annotate org/touch.org @ 247:4e220c8fb1ed

first pass at rough draft complete
author Robert McIntyre <rlm@mit.edu>
date Sun, 12 Feb 2012 15:46:01 -0700
parents 63da037ce1c5
children 267add63b168
rev   line source
rlm@37 1 #+title: Simulated Sense of Touch
rlm@0 2 #+author: Robert McIntyre
rlm@0 3 #+email: rlm@mit.edu
rlm@37 4 #+description: Simulated touch for AI research using JMonkeyEngine and clojure.
rlm@37 5 #+keywords: simulation, tactile sense, jMonkeyEngine3, clojure
rlm@4 6 #+SETUPFILE: ../../aurellem/org/setup.org
rlm@4 7 #+INCLUDE: ../../aurellem/org/level-0.org
rlm@0 8
rlm@37 9 * Touch
rlm@0 10
rlm@226 11 Touch is critical to navigation and spatial reasoning and as such I
rlm@226 12 need a simulated version of it to give to my AI creatures.
rlm@0 13
rlm@228 14 However, touch in my virtual can not exactly correspond to human touch
rlm@228 15 because my creatures are made out of completely rigid segments that
rlm@228 16 don't deform like human skin.
rlm@228 17
rlm@228 18 Human skin has a wide array of touch sensors, each of which speciliaze
rlm@228 19 in detecting different vibrational modes and pressures. These sensors
rlm@228 20 can integrate a vast expanse of skin (i.e. your entire palm), or a
rlm@228 21 tiny patch of skin at the tip of your finger. The hairs of the skin
rlm@228 22 help detect objects before they even come into contact with the skin
rlm@247 23 proper.
rlm@228 24
rlm@228 25 Instead of measuring deformation or vibration, I surround each rigid
rlm@247 26 part with a plenitude of hair-like objects (/feelers/) which do not
rlm@247 27 interact with the physical world. Physical objects can pass through
rlm@247 28 them with no effect. The feelers are able to measure contact with
rlm@247 29 other objects, and constantly report how much of their extent is
rlm@247 30 covered. So, even though the creature's body parts do not deform, the
rlm@247 31 feelers create a margin around those body parts which achieves a sense
rlm@247 32 of touch which is a hybrid between a human's sense of deformation and
rlm@247 33 sense from hairs.
rlm@228 34
rlm@228 35 Implementing touch in jMonkeyEngine follows a different techinal route
rlm@228 36 than vision and hearing. Those two senses piggybacked off
rlm@228 37 jMonkeyEngine's 3D audio and video rendering subsystems. To simulate
rlm@247 38 touch, I use jMonkeyEngine's physics system to execute many small
rlm@247 39 collision detections, one for each feeler. The placement of the
rlm@247 40 feelers is determined by a UV-mapped image which shows where each
rlm@247 41 feeler should be on the 3D surface of the body.
rlm@228 42
rlm@229 43 * Defining Touch Meta-Data in Blender
rlm@229 44
rlm@245 45 Each geometry can have a single UV map which describes the position of
rlm@247 46 the feelers which will constitute its sense of touch. This image path
rlm@245 47 is stored under the "touch" key. The image itself is black and white,
rlm@247 48 with black meaning a feeler length of 0 (no feeler is present) and
rlm@247 49 white meaning a feeler length of =scale=, which is a float stored
rlm@247 50 under the key "scale".
rlm@229 51
rlm@231 52 #+name: meta-data
rlm@0 53 #+begin_src clojure
rlm@229 54 (defn tactile-sensor-profile
rlm@229 55 "Return the touch-sensor distribution image in BufferedImage format,
rlm@229 56 or nil if it does not exist."
rlm@229 57 [#^Geometry obj]
rlm@229 58 (if-let [image-path (meta-data obj "touch")]
rlm@229 59 (load-image image-path)))
rlm@233 60
rlm@233 61 (defn tactile-scale
rlm@247 62 "Return the length of each feeler. Default scale is 0.01
rlm@247 63 jMonkeyEngine units."
