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1 #+title: Helper Functions / Motivations
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: sensory utilities
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5 #+keywords: simulation, jMonkeyEngine3, clojure, simulated senses
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6 #+SETUPFILE: ../../aurellem/org/setup.org
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7 #+INCLUDE: ../../aurellem/org/level-0.org
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8
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9 * Blender Utilities
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10 In blender, any object can be assigned an arbitrary number of
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11 key-value pairs which are called "Custom Properties". These are
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12 accessible in jMonkeyEngine when blender files are imported with the
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13 =BlenderLoader=. =meta-data= extracts these properties.
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14
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15 #+name: blender-1
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16 #+begin_src clojure
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17 (in-ns 'cortex.sense)
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18 (defn meta-data
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19 "Get the meta-data for a node created with blender."
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20 [blender-node key]
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21 (if-let [data (.getUserData blender-node "properties")]
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22 ;; this part is to accomodate weird blender properties
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23 ;; as well as sensible clojure maps.
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24 (.findValue data key)
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25 (.getUserData blender-node key)))
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26
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27 #+end_src
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28
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29 #+results: blender-1
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30 : #'cortex.sense/meta-data
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31
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32 Blender uses a different coordinate system than jMonkeyEngine so it
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33 is useful to be able to convert between the two. These only come into
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34 play when the meta-data of a node refers to a vector in the blender
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35 coordinate system.
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36
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37 #+name: blender-2
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38 #+begin_src clojure
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39 (defn jme-to-blender
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40 "Convert from JME coordinates to Blender coordinates"
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41 [#^Vector3f in]
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42 (Vector3f. (.getX in) (- (.getZ in)) (.getY in)))
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43
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44 (defn blender-to-jme
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45 "Convert from Blender coordinates to JME coordinates"
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46 [#^Vector3f in]
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47 (Vector3f. (.getX in) (.getZ in) (- (.getY in))))
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48 #+end_src
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49
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50 * Sense Topology
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51
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52 Human beings are three-dimensional objects, and the nerves that
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53 transmit data from our various sense organs to our brain are
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54 essentially one-dimensional. This leaves up to two dimensions in which
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55 our sensory information may flow. For example, imagine your skin: it
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56 is a two-dimensional surface around a three-dimensional object (your
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57 body). It has discrete touch sensors embedded at various points, and
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58 the density of these sensors corresponds to the sensitivity of that
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59 region of skin. Each touch sensor connects to a nerve, all of which
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60 eventually are bundled together as they travel up the spinal cord to
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61 the brain. Intersect the spinal nerves with a guillotining plane and
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62 you will see all of the sensory data of the skin revealed in a roughly
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63 circular two-dimensional image which is the cross section of the
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64 spinal cord. Points on this image that are close together in this
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65 circle represent touch sensors that are /probably/ close together on
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66 the skin, although there is of course some cutting and rearrangement
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67 that has to be done to transfer the complicated surface of the skin
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68 onto a two dimensional image.
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69
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70 Most human senses consist of many discrete sensors of various
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71 properties distributed along a surface at various densities. For
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72 skin, it is Pacinian corpuscles, Meissner's corpuscles, Merkel's
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73 disks, and Ruffini's endings, which detect pressure and vibration of
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74 various intensities. For ears, it is the stereocilia distributed
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75 along the basilar membrane inside the cochlea; each one is sensitive
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76 to a slightly different frequency of sound. For eyes, it is rods
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77 and cones distributed along the surface of the retina. In each case,
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78 we can describe the sense with a surface and a distribution of sensors
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79 along that surface.
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80
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81 ** UV-maps
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82
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83 Blender and jMonkeyEngine already have support for exactly this sort
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84 of data structure because it is used to "skin" models for games. It is
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85 called [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV][UV-mapping]]. The three-dimensional surface of a model is cut
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86 and smooshed until it fits on a two-dimensional image. You paint
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87 whatever you want on that image, and when the three-dimensional shape
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88 is rendered in a game the smooshing and cutting is reversed and the
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89 image appears on the three-dimensional object.
