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1 #+title: SKIN!
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulating touch in JMonkeyEngine
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5 #+SETUPFILE: ../../aurellem/org/setup.org
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6 #+INCLUDE: ../../aurellem/org/level-0.org
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7 #+babel: :mkdirp yes :noweb yes
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8
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9 let's see what checkboxes look like:
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10
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11 * test [1/2]
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12 - [ ] item 1
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13 - [X] item 2
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14
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15
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16 * skin!
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17
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18 #+srcname: skin-main
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19 #+begin_src clojure
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20 (ns body.skin)
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21 (use 'cortex.world)
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22 (use 'cortex.import)
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23 (use 'clojure.contrib.def)
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24 (cortex.import/mega-import-jme3)
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25 (rlm.rlm-commands/help)
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26
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27 (import java.util.logging.Level)
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28 (import java.util.logging.Logger)
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29
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30
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31
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32 ;; looks like we can use GhostControls for implementing touch.
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33 ;; for example:
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34 (def rc (GhostControl. (BoxCollisionShape. (Vector3f. 2 2 2))))
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35 (def shifted-sphere
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36 (doto (CompoundCollisionShape.)
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37 (.addChildShape (SphereCollisionShape. 3) (Vector3f. 1 0 0))))
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38
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39 (def gc (GhostControl. shifted-sphere))
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40 (def b (box 1 1 1 :mass 1))
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41 (.addControl b rc)
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42 (.addControl b gc)
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43
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44
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45 (defn looksies! []
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46 (view b))
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47
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48 ;; overlapping objects can be gotten via =.getOverlappingCount= and
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49 ;; =.getOverlappingObjects=
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50
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51 ;; looks like I might be able to place a small "touch-sphere" whther
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52 ;; on every triangle in the object's mesh, or at the verticies, using
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53 ;; .getTriangleCount() on the mesh gotten by .getMesh()
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54
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55 ;; this way, I can create a mesh and just divide up it's faces using
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56 ;; blender, and this will create the touch sensor distribution.
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57
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58
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59 (defn make-touch-sphere [#^Geometry geom]
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60 (let [tri (Triangle.)
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61 mesh (.getMesh geom)
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62 controls! (transient [])]
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63 (dorun
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64 (for [n (range (.getTriangleCount mesh))]
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65 (do
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66 (.getTriangle mesh n tri)
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67 (.calculateCenter tri)
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68 (let [control
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69 (doto
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70 (GhostControl.
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71 (doto (CompoundCollisionShape.)
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72 (.addChildShape
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73 (SphereCollisionShape. (float 0.1))
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74 (.mult (.getCenter tri) (float 1)))
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75 (.setMargin -0.1)))
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76 (.setApplyPhysicsLocal true))]
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77
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78 (.addControl geom control)
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79 (conj! controls! control)))))
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80 (persistent! controls!)))
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81
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82
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83 (defn triangles [#^Geometry geom]
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84 (let
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85 [mesh (.getMesh geom)
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86 triangles (transient [])]
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87 (dorun
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88 (for [n (range (.getTriangleCount mesh))]
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89 (let [tri (Triangle.)]
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90 (.getTriangle mesh n tri)
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91 (.calculateNormal tri)
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92 (.calculateCenter tri)
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93 (conj! triangles tri))))
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94 (persistent! triangles)))
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95
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96
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97 (defn new-touch [#^Geometry geom]
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98 (dorun (map
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99 (comp no-op #(.getCenter %))
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100 (triangles geom))))
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101
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102 (defn get-ray-origin
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103 [geom tri]
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104 (let [new (Vector3f.)]
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105 (.calculateCenter tri)
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106 (.localToWorld geom (.getCenter tri) new)
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107 new))
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108
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109 (defn get-ray-direction
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110 [geom tri]
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111 (let [new (Vector3f.)]
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112 (.calculateNormal tri)
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113
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114 (.localToWorld geom (.getNormal tri) new)
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115 (.subtract new (get-ray-origin geom tri))
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116
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117 ;;Vector3f/UNIT_Y
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118 ))
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119
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120 (defn ray-origin-debug
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121 [ray]
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122 (make-shape
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123 (assoc base-shape
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124 :shape (Sphere. 5 5 0.05)
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125 :name "arrow"
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126 :color ColorRGBA/Orange
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127 :texture false
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128 :physical? false
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129 :position
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130 (.getOrigin ray))))
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131
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132 (defn ray-debug [ray]
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133 (make-shape
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134 (assoc
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135 base-shape
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136 :name "debug-ray"
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137 :physical? false
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138 :shape (com.jme3.scene.shape.Line.