rlm@233 64 [#^Geometry obj]
rlm@233 65 (if-let [scale (meta-data obj "scale")]
rlm@233 66 scale 0.1))
rlm@228 67 #+end_src
rlm@156 68
rlm@246 69 Here is an example of a UV-map which specifies the position of touch
rlm@247 70 sensors along the surface of the upper segment of the worm.
rlm@229 71
rlm@246 72 #+attr_html: width=755
rlm@246 73 #+caption: This is the tactile-sensor-profile for the upper segment of the worm. It defines regions of high touch sensitivity (where there are many white pixels) and regions of low sensitivity (where white pixels are sparse).
rlm@246 74 [[../images/finger-UV.png]]
rlm@234 75
rlm@247 76 * Implementation Summary
rlm@247 77
rlm@247 78 To simulate touch there are three conceptual steps. For each solid
rlm@247 79 object in the creature, you first have to get UV image and scale
rlm@247 80 paramater which define the position and length of the feelers. Then,
rlm@247 81 you use the triangles which compose the mesh and the UV data stored in
rlm@247 82 the mesh to determine the world-space position and orientation of each
rlm@247 83 feeler. Once every frame, update these positions and orientations to
rlm@247 84 match the current position and orientation of the object, and use
rlm@247 85 physics collision detection to gather tactile data.
rlm@238 86
rlm@247 87 Extracting the meta-data has already been described. The third step,
rlm@247 88 physics collision detection, is handled in =(touch-kernel)=.
rlm@247 89 Translating the positions and orientations of the feelers from the
rlm@247 90 UV-map to world-space is also a three-step process.
rlm@239 91
rlm@238 92 - Find the triangles which make up the mesh in pixel-space and in
rlm@247 93 world-space. =(triangles)= =(pixel-triangles)=.
rlm@239 94
rlm@247 95 - Find the coordinates of each feeler in world-space. These are the
rlm@247 96 origins of the feelers. =(feeler-origins)=.
rlm@239 97
rlm@238 98 - Calculate the normals of the triangles in world space, and add
rlm@238 99 them to each of the origins of the feelers. These are the
rlm@247 100 normalized coordinates of the tips of the feelers. =(feeler-tips)=.
rlm@239 101
rlm@247 102 * Triangle Math
rlm@247 103 ** Schrapnel Conversion Functions
rlm@239 104
rlm@247 105 #+name: triangles-1
rlm@247 106 #+begin_src clojure
rlm@247 107 (defn vector3f-seq [#^Vector3f v]
rlm@247 108 [(.getX v) (.getY v) (.getZ v)])
rlm@247 109
rlm@247 110 (defn triangle-seq [#^Triangle tri]
rlm@247 111 [(vector3f-seq (.get1 tri))
rlm@247 112 (vector3f-seq (.get2 tri))
rlm@247 113 (vector3f-seq (.get3 tri))])
rlm@247 114
rlm@247 115 (defn ->vector3f
rlm@247 116 ([coords] (Vector3f. (nth coords 0 0)
rlm@247 117 (nth coords 1 0)
rlm@247 118 (nth coords 2 0))))
rlm@247 119
rlm@247 120 (defn ->triangle [points]
rlm@247 121 (apply #(Triangle. %1 %2 %3) (map ->vector3f points)))
rlm@247 122 #+end_src
rlm@247 123
rlm@247 124 It is convienent to treat a =Triangle= as a sequence of verticies, and
rlm@247 125 a =Vector2f= and =Vector3f= as a sequence of floats. These conversion
rlm@247 126 functions make this easy. If these classes implemented =Iterable= then
rlm@247 127 =(seq)= would work on them automitacally.
rlm@247 128 ** Decomposing a 3D shape into Triangles
rlm@247 129
rlm@247 130 The rigid bodies which make up a creature have an underlying
rlm@247 131 =Geometry=, which is a =Mesh= plus a =Material= and other important
rlm@247 132 data involved with displaying the body.
rlm@247 133
rlm@247 134 A =Mesh= is composed of =Triangles=, and each =Triangle= has three
rlm@247 135 verticies which have coordinates in world space and UV space.