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90
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91 To make a sense, interpret the UV-image as describing the distribution
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92 of that senses sensors. To get different types of sensors, you can
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93 either use a different color for each type of sensor, or use multiple
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94 UV-maps, each labeled with that sensor type. I generally use a white
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95 pixel to mean the presence of a sensor and a black pixel to mean the
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96 absence of a sensor, and use one UV-map for each sensor-type within a
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97 given sense. The paths to the images are not stored as the actual
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98 UV-map of the blender object but are instead referenced in the
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99 meta-data of the node.
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100
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101 #+CAPTION: The UV-map for an elongated icososphere. The white dots each represent a touch sensor. They are dense in the regions that describe the tip of the finger, and less dense along the dorsal side of the finger opposite the tip.
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102 #+ATTR_HTML: width="300"
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103 [[../images/finger-UV.png]]
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104
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105 #+CAPTION: Ventral side of the UV-mapped finger. Notice the density of touch sensors at the tip.
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106 #+ATTR_HTML: width="300"
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107 [[../images/finger-1.png]]
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108
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109 #+CAPTION: Side view of the UV-mapped finger.
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110 #+ATTR_HTML: width="300"
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111 [[../images/finger-2.png]]
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112
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113 #+CAPTION: Head on view of the finger. In both the head and side views you can see the divide where the touch-sensors transition from high density to low density.
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114 #+ATTR_HTML: width="300"
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115 [[../images/finger-3.png]]
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116
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117 The following code loads images and gets the locations of the white
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118 pixels so that they can be used to create senses. =load-image= finds
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119 images using jMonkeyEngine's asset-manager, so the image path is
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120 expected to be relative to the =assets= directory. Thanks to Dylan
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121 for the beautiful version of =filter-pixels=.
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122
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123 #+name: topology-1
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124 #+begin_src clojure
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125 (defn load-image
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126 "Load an image as a BufferedImage using the asset-manager system."
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127 [asset-relative-path]
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128 (ImageToAwt/convert
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129 (.getImage (.loadTexture (asset-manager) asset-relative-path))
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130 false false 0))
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131
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132 (def white 0xFFFFFF)
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133
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134 (defn white? [rgb]
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135 (= (bit-and white rgb) white))
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136
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137 (defn filter-pixels
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138 "List the coordinates of all pixels matching pred, within the bounds
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139 provided. If bounds are not specified then the entire image is
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140 searched.
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141 bounds -> [x0 y0 width height]"
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142 {:author "Dylan Holmes"}
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143 ([pred #^BufferedImage image]
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144 (filter-pixels pred image [0 0 (.getWidth image) (.getHeight image)]))
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145 ([pred #^BufferedImage image [x0 y0 width height]]
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146 ((fn accumulate [x y matches]
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147 (cond
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148 (>= y (+ height y0)) matches
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149 (>= x (+ width x0)) (recur 0 (inc y) matches)
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150 (pred (.getRGB image x y))
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151 (recur (inc x) y (conj matches [x y]))
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152 :else (recur (inc x) y matches)))
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153 x0 y0 [])))
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154
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155 (defn white-coordinates
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156 "Coordinates of all the white pixels in a subset of the image."
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157 ([#^BufferedImage image bounds]
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158 (filter-pixels white? image bounds))
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159 ([#^BufferedImage image]
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160 (filter-pixels white? image)))
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161 #+end_src
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162
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163 ** Topology
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164
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165 Information from the senses is transmitted to the brain via bundles of
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166 axons, whether it be the optic nerve or the spinal cord. While these
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167 bundles more or less preserve the overall topology of a sense's
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168 two-dimensional surface, they do not preserve the precise euclidean
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169 distances between every sensor. =collapse= is here to smoosh the
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170 sensors described by a UV-map into a contiguous region that still
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171 preserves the topology of the original sense.
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172
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173 #+name: topology-2
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174 #+begin_src clojure
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175 (in-ns 'cortex.sense)
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176
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177 (defn average [coll]
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178 (/ (reduce + coll) (count coll)))
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179
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180 (defn- collapse-1d
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181 "One dimensional helper for collapse."
