|
1617 (defn setup-fn [world]
|
rlm@0
|
1618 (let [eye (camera)
|
rlm@0
|
1619 width (.getWidth eye)
|
rlm@0
|
1620 height (.getHeight eye)]
|
rlm@0
|
1621 (no-exceptions
|
rlm@0
|
1622 (add-eye
|
rlm@0
|
1623 world
|
rlm@0
|
1624 eye
|
rlm@0
|
1625 (runonce visual))
|
rlm@0
|
1626 (add-eye
|
rlm@0
|
1627 world
|
rlm@0
|
1628 (camera2)
|
rlm@0
|
1629 (runonce visual)))))
|
rlm@0
|
1630
|
rlm@0
|
1631 (defn spider-eye [position]
|
rlm@0
|
1632 (doto (Camera. 200 200 )
|
rlm@0
|
1633 (.setFrustumPerspective 45 1 1 1000)
|
rlm@0
|
1634 (.setLocation position)
|
rlm@0
|
1635 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))
|
rlm@0
|
1636
|
rlm@0
|
1637 (defn setup-fn* [world]
|
rlm@0
|
1638 (let [eye (camera)
|
rlm@0
|
1639 width (.getWidth eye)
|
rlm@0
|
1640 height (.getHeight eye)]
|
rlm@0
|
1641 ;;(.setClearFlags (.getViewPort world) true true true)
|
rlm@0
|
1642 (observer world (.getCamera world))
|
rlm@0
|
1643 (observer world (spider-eye (Vector3f. 3 0 -5)))
|
rlm@0
|
1644 ;;(observer world (spider-eye (Vector3f. 0 0 -5)))
|
rlm@0
|
1645 ;; (observer world (spider-eye (Vector3f. -3 0 -5)))
|
rlm@0
|
1646 ;; (observer world (spider-eye (Vector3f. 0 3 -5)))
|
rlm@0
|
1647 ;; (observer world (spider-eye (Vector3f. 0 -3 -5)))
|
rlm@0
|
1648 ;; (observer world (spider-eye (Vector3f. 3 3 -5)))
|
rlm@0
|
1649 ;; (observer world (spider-eye (Vector3f. -3 3 -5)))
|
rlm@0
|
1650 ;; (observer world (spider-eye (Vector3f. 3 -3 -5)))
|
rlm@0
|
1651 ;; (observer world (spider-eye (Vector3f. -3 -3 -5)))
|
rlm@0
|
1652
|
rlm@0
|
1653 )
|
rlm@0
|
1654 world)
|
rlm@0
|
1655
|
rlm@0
|
1656 (defn test-world []
|
rlm@0
|
1657 (let [thing (box 1 1 1 :physical? false)]
|
rlm@0
|
1658 (world
|
rlm@0
|
1659 (doto (Node.)
|
rlm@0
|
1660 (.attachChild thing))
|
rlm@0
|
1661 {}
|
rlm@0
|
1662 setup-fn
|
rlm@0
|
1663 (fn [world tpf]
|
rlm@0
|
1664 (.rotate thing (* tpf 0.2) 0 0)
|
rlm@0
|
1665 ))))
|
rlm@0
|
1666
|
rlm@0
|
1667
|
rlm@0
|
1668 #+end_src
|
rlm@0
|
1669
|
rlm@0
|
1670
|
rlm@0
|
1671 #+results: eyes
|
rlm@0
|
1672 : #'body.eye/test-world
|
rlm@0
|
1673
|
rlm@0
|
1674 Note the use of continuation passing style for connecting the eye to a
|
rlm@0
|
1675 function to process the output. The example code will create two
|
rlm@0
|
1676 videos of the same rotating cube from different angles, sutiable for
|
rlm@0
|
1677 stereoscopic vision.
|
rlm@0
|
1678
|
rlm@0
|
1679
|
rlm@0
|
1680
|
rlm@0
|
1681
|
rlm@0
|
1682
|
rlm@0
|
1683
|
rlm@0
|
1684 * COMMENT code generation
|
rlm@0
|
1685 #+begin_src clojure :tangle ../src/cortex/import.clj
|
rlm@0
|
1686 <<import>>
|
rlm@0
|
1687 #+end_src
|
rlm@0
|
1688
|
rlm@0
|
1689 #+begin_src clojure :tangle ../src/hello/brick_wall.clj
|
rlm@0
|
1690 <<brick-wall-header>>
|
rlm@0
|
1691 <<brick-wall-body>>
|
rlm@0
|
1692 #+end_src
|
rlm@0
|
1693
|
rlm@0
|
1694 #+begin_src clojure :tangle ../src/hello/hello_simple_app.clj
|
rlm@0
|
1695 <<hello-simple-app>>
|
rlm@0
|
1696 #+end_src
|
rlm@0
|
1697
|
rlm@0
|
1698 #+begin_src clojure :tangle ../src/cortex/world.clj
|
rlm@0
|
1699 <<world-inputs>>
|
rlm@0
|
1700 <<world>>
|
rlm@0
|
1701 <<world-shapes>>
|
rlm@0
|
1702 <<world-view>>
|
rlm@0
|
1703 #+end_src
|
rlm@0
|
1704
|
rlm@0
|
1705 #+begin_src clojure :tangle ../src/cortex/other_games.clj
|
rlm@0
|
1706 <<other-games>>
|
rlm@0
|
1707 #+end_src
|
rlm@0
|
1708
|
rlm@0
|
1709 #+begin_src clojure :tangle ../src/hello/loop.clj
|
rlm@0
|
1710 <<hello-loop>>
|
rlm@0
|
1711 #+end_src
|
rlm@0
|
1712
|
rlm@0
|
1713 #+begin_src clojure :tangle ../src/hello/collision.clj
|
rlm@0
|
1714 <<hello-collision>>
|
rlm@0
|
1715 #+end_src
|
rlm@0
|
1716
|
rlm@0
|
1717 #+begin_src clojure :tangle ../src/hello/terrain.clj
|
rlm@0
|
1718 <<hello-terrain>>
|
rlm@0
|
1719 #+end_src
|
rlm@0
|
1720
|
rlm@0
|
1721 #+begin_src clojure :tangle ../src/hello/animation.clj
|
rlm@0
|
1722 <<hello-animation>>
|
rlm@0
|
1723 #+end_src
|
rlm@0
|
1724
|
rlm@0
|
1725 #+begin_src clojure :tangle ../src/hello/material.clj
|
rlm@0
|
1726 <<material>>
|
rlm@0
|
1727 #+end_src
|
rlm@0
|
1728
|
rlm@0
|
1729 #+begin_src clojure :tangle ../src/body/eye.clj
|
rlm@0
|
1730 <<eyes>>
|
rlm@0
|
1731 #+end_src
|
rlm@0
|
1732
|
rlm@0
|
1733 #+begin_src clojure :tangle ../src/test/vision.clj
|
rlm@0
|
1734 <<test-vision>>
|
rlm@0
|
1735 #+end_src
|
rlm@0
|
1736
|
rlm@0
|
1737
|
rlm@0
|
1738
|