rlm@247 136
rlm@247 137 Here, =(triangles)= gets all the world-space triangles which compose a
rlm@247 138 mesh, while =(pixel-triangles)= gets those same triangles expressed in
rlm@247 139 pixel coordinates (which are UV coordinates scaled to fit the height
rlm@247 140 and width of the UV image).
rlm@247 141
rlm@247 142 #+name: triangles-2
rlm@247 143 #+begin_src clojure
rlm@247 144 (in-ns 'cortex.touch)
rlm@247 145 (defn triangle
rlm@247 146 "Get the triangle specified by triangle-index from the mesh."
rlm@247 147 [#^Geometry geo triangle-index]
rlm@247 148 (triangle-seq
rlm@247 149 (let [scratch (Triangle.)]
rlm@247 150 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))
rlm@247 151
rlm@247 152 (defn triangles
rlm@247 153 "Return a sequence of all the Triangles which compose a given
rlm@247 154 Geometry."
rlm@247 155 [#^Geometry geo]
rlm@247 156 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))
rlm@247 157
rlm@247 158 (defn triangle-vertex-indices
rlm@247 159 "Get the triangle vertex indices of a given triangle from a given
rlm@247 160 mesh."
rlm@247 161 [#^Mesh mesh triangle-index]
rlm@247 162 (let [indices (int-array 3)]
rlm@247 163 (.getTriangle mesh triangle-index indices)
rlm@247 164 (vec indices)))
rlm@247 165
rlm@247 166 (defn vertex-UV-coord
rlm@247 167 "Get the UV-coordinates of the vertex named by vertex-index"
rlm@247 168 [#^Mesh mesh vertex-index]
rlm@247 169 (let [UV-buffer
rlm@247 170 (.getData
rlm@247 171 (.getBuffer
rlm@247 172 mesh
rlm@247 173 VertexBuffer$Type/TexCoord))]
rlm@247 174 [(.get UV-buffer (* vertex-index 2))
rlm@247 175 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
rlm@247 176
rlm@247 177 (defn pixel-triangle [#^Geometry geo image index]
rlm@247 178 (let [mesh (.getMesh geo)
rlm@247 179 width (.getWidth image)
rlm@247 180 height (.getHeight image)]
rlm@247 181 (vec (map (fn [[u v]] (vector (* width u) (* height v)))
rlm@247 182 (map (partial vertex-UV-coord mesh)
rlm@247 183 (triangle-vertex-indices mesh index))))))
rlm@247 184
rlm@247 185 (defn pixel-triangles [#^Geometry geo image]
rlm@247 186 (let [height (.getHeight image)
rlm@247 187 width (.getWidth image)]
rlm@247 188 (map (partial pixel-triangle geo image)
rlm@247 189 (range (.getTriangleCount (.getMesh geo))))))
rlm@247 190 #+end_src
rlm@247 191 ** The Affine Transform from one Triangle to Another
rlm@247 192
rlm@247 193 =(pixel-triangles)= gives us the mesh triangles expressed in pixel
rlm@247 194 coordinates and =(triangles)= gives us the mesh triangles expressed in
rlm@247 195 world coordinates. The tactile-sensor-profile gives the position of
rlm@247 196 each feeler in pixel-space. In order to convert pixel-dpace
rlm@247 197 coordinates into world-space coordinates we need something that takes
rlm@247 198 coordinates on the surface of one triangle and gives the corresponding
rlm@247 199 coordinates on the surface of another triangle.
rlm@247 200
rlm@247 201 Triangles are [[http://mathworld.wolfram.com/AffineTransformation.html ][affine]], which means any triangle can be transformed into
rlm@247 202 any other by a combination of translation, scaling, and
rlm@247 203 rotation. jMonkeyEngine's =Matrix4f= objects can describe any affine
rlm@247 204 transformation. The affine transformation from one triangle to another
rlm@247 205 is readily computable if the triangle is expressed in terms of a $4x4$
rlm@247 206 matrix.