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182 [center line]
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183 (let [length (count line)
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184 num-above (count (filter (partial < center) line))
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185 num-below (- length num-above)]
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186 (range (- center num-below)
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187 (+ center num-above))))
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188
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189 (defn collapse
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190 "Take a sequence of pairs of integers and collapse them into a
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191 contiguous bitmap with no \"holes\" or negative entries, as close to
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192 the origin [0 0] as the shape permits. The order of the points is
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193 preserved.
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194
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195 eg.
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196 (collapse [[-5 5] [5 5] --> [[0 1] [1 1]
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197 [-5 -5] [5 -5]]) --> [0 0] [1 0]]
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198
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199 (collapse [[-5 5] [-5 -5] --> [[0 1] [0 0]
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200 [ 5 -5] [ 5 5]]) --> [1 0] [1 1]]"
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201 [points]
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202 (if (empty? points) []
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203 (let
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204 [num-points (count points)
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205 center (vector
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206 (int (average (map first points)))
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207 (int (average (map first points))))
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208 flattened
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209 (reduce
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210 concat
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211 (map
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212 (fn [column]
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213 (map vector
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214 (map first column)
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215 (collapse-1d (second center)
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216 (map second column))))
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217 (partition-by first (sort-by first points))))
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218 squeezed
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219 (reduce
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220 concat
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221 (map
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222 (fn [row]
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223 (map vector
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224 (collapse-1d (first center)
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225 (map first row))
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226 (map second row)))
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227 (partition-by second (sort-by second flattened))))
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228 relocated
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229 (let [min-x (apply min (map first squeezed))
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230 min-y (apply min (map second squeezed))]
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231 (map (fn [[x y]]
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232 [(- x min-x)
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233 (- y min-y)])
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234 squeezed))
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235 point-correspondence
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236 (zipmap (sort points) (sort relocated))
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237
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238 original-order
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239 (vec (map point-correspondence points))]
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240 original-order)))
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241 #+end_src
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242 * Viewing Sense Data
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243
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244 It's vital to /see/ the sense data to make sure that everything is
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245 behaving as it should. =view-sense= and its helper, =view-image=
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246 are here so that each sense can define its own way of turning
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247 sense-data into pictures, while the actual rendering of said pictures
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248 stays in one central place. =points->image= helps senses generate a
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249 base image onto which they can overlay actual sense data.
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250
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251 #+name: view-senses
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252 #+begin_src clojure
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253 (in-ns 'cortex.sense)
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254
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255 (defn view-image
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256 "Initializes a JPanel on which you may draw a BufferedImage.
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257 Returns a function that accepts a BufferedImage and draws it to the
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258 JPanel. If given a directory it will save the images as png files
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259 starting at 0000000.png and incrementing from there."
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260 ([#^File save title]
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261 (let [idx (atom -1)
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262 image
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263 (atom
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264 (BufferedImage. 1 1 BufferedImage/TYPE_4BYTE_ABGR))
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265 panel
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266 (proxy [JPanel] []
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267 (paint
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268 [graphics]
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269 (proxy-super paintComponent graphics)
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270 (.drawImage graphics @image 0 0 nil)))
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271 frame (JFrame. title)]
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272 (SwingUtilities/invokeLater
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273 (fn []
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274 (doto frame
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275 (-> (.getContentPane) (.add panel))
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276 (.pack)
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277 (.setLocationRelativeTo nil)
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278 (.setResizable true)
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279 (.setVisible true))))
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280 (fn [#^BufferedImage i]
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281 (reset! image i)
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282 (.setSize frame (+ 8 (.getWidth i)) (+ 28 (.getHeight i)))
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283 (.repaint panel 0 0 (.getWidth i) (.getHeight i))
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284 (if save
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285 (ImageIO/write
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286 i "png"
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287 (File. save (format "%07d.png" (swap! idx inc))))))))
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288 ([#^File save]
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289 (view-image save "Display Image"))
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290 ([] (view-image nil)))
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291
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292 (defn view-sense
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293 "Take a kernel that produces a BufferedImage from some sense data
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294 and return a function which takes a list of sense data, uses the
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295 kernel to convert to images, and displays those images, each in
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296 its own JFrame."