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139 (.getOrigin ray)
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140 (.add
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141 (.getOrigin ray)
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142 (.mult (.getDirection ray)
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143 (float (.getLimit ray))))))))
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144
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145
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146
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147
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148 (defn normal-rays
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149 "returns rays"
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150 [limit #^Geometry geom]
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151 (vec
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152 (map
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153 (fn [tri]
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154 (doto
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155 (Ray. (get-ray-origin geom tri)
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156 (get-ray-direction geom tri))
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157
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158 (.setLimit limit)))
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159 (triangles geom))))
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160
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161
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162 (defn collision-debug [node result]
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163
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164 (println-repl "contact point: " (.getContactPoint result))
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165
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166
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167 )
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168
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169 (defn touch-percieve [limit geom node debug-node]
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170 (let [normals (normal-rays limit geom)]
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171 (.detachAllChildren debug-node)
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172
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173
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174 (println-repl "---------")
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175 (doall
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176 (for [ray normals]
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177 (do
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178 (let [results (CollisionResults.)]
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179 (.attachChild debug-node (ray-debug ray))
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180 (.attachChild debug-node (ray-origin-debug ray))
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181 (.collideWith geom ray results)
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182
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183 ;;(println-repl (.size results) "results for " ray)
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184 ;;(doall (map (partial collision-debug node) results))
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185 (.size results)
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186 ))))))
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187
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188 (defn make-touch [#^Geometry geom]
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189 (let [tri (Triangle.)
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190 mesh (.getMesh geom)
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191 controls! (transient [])]
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192 (dorun
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193 (for [n (range (.getTriangleCount mesh))]
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194 (do
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195 (.getTriangle mesh n tri)
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196 (.calculateCenter tri)
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197 (.calculateNormal tri)
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198 ;; (println-repl tri)
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199 ;; (println-repl (.get1 tri))
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200 ;; (println-repl (.get2 tri))
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201 ;; (println-repl (.get3 tri))
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202 ;; (println-repl (.getCenter tri))
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203 ;; (println-repl (.getNormal tri))
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204 (let [control
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205 (doto
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206 (GhostControl.
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207
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208 (doto (CompoundCollisionShape.)
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209 (.addChildShape
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210 (SimplexCollisionShape. Vector3f/ZERO)
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211 (.mult (.getCenter tri) (float 1)))
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212 (.setMargin 0)
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213 ))
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214 (.setApplyPhysicsLocal true))]
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215 (.addControl geom control)
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216 (conj! controls! control)))))
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217 (persistent! controls!)))
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218
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219 (use 'hello.brick-wall)
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220
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221 (defn touch-reception [controls]
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222 (let [control
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223 (first
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224 (filter
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225 #(< 2 (.getOverlappingCount %)) controls))]
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226 (if (not (nil? control))
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227 (println
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228 (seq
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229 (.getOverlappingObjects control))))))
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230
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231 (defn touch-print [controls]
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232 (println
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233 (map #(count (.getNonGhostOverlappingObjects %)) controls)))
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234
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235 (defn set-debug-color [#^ColorRGBA color #^GhostControl gc]
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236 (.setColor (.getMaterial (.getChild (.getDebugShape gc) 0)) "Color" color))
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237
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238 (defn html-color [html-str]
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239 ((fn [[r g b]] (ColorRGBA. r g b (float 1)))
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240 (map #(float (/ (Integer/parseInt % 16) 255))
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241 (map (partial apply str) (partition 2 html-str)))))
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242
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243 (defn color-touch [controls]
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244 (no-exceptions
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245 (dorun
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246 (map
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247 (fn [control]
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248 (case (count (.getNonGhostOverlappingObjects control))
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249 0 (set-debug-color ColorRGBA/Gray control)
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250 1 (set-debug-color ColorRGBA/Blue control)
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251 2 (set-debug-color ColorRGBA/Green control)
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252 3 (set-debug-color ColorRGBA/Yellow control)
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253 4 (set-debug-color ColorRGBA/Orange control)
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254 5 (set-debug-color ColorRGBA/Red control)
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255 6 (set-debug-color ColorRGBA/Magenta control)
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256 7 (set-debug-color ColorRGBA/Pink control)
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257 8 (set-debug-color ColorRGBA/White control)))
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258 controls))))
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259
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260 (defn enable-debug [world]
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261 (.enableDebug
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262 (.getPhysicsSpace
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263 (.getState
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264 (.getStateManager world)
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265 BulletAppState))
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266 (asset-manager)))
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267
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268 (defn transparent-sphere []
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269 (doto
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270 (make-shape
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271 (merge base-shape
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272 {:position (Vector3f. 0 2 0)
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273 :name "the blob."