rlm@247 207
rlm@247 208 \begin{bmatrix}
rlm@247 209 x_1 & x_2 & x_3 & n_x \\
rlm@247 210 y_1 & y_2 & y_3 & n_y \\
rlm@247 211 z_1 & z_2 & z_3 & n_z \\
rlm@247 212 1 & 1 & 1 & 1
rlm@247 213 \end{bmatrix}
rlm@247 214
rlm@247 215 Here, the first three columns of the matrix are the verticies of the
rlm@247 216 triangle. The last column is the right-handed unit normal of the
rlm@247 217 triangle.
rlm@247 218
rlm@247 219 With two triangles $T_{1}$ and $T_{2}$ each expressed as a matrix like
rlm@247 220 above, the affine transform from $T_{1}$ to $T_{2}$ is
rlm@247 221
rlm@247 222 $T_{2}T_{1}^{-1}$
rlm@247 223
rlm@247 224 The clojure code below recaptiulates the formulas above.
rlm@247 225
rlm@247 226 #+name: triangles-3
rlm@247 227 #+begin_src clojure
rlm@247 228 (in-ns 'cortex.touch)
rlm@247 229
rlm@247 230 (defn triangle->matrix4f
rlm@247 231 "Converts the triangle into a 4x4 matrix: The first three columns
rlm@247 232 contain the vertices of the triangle; the last contains the unit
rlm@247 233 normal of the triangle. The bottom row is filled with 1s."
rlm@247 234 [#^Triangle t]
rlm@247 235 (let [mat (Matrix4f.)
rlm@247 236 [vert-1 vert-2 vert-3]
rlm@247 237 ((comp vec map) #(.get t %) (range 3))
rlm@247 238 unit-normal (do (.calculateNormal t)(.getNormal t))
rlm@247 239 vertices [vert-1 vert-2 vert-3 unit-normal]]
rlm@247 240 (dorun
rlm@247 241 (for [row (range 4) col (range 3)]
rlm@247 242 (do
rlm@247 243 (.set mat col row (.get (vertices row) col))
rlm@247 244 (.set mat 3 row 1)))) mat))
rlm@247 245
rlm@247 246 (defn triangles->affine-transform
rlm@247 247 "Returns the affine transformation that converts each vertex in the
rlm@247 248 first triangle into the corresponding vertex in the second
rlm@247 249 triangle."
rlm@247 250 [#^Triangle tri-1 #^Triangle tri-2]
rlm@247 251 (.mult
rlm@247 252 (triangle->matrix4f tri-2)
rlm@247 253 (.invert (triangle->matrix4f tri-1))))
rlm@247 254 #+end_src
rlm@247 255 ** Triangle Boundaries
rlm@247 256
rlm@247 257 For efficiency's sake I will divide the tactile-profile image into
rlm@247 258 small squares which inscribe each pixel-triangle, then extract the
rlm@247 259 points which lie inside the triangle and map them to 3D-space using
rlm@247 260 =(triangle-transform)= above. To do this I need a function,
rlm@247 261 =(convex-bounds)= which finds the smallest box which inscribes a 2D
rlm@247 262 triangle.
rlm@247 263
rlm@247 264 =(inside-triangle?)= determines whether a point is inside a triangle
rlm@247 265 in 2D pixel-space.
rlm@247 266
rlm@247 267 #+name: triangles-4
rlm@247 268 #+begin_src clojure
rlm@247 269 (defn convex-bounds
rlm@247 270 "Returns the smallest square containing the given vertices, as a
rlm@247 271 vector of integers [left top width height]."
rlm@247 272 [verts]
rlm@247 273 (let [xs (map first verts)
rlm@247 274 ys (map second verts)
rlm@247 275 x0 (Math/floor (apply min xs))
rlm@247 276 y0 (Math/floor (apply min ys))
rlm@247 277 x1 (Math/ceil (apply max xs))
rlm@247 278 y1 (Math/ceil (apply max ys))]
rlm@247 279 [x0 y0 (- x1 x0) (- y1 y0)]))
rlm@247 280
rlm@247 281 (defn same-side?