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297 [sense-display-kernel]
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298 (let [windows (atom [])]
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299 (fn this
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300 ([data]
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301 (this data nil))
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302 ([data save-to]
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303 (if (> (count data) (count @windows))
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304 (reset!
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305 windows
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306 (doall
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307 (map
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308 (fn [idx]
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309 (if save-to
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310 (let [dir (File. save-to (str idx))]
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311 (.mkdir dir)
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312 (view-image dir))
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313 (view-image))) (range (count data))))))
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314 (dorun
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315 (map
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316 (fn [display datum]
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317 (display (sense-display-kernel datum)))
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318 @windows data))))))
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319
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320
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321 (defn points->image
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322 "Take a collection of points and visualize it as a BufferedImage."
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323 [points]
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324 (if (empty? points)
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325 (BufferedImage. 1 1 BufferedImage/TYPE_BYTE_BINARY)
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326 (let [xs (vec (map first points))
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327 ys (vec (map second points))
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328 x0 (apply min xs)
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329 y0 (apply min ys)
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330 width (- (apply max xs) x0)
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331 height (- (apply max ys) y0)
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332 image (BufferedImage. (inc width) (inc height)
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333 BufferedImage/TYPE_INT_RGB)]
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334 (dorun
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335 (for [x (range (.getWidth image))
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336 y (range (.getHeight image))]
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337 (.setRGB image x y 0xFF0000)))
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338 (dorun
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339 (for [index (range (count points))]
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340 (.setRGB image (- (xs index) x0) (- (ys index) y0) -1)))
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341 image)))
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342
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343 (defn gray
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344 "Create a gray RGB pixel with R, G, and B set to num. num must be
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345 between 0 and 255."
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346 [num]
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347 (+ num
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348 (bit-shift-left num 8)
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349 (bit-shift-left num 16)))
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350 #+end_src
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351
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352 * Building a Sense from Nodes
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353 My method for defining senses in blender is the following:
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354
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355 Senses like vision and hearing are localized to a single point
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356 and follow a particular object around. For these:
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357
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358 - Create a single top-level empty node whose name is the name of the sense
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359 - Add empty nodes which each contain meta-data relevant
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360 to the sense, including a UV-map describing the number/distribution
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361 of sensors if applicable.
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362 - Make each empty-node the child of the top-level
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363 node. =sense-nodes= below generates functions to find these children.
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364
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365 For touch, store the path to the UV-map which describes touch-sensors in the
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366 meta-data of the object to which that map applies.
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367
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368 Each sense provides code that analyzes the Node structure of the
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369 creature and creates sense-functions. They also modify the Node
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370 structure if necessary.
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371
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372 Empty nodes created in blender have no appearance or physical presence
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373 in jMonkeyEngine, but do appear in the scene graph. Empty nodes that
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374 represent a sense which "follows" another geometry (like eyes and
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375 ears) follow the closest physical object. =closest-node= finds this
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376 closest object given the Creature and a particular empty node.
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377
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378 #+name: node-1
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379 #+begin_src clojure
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380 (defn sense-nodes
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381 "For some senses there is a special empty blender node whose
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382 children are considered markers for an instance of that sense. This
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383 function generates functions to find those children, given the name
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384 of the special parent node."
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385 [parent-name]
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386 (fn [#^Node creature]
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387 (if-let [sense-node (.getChild creature parent-name)]
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388 (seq (.getChildren sense-node))
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389 (do ;;(println-repl "could not find" parent-name "node")
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390 []))))
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391
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392 (defn closest-node
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393 "Return the physical node in creature which is closest to the given
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394 node."
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395 [#^Node creature #^Node empty]
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396 (loop [radius (float 0.01)]
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397 (let [results (CollisionResults.)]