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274 :material "Common/MatDefs/Misc/Unshaded.j3md"
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275 :texture "Textures/purpleWisp.png"
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276 :physical? true
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277 :mass 70
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278 :color ColorRGBA/Blue
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279 :shape (Sphere. 10 10 1)}))
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280 (-> (.getMaterial)
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281 (.getAdditionalRenderState)
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282 (.setBlendMode RenderState$BlendMode/Alpha))
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283 (.setQueueBucket RenderQueue$Bucket/Transparent)))
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284
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285 (defn transparent-box []
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286 (doto
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287 (make-shape
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288 (merge base-shape
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289 {:position (Vector3f. 0 2 0)
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290 :name "the blob."
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291 :material "Common/MatDefs/Misc/Unshaded.j3md"
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292 :texture "Textures/purpleWisp.png"
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293 :physical? true
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294 :mass 70
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295 :color ColorRGBA/Blue
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296 :shape (Box. 1 1 1)}))
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297 (-> (.getMaterial)
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298 (.getAdditionalRenderState)
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299 (.setBlendMode RenderState$BlendMode/Alpha))
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300 (.setQueueBucket RenderQueue$Bucket/Transparent)))
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301
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302
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303 (defn transparent-floor []
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304 (doto
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305 (box 5 0.2 5 :mass 0 :position (Vector3f. 0 -2 0)
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306 :material "Common/MatDefs/Misc/Unshaded.j3md"
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307 :texture "Textures/redWisp.png")
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308 (-> (.getMaterial)
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309 (.getAdditionalRenderState)
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310 (.setBlendMode RenderState$BlendMode/Alpha))
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311 (.setQueueBucket RenderQueue$Bucket/Transparent)))
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312
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313
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314 (defn no-logging []
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315 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))
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316
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317 (defn set-accuracy [world new-accuracy]
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318 (let [physics-manager (.getState (.getStateManager world) BulletAppState)]
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319 (.setAccuracy (.getPhysicsSpace physics-manager) (float new-accuracy))))
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320
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321 (defn test-skin []
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322 (let [b
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323 ;;(transparent-sphere)
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324 (transparent-box)
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325 f (transparent-floor)
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326 ;;controls
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327 ;;(make-touch-sphere b)
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328 ;;(make-touch b)
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329 debug-node (Node.)
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330 node (doto (Node.) (.attachChild b) (.attachChild f)
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331 (.attachChild debug-node))
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332
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333 ]
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334
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335 (world
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336
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337 node
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338 {"key-return" (fire-cannon-ball)
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339 "key-space" (fn [game value]
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340 (println-repl (touch-percieve 1 b node debug-node)))
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341 }
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342 ;;no-op
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343 (fn [world]
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344 ;; (Capture/SimpleCaptureVideo
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345 ;; world
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346 ;; (file-str "/home/r/proj/cortex/tmp/blob.avi"))
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347 ;; (no-logging)
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348 (enable-debug world)
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349 ;; (set-accuracy world (/ 1 60))
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350 )
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351
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352 (fn [& _]
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353 (Thread/sleep 10)
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354 ;;(touch-print controls)
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355 ;;(color-touch controls)
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356 ))))
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357
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358 #+end_src
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359
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360 #+results: skin-main
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361 : #'body.skin/test-skin
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362
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363
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364
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365
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366
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367
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368 * COMMENT code generation
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369 #+begin_src clojure :tangle ../src/body/skin.clj :noweb yes
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370 <<skin-main>>
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371 #+end_src
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372
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373
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374
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375
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