rlm@247 282 "Given the points p1 and p2 and the reference point ref, is point p
rlm@247 283 on the same side of the line that goes through p1 and p2 as ref is?"
rlm@247 284 [p1 p2 ref p]
rlm@247 285 (<=
rlm@247 286 0
rlm@247 287 (.dot
rlm@247 288 (.cross (.subtract p2 p1) (.subtract p p1))
rlm@247 289 (.cross (.subtract p2 p1) (.subtract ref p1)))))
rlm@247 290
rlm@247 291 (defn inside-triangle?
rlm@247 292 "Is the point inside the triangle?"
rlm@247 293 {:author "Dylan Holmes"}
rlm@247 294 [#^Triangle tri #^Vector3f p]
rlm@247 295 (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]]
rlm@247 296 (and
rlm@247 297 (same-side? vert-1 vert-2 vert-3 p)
rlm@247 298 (same-side? vert-2 vert-3 vert-1 p)
rlm@247 299 (same-side? vert-3 vert-1 vert-2 p))))
rlm@247 300 #+end_src
rlm@247 301
rlm@247 302 * Feeler Coordinates
rlm@247 303
rlm@247 304 The triangle-related functions above make short work of calculating
rlm@247 305 the positions and orientations of each feeler in world-space.
rlm@247 306
rlm@247 307 #+name: sensors
rlm@247 308 #+begin_src clojure
rlm@247 309 (in-ns 'cortex.touch)
rlm@247 310
rlm@247 311 (defn feeler-pixel-coords
rlm@247 312 "Returns the coordinates of the feelers in pixel space in lists, one
rlm@247 313 list for each triangle, ordered in the same way as (triangles) and
rlm@247 314 (pixel-triangles)."
rlm@247 315 [#^Geometry geo image]
rlm@247 316 (map
rlm@247 317 (fn [pixel-triangle]
rlm@247 318 (filter
rlm@247 319 (fn [coord]
rlm@247 320 (inside-triangle? (->triangle pixel-triangle)
rlm@247 321 (->vector3f coord)))
rlm@247 322 (white-coordinates image (convex-bounds pixel-triangle))))
rlm@247 323 (pixel-triangles geo image)))
rlm@247 324
rlm@247 325 (defn feeler-world-coords
rlm@247 326 "Returns the coordinates of the feelers in world space in lists, one
rlm@247 327 list for each triangle, ordered in the same way as (triangles) and
rlm@247 328 (pixel-triangles)."
rlm@247 329 [#^Geometry geo image]
rlm@247 330 (let [transforms
rlm@247 331 (map #(triangles->affine-transform
rlm@247 332 (->triangle %1) (->triangle %2))
rlm@247 333 (pixel-triangles geo image)
rlm@247 334 (triangles geo))]
rlm@247 335 (map (fn [transform coords]
rlm@247 336 (map #(.mult transform (->vector3f %)) coords))
rlm@247 337 transforms (feeler-pixel-coords geo image))))
rlm@247 338
rlm@247 339 (defn feeler-origins
rlm@247 340 "The world space coordinates of the root of each feeler."
rlm@247 341 [#^Geometry geo image]
rlm@247 342 (reduce concat (feeler-world-coords geo image)))
rlm@247 343
rlm@247 344 (defn feeler-tips
rlm@247 345 "The world space coordinates of the tip of each feeler."
rlm@247 346 [#^Geometry geo image]
rlm@247 347 (let [world-coords (feeler-world-coords geo image)
rlm@247 348 normals
rlm@247 349 (map
rlm@247 350 (fn [triangle]
rlm@247 351 (.calculateNormal triangle)
rlm@247 352 (.clone (.getNormal triangle)))
rlm@247 353 (map ->triangle (triangles geo)))]
rlm@247 354
rlm@247 355 (mapcat (fn [origins normal]
rlm@247 356 (map #(.add % normal) origins))
rlm@247 357 world-coords normals)))
rlm@247 358
rlm@247 359 (defn touch-topology
rlm@247 360 "touch-topology? is not a function."