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398 (.collideWith
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399 creature
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400 (BoundingBox. (.getWorldTranslation empty)
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401 radius radius radius)
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402 results)
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403 (if-let [target (first results)]
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404 (.getGeometry target)
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405 (recur (float (* 2 radius)))))))
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406
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407 (defn world-to-local
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408 "Convert the world coordinates into coordinates relative to the
|
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409 object (i.e. local coordinates), taking into account the rotation
|
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410 of object."
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411 [#^Spatial object world-coordinate]
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412 (.worldToLocal object world-coordinate nil))
|
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413
|
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|
414 (defn local-to-world
|
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|
415 "Convert the local coordinates into world relative coordinates"
|
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|
416 [#^Spatial object local-coordinate]
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|
417 (.localToWorld object local-coordinate nil))
|
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|
418 #+end_src
|
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419
|
rlm@200
|
420 ** Sense Binding
|
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421
|
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422 =bind-sense= binds either a Camera or a Listener object to any
|
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|
423 object so that they will follow that object no matter how it
|
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|
424 moves. It is used to create both eyes and ears.
|
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|
425
|
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|
426 #+name: node-2
|
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|
427 #+begin_src clojure
|
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|
428 (defn bind-sense
|
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|
429 "Bind the sense to the Spatial such that it will maintain its
|
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|
430 current position relative to the Spatial no matter how the spatial
|
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|
431 moves. 'sense can be either a Camera or Listener object."
|
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|
432 [#^Spatial obj sense]
|
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|
433 (let [sense-offset (.subtract (.getLocation sense)
|
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|
434 (.getWorldTranslation obj))
|
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|
435 initial-sense-rotation (Quaternion. (.getRotation sense))
|
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|
436 base-anti-rotation (.inverse (.getWorldRotation obj))]
|
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|
437 (.addControl
|
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|
438 obj
|
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|
439 (proxy [AbstractControl] []
|
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|
440 (controlUpdate [tpf]
|
rlm@197
|
441 (let [total-rotation
|
rlm@197
|
442 (.mult base-anti-rotation (.getWorldRotation obj))]
|
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|
443 (.setLocation
|
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|
444 sense
|
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|
445 (.add
|
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|
446 (.mult total-rotation sense-offset)
|
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|
447 (.getWorldTranslation obj)))
|
rlm@197
|
448 (.setRotation
|
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|
449 sense
|
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|
450 (.mult total-rotation initial-sense-rotation))))
|
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|
451 (controlRender [_ _])))))
|
rlm@197
|
452 #+end_src
|
rlm@164
|
453
|
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|
454 Here is some example code which shows how a camera bound to a blue box
|
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|
455 with =bind-sense= moves as the box is buffeted by white cannonballs.
|
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|
456
|
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|
457 #+name: test
|
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|
458 #+begin_src clojure
|
rlm@338
|
459 (in-ns 'cortex.test.sense)
|
rlm@338
|
460
|
rlm@199
|
461 (defn test-bind-sense
|
rlm@201
|
462 "Show a camera that stays in the same relative position to a blue
|
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|
463 cube."
|
rlm@283
|
464 ([] (test-bind-sense false))
|
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|
465 ([record?]
|
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|
466 (let [eye-pos (Vector3f. 0 30 0)
|
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|
467 rock (box 1 1 1 :color ColorRGBA/Blue
|
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|
468 :position (Vector3f. 0 10 0)
|
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|
469 :mass 30)
|
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|
470 table (box 3 1 10 :color ColorRGBA/Gray :mass 0
|
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|
471 :position (Vector3f. 0 -3 0))]
|
rlm@283
|
472 (world
|
rlm@283
|
473 (nodify [rock table])
|
rlm@283
|
474 standard-debug-controls
|
rlm@283
|
475 (fn init [world]
|
rlm@283
|
476 (let [cam (doto (.clone (.getCamera world))
|
rlm@283
|
477 (.setLocation eye-pos)
|
rlm@283
|
478 (.lookAt Vector3f/ZERO
|
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|
479 Vector3f/UNIT_X))]
|
rlm@283
|
480 (bind-sense rock cam)
|
rlm@283
|
481 (.setTimer world (RatchetTimer. 60))
|
rlm@283
|
482 (if record?