rlm@247 361 [#^Geometry geo image]
rlm@247 362 (collapse (reduce concat (feeler-pixel-coords geo image))))
rlm@247 363 #+end_src
rlm@247 364 * Simulated Touch
rlm@247 365
rlm@247 366 =(touch-kernel)= generates functions to be called from within a
rlm@247 367 simulation that perform the necessary physics collisions to collect
rlm@247 368 tactile data, and =(touch!)= recursively applies it to every node in
rlm@247 369 the creature.
rlm@238 370
rlm@233 371 #+name: kernel
rlm@233 372 #+begin_src clojure
rlm@233 373 (in-ns 'cortex.touch)
rlm@233 374
rlm@244 375 (defn set-ray [#^Ray ray #^Matrix4f transform
rlm@244 376 #^Vector3f origin #^Vector3f tip]
rlm@243 377 ;; Doing everything locally recduces garbage collection by enough to
rlm@243 378 ;; be worth it.
rlm@243 379 (.mult transform origin (.getOrigin ray))
rlm@243 380
rlm@243 381 (.mult transform tip (.getDirection ray))
rlm@244 382 (.subtractLocal (.getDirection ray) (.getOrigin ray)))
rlm@242 383
rlm@233 384 (defn touch-kernel
rlm@234 385 "Constructs a function which will return tactile sensory data from
rlm@234 386 'geo when called from inside a running simulation"
rlm@234 387 [#^Geometry geo]
rlm@243 388 (if-let
rlm@243 389 [profile (tactile-sensor-profile geo)]
rlm@243 390 (let [ray-reference-origins (feeler-origins geo profile)
rlm@243 391 ray-reference-tips (feeler-tips geo profile)
rlm@244 392 ray-length (tactile-scale geo)
rlm@243 393 current-rays (map (fn [_] (Ray.)) ray-reference-origins)
rlm@243 394 topology (touch-topology geo profile)]
rlm@244 395 (dorun (map #(.setLimit % ray-length) current-rays))
rlm@233 396 (fn [node]
rlm@243 397 (let [transform (.getWorldMatrix geo)]
rlm@243 398 (dorun
rlm@244 399 (map (fn [ray ref-origin ref-tip]
rlm@244 400 (set-ray ray transform ref-origin ref-tip))
rlm@243 401 current-rays ray-reference-origins
rlm@244 402 ray-reference-tips))
rlm@233 403 (vector
rlm@243 404 topology
rlm@233 405 (vec
rlm@243 406 (for [ray current-rays]
rlm@233 407 (do
rlm@233 408 (let [results (CollisionResults.)]
rlm@233 409 (.collideWith node ray results)
rlm@233 410 (let [touch-objects
rlm@233 411 (filter #(not (= geo (.getGeometry %)))
rlm@233 412 results)]
rlm@233 413 [(if (empty? touch-objects)
rlm@243 414 (.getLimit ray)
rlm@243 415 (.getDistance (first touch-objects)))
rlm@243 416 (.getLimit ray)])))))))))))
rlm@233 417
rlm@233 418 (defn touch!
rlm@233 419 "Endow the creature with the sense of touch. Returns a sequence of
rlm@233 420 functions, one for each body part with a tactile-sensor-proile,
rlm@233 421 each of which when called returns sensory data for that body part."
rlm@233 422 [#^Node creature]
rlm@233 423 (filter
rlm@233 424 (comp not nil?)
rlm@233 425 (map touch-kernel
rlm@233 426 (filter #(isa? (class %) Geometry)
rlm@233 427 (node-seq creature)))))
rlm@233 428 #+end_src
rlm@233 429
rlm@247 430 * Visualizing Touch
rlm@238 431
rlm@233 432 #+name: visualization
rlm@233 433 #+begin_src clojure
rlm@233 434 (in-ns 'cortex.touch)
rlm@233 435
rlm@233 436 (defn touch->gray
rlm@245 437 "Convert a pair of [distance, max-distance] into a grayscale pixel."