|
rlm@283
|
483 (Capture/captureVideo
|
rlm@338
|
484 world
|
rlm@338
|
485 (File. "/home/r/proj/cortex/render/bind-sense0")))
|
rlm@283
|
486 (add-camera!
|
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|
487 world cam
|
rlm@338
|
488 (comp
|
rlm@338
|
489 (view-image
|
rlm@338
|
490 (if record?
|
rlm@338
|
491 (File. "/home/r/proj/cortex/render/bind-sense1")))
|
rlm@283
|
492 BufferedImage!))
|
rlm@283
|
493 (add-camera! world (.getCamera world) no-op)))
|
rlm@283
|
494 no-op))))
|
rlm@199
|
495 #+end_src
|
rlm@199
|
496
|
rlm@199
|
497 #+begin_html
|
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|
498 <video controls="controls" width="755">
|
rlm@199
|
499 <source src="../video/bind-sense.ogg" type="video/ogg"
|
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|
500 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@199
|
501 </video>
|
rlm@309
|
502 <br> <a href="http://youtu.be/DvoN2wWQ_6o"> YouTube </a>
|
rlm@199
|
503 #+end_html
|
rlm@199
|
504
|
rlm@200
|
505 With this, eyes are easy --- you just bind the camera closer to the
|
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|
506 desired object, and set it to look outward instead of inward as it
|
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|
507 does in the video.
|
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|
508
|
rlm@200
|
509 (nb : the video was created with the following commands)
|
rlm@199
|
510
|
rlm@200
|
511 *** Combine Frames with ImageMagick
|
rlm@199
|
512 #+begin_src clojure :results silent
|
rlm@215
|
513 (ns cortex.video.magick
|
rlm@215
|
514 (:import java.io.File)
|
rlm@316
|
515 (:use clojure.java.shell))
|
rlm@215
|
516
|
rlm@215
|
517 (defn combine-images []
|
rlm@215
|
518 (let
|
rlm@215
|
519 [idx (atom -1)
|
rlm@215
|
520 left (rest
|
rlm@215
|
521 (sort
|
rlm@215
|
522 (file-seq (File. "/home/r/proj/cortex/render/bind-sense0/"))))
|
rlm@215
|
523 right (rest
|
rlm@215
|
524 (sort
|
rlm@215
|
525 (file-seq
|
rlm@215
|
526 (File. "/home/r/proj/cortex/render/bind-sense1/"))))
|
rlm@215
|
527 sub (rest
|
rlm@199
|
528 (sort
|
rlm@200
|
529 (file-seq
|
rlm@215
|
530 (File. "/home/r/proj/cortex/render/bind-senseB/"))))
|
rlm@215
|
531 sub* (concat sub (repeat 1000 (last sub)))]
|
rlm@215
|
532 (dorun
|
rlm@215
|
533 (map
|
rlm@215
|
534 (fn [im-1 im-2 sub]
|
rlm@215
|
535 (sh "convert" (.getCanonicalPath im-1)
|
rlm@215
|
536 (.getCanonicalPath im-2) "+append"
|
rlm@215
|
537 (.getCanonicalPath sub) "-append"
|
rlm@215
|
538 (.getCanonicalPath
|
rlm@215
|
539 (File. "/home/r/proj/cortex/render/bind-sense/"
|
rlm@215
|
540 (format "%07d.png" (swap! idx inc))))))
|
rlm@215
|
541 left right sub*))))
|
rlm@199
|
542 #+end_src
|
rlm@199
|
543
|
rlm@200
|
544 *** Encode Frames with ffmpeg
|
rlm@200
|
545
|
rlm@199
|
546 #+begin_src sh :results silent
|
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|
547 cd /home/r/proj/cortex/render/
|
rlm@221
|
548 ffmpeg -r 30 -i bind-sense/%07d.png -b:v 9000k -vcodec libtheora bind-sense.ogg
|
rlm@199
|
549 #+end_src
|
rlm@199
|
550
|
rlm@211
|
551 * Headers
|
rlm@211
|
552 #+name: sense-header
|
rlm@197
|
553 #+begin_src clojure
|
rlm@198
|
554 (ns cortex.sense
|
rlm@198
|
555 "Here are functions useful in the construction of two or more
|
rlm@198
|
556 sensors/effectors."
|
rlm@306
|
557 {:author "Robert McIntyre"}
|
rlm@198
|
558 (:use (cortex world util))
|
rlm@198
|
559 (:import ij.process.ImageProcessor)
|
rlm@198
|
560 (:import jme3tools.converters.ImageToAwt)
|
rlm@198
|
561 (:import java.awt.image.BufferedImage)
|
rlm@198
|
562 (:import com.jme3.collision.CollisionResults)
|
rlm@198
|
563 (:import com.jme3.bounding.BoundingBox)
|
rlm@198
|
564 (:import (com.jme3.scene Node Spatial))
|
rlm@198
|
565 (:import com.jme3.scene.control.AbstractControl)
|
rlm@199
|
566 (:import (com.jme3.math Quaternion Vector3f))
|
rlm@199
|
567 (:import javax.imageio.ImageIO)
|
rlm@199
|
568 (:import java.io.File)
|
rlm@199
|
569 (:import (javax.swing JPanel JFrame SwingUtilities)))
|
rlm@198
|
570 #+end_src
|
rlm@187
|
571
|
rlm@211
|
572 #+name: test-header
|
rlm@211
|
573 #+begin_src clojure
|
rlm@211
|
574 (ns cortex.test.sense
|
rlm@211
|
575 (:use (cortex world util sense vision))
|
rlm@211
|
576 (:import
|
rlm@211
|
577 java.io.File
|
rlm@211
|
578 (com.jme3.math Vector3f ColorRGBA)
|
rlm@211
|
579 (com.aurellem.capture RatchetTimer Capture)))
|
rlm@211
|
580 #+end_src
|
rlm@211
|
581
|
rlm@198
|
582 * Source Listing
|
rlm@211
|
583 - [[../src/cortex/sense.clj][cortex.sense]]
|
rlm@211
|
584 - [[../src/cortex/test/sense.clj][cortex.test.sense]]
|
rlm@211
|
585 - [[../assets/Models/subtitles/subtitles.blend][subtitles.blend]]
|
rlm@211
|
586 - [[../assets/Models/subtitles/Lake_CraterLake03_sm.hdr][subtitles reflection map]]
|
rlm@211
|
587 #+html: <ul> <li> <a href="../org/sense.org">This org file</a> </li> </ul>
|
rlm@217
|
588 - [[http://hg.bortreb.com ][source-repository]]
|
rlm@211
|
589
|
rlm@211
|
590 * Next
|
rlm@211
|
591 Now that some of the preliminaries are out of the way, in the [[./body.org][next
|
rlm@211
|
592 post]] I'll create a simulated body.
|
rlm@198
|
593
|
rlm@187
|
594
|
rlm@151
|
595 * COMMENT generate source
|
rlm@151
|
596 #+begin_src clojure :tangle ../src/cortex/sense.clj
|
rlm@211
|
597 <<sense-header>>
|
rlm@198
|
598 <<blender-1>>
|
rlm@198
|
599 <<blender-2>>
|
rlm@198
|
600 <<topology-1>>
|
rlm@198
|
601 <<topology-2>>
|
rlm@198
|
602 <<node-1>>
|
rlm@198
|
603 <<node-2>>
|
rlm@197
|
604 <<view-senses>>
|
rlm@151
|
605 #+end_src
|
rlm@199
|
606
|
rlm@199
|
607 #+begin_src clojure :tangle ../src/cortex/test/sense.clj
|
rlm@211
|
608 <<test-header>>
|
rlm@199
|
609 <<test>>
|
rlm@199
|
610 #+end_src
|
rlm@215
|
611
|
rlm@215
|
612 #+begin_src clojure :tangle ../src/cortex/video/magick.clj
|
rlm@215
|
613 <<magick>>
|
rlm@215
|
614 #+end_src
|