rlm@233 438 [distance max-distance]
rlm@245 439 (gray (- 255 (rem (int (* 255 (/ distance max-distance))) 256))))
rlm@233 440
rlm@233 441 (defn view-touch
rlm@245 442 "Creates a function which accepts a list of touch sensor-data and
rlm@233 443 displays each element to the screen."
rlm@233 444 []
rlm@233 445 (view-sense
rlm@246 446 (fn [[coords sensor-data]]
rlm@233 447 (let [image (points->image coords)]
rlm@233 448 (dorun
rlm@233 449 (for [i (range (count coords))]
rlm@233 450 (.setRGB image ((coords i) 0) ((coords i) 1)
rlm@246 451 (apply touch->gray (sensor-data i))))) image))))
rlm@233 452 #+end_src
rlm@232 453 * Adding Touch to the Worm
rlm@232 454
rlm@232 455 #+name: test-touch
rlm@232 456 #+begin_src clojure
rlm@232 457 (ns cortex.test.touch
rlm@232 458 (:use (cortex world util sense body touch))
rlm@232 459 (:use cortex.test.body))
rlm@232 460
rlm@232 461 (cortex.import/mega-import-jme3)
rlm@232 462
rlm@232 463 (defn test-touch []
rlm@232 464 (let [the-worm (doto (worm) (body!))
rlm@232 465 touch (touch! the-worm)
rlm@232 466 touch-display (view-touch)]
rlm@232 467 (world (nodify [the-worm (floor)])
rlm@232 468 standard-debug-controls
rlm@232 469
rlm@232 470 (fn [world]
rlm@244 471 (speed-up world)
rlm@232 472 (light-up-everything world))
rlm@232 473
rlm@232 474 (fn [world tpf]
rlm@246 475 (touch-display
rlm@246 476 (map #(% (.getRootNode world)) touch))))))
rlm@232 477 #+end_src
rlm@247 478
rlm@247 479 * Headers
rlm@247 480
rlm@247 481 #+name: touch-header
rlm@247 482 #+begin_src clojure
rlm@247 483 (ns cortex.touch
rlm@247 484 "Simulate the sense of touch in jMonkeyEngine3. Enables any Geometry
rlm@247 485 to be outfitted with touch sensors with density determined by a UV
rlm@247 486 image. In this way a Geometry can know what parts of itself are
rlm@247 487 touching nearby objects. Reads specially prepared blender files to
rlm@247 488 construct this sense automatically."
rlm@247 489 {:author "Robert McIntyre"}
rlm@247 490 (:use (cortex world util sense))
rlm@247 491 (:use clojure.contrib.def)
rlm@247 492 (:import (com.jme3.scene Geometry Node Mesh))
rlm@247 493 (:import com.jme3.collision.CollisionResults)
rlm@247 494 (:import com.jme3.scene.VertexBuffer$Type)
rlm@247 495 (:import (com.jme3.math Triangle Vector3f Vector2f Ray Matrix4f)))
rlm@247 496 #+end_src
rlm@247 497
rlm@228 498 * Source Listing
rlm@228 499 * Next
rlm@228 500
rlm@228 501
rlm@226 502 * COMMENT Code Generation
rlm@39 503 #+begin_src clojure :tangle ../src/cortex/touch.clj
rlm@231 504 <<touch-header>>
rlm@231 505 <<meta-data>>
rlm@231 506 <<triangles-1>>
rlm@247 507 <<triangles-2>>
rlm@231 508 <<triangles-3>>
rlm@231 509 <<triangles-4>>
rlm@231 510 <<sensors>>
rlm@231 511 <<kernel>>
rlm@231 512 <<visualization>>
rlm@0 513 #+end_src
rlm@0 514
rlm@232 515
rlm@68 516 #+begin_src clojure :tangle ../src/cortex/test/touch.clj
rlm@232 517 <<test-touch>>
rlm@39 518 #+end_src
rlm@39 519
rlm@0 520
rlm@0 521
rlm@0 522
rlm@32 523
rlm@32 524
rlm@226 525