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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 [n+c (Vector3f.)]
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112 (.calculateNormal tri)
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113 (.calculateCenter tri)
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114 (.localToWorld geom (.add (.getCenter tri) (.getNormal tri)) n+c)
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115 (.subtract n+c (get-ray-origin geom tri))
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116 ))
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117
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118 (defn ray-origin-debug
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119 [ray color]
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120 (make-shape
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121 (assoc base-shape
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122 :shape (Sphere. 5 5 0.05)
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123 :name "arrow"
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124 :color color
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125 :texture false
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126 :physical? false
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127 :position
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128 (.getOrigin ray))))
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129
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130 (defn ray-debug [ray color]
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131 (make-shape
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132 (assoc
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133 base-shape
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134 :name "debug-ray"
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135 :physical? false
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136 :shape (com.jme3.scene.shape.Line.
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137 (.getOrigin ray)
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138 (.add
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139 (.getOrigin ray)
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140 (.mult (.getDirection ray)
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141 (float (.getLimit ray))))))))
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142
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143
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144
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145
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146 (defn normal-rays
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147 "returns rays"
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148 [limit #^Geometry geom]
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149 (vec
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150 (map
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151 (fn [tri]
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152 (doto
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153 (Ray. (get-ray-origin geom tri)
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154 (get-ray-direction geom tri))
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155
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156 (.setLimit limit)))
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157 (triangles geom))))
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158
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159
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160 (defn collision-debug [node result]
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161 (println-repl "contact point: " (.getContactPoint result))
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162 )
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163
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164 (defn touch-percieve [limit geom node debug-node]
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165 (let [normals (normal-rays limit geom)]
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166 (.detachAllChildren debug-node)
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167 (doall
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168 (for [ray normals]
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169 (do
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170 (let [results (CollisionResults.)]
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171 (.collideWith geom ray results)
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172 (let [color (contact-color (.size results))]
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173
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174 (.attachChild debug-node (ray-debug ray color))
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175 (.attachChild debug-node (ray-origin-debug ray color))
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176 )
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177
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178 (println-repl (.size results) "results for " ray)
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179 (doall (map (partial collision-debug node) results))
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180 (.size results)
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181 ))))))
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182
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183 (defn make-touch [#^Geometry geom]
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184 (let [tri (Triangle.)
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185 mesh (.getMesh geom)
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186 controls! (transient [])]
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187 (dorun
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188 (for [n (range (.getTriangleCount mesh))]
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189 (do
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190 (.getTriangle mesh n tri)
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191 (.calculateCenter tri)
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192 (.calculateNormal tri)
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193 ;; (println-repl tri)
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194 ;; (println-repl (.get1 tri))
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195 ;; (println-repl (.get2 tri))
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196 ;; (println-repl (.get3 tri))
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197 ;; (println-repl (.getCenter tri))
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198 ;; (println-repl (.getNormal tri))
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199 (let [control
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200 (doto
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201 (GhostControl.
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202
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203 (doto (CompoundCollisionShape.)
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204 (.addChildShape
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205 (SimplexCollisionShape. Vector3f/ZERO)
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206 (.mult (.getCenter tri) (float 1)))
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207 (.setMargin 0)
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208 ))
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209 (.setApplyPhysicsLocal true))]
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210 (.addControl geom control)
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211 (conj! controls! control)))))
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212 (persistent! controls!)))
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213
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214 (use 'hello.brick-wall)
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215
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216 (defn touch-reception [controls]
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217 (let [control
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218 (first
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219 (filter
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220 #(< 2 (.getOverlappingCount %)) controls))]
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221 (if (not (nil? control))
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222 (println
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223 (seq
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224 (.getOverlappingObjects control))))))
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225
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226 (defn touch-print [controls]
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227 (println
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228 (map #(count (.getNonGhostOverlappingObjects %)) controls)))
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229
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230 (defn set-debug-color [#^ColorRGBA color #^GhostControl gc]
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231 (.setColor (.getMaterial (.getChild (.getDebugShape gc) 0)) "Color" color))
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232
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233 (defn html-color [html-str]
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234 ((fn [[r g b]] (ColorRGBA. r g b (float 1)))
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235 (map #(float (/ (Integer/parseInt % 16) 255))
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236 (map (partial apply str) (partition 2 html-str)))))
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237
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238 (defn color-touch [controls]
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239 (no-exceptions
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240 (dorun
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241 (map
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242 (fn [control]
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243 (case (count (.getNonGhostOverlappingObjects control))
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244 0 (set-debug-color ColorRGBA/Gray control)
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245 1 (set-debug-color ColorRGBA/Blue control)
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246 2 (set-debug-color ColorRGBA/Green control)
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247 3 (set-debug-color ColorRGBA/Yellow control)
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248 4 (set-debug-color ColorRGBA/Orange control)
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249 5 (set-debug-color ColorRGBA/Red control)
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250 6 (set-debug-color ColorRGBA/Magenta control)
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251 7 (set-debug-color ColorRGBA/Pink control)
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252 8 (set-debug-color ColorRGBA/White control)))
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253 controls))))
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254
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255 (defn enable-debug [world]
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256 (.enableDebug
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257 (.getPhysicsSpace
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258 (.getState
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259 (.getStateManager world)
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260 BulletAppState))
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261 (asset-manager)))
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262
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263 (defn transparent-sphere []
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264 (doto
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265 (make-shape
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266 (merge base-shape
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267 {:position (Vector3f. 0 2 0)
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268 :name "the blob."
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269 :material "Common/MatDefs/Misc/Unshaded.j3md"
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270 :texture "Textures/purpleWisp.png"
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271 :physical? true
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272 :mass 70
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273 :color ColorRGBA/Blue
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274 :shape (Sphere. 10 10 1)}))
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275 (-> (.getMaterial)
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276 (.getAdditionalRenderState)
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277 (.setBlendMode RenderState$BlendMode/Alpha))
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278 (.setQueueBucket RenderQueue$Bucket/Transparent)))
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279
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280 (defn transparent-box []
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281 (doto
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282 (make-shape
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283 (merge base-shape
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284 {:position (Vector3f. 0 2 0)
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285 :name "the blob."
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286 :material "Common/MatDefs/Misc/Unshaded.j3md"
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287 :texture "Textures/purpleWisp.png"
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288 :physical? true
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289 :mass 70
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290 :color ColorRGBA/Blue
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291 :shape (Box. 1 1 1)}))
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292 (-> (.getMaterial)
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293 (.getAdditionalRenderState)
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294 (.setBlendMode RenderState$BlendMode/Alpha))
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295 (.setQueueBucket RenderQueue$Bucket/Transparent)))
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296
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297
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298 (defn transparent-floor []
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299 (doto
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300 (box 5 0.2 5 :mass 0 :position (Vector3f. 0 -2 0)
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301 :material "Common/MatDefs/Misc/Unshaded.j3md"
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302 :texture "Textures/redWisp.png")
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303 (-> (.getMaterial)
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304 (.getAdditionalRenderState)
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305 (.setBlendMode RenderState$BlendMode/Alpha))
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306 (.setQueueBucket RenderQueue$Bucket/Transparent)))
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307
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308
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309 (defn no-logging []
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310 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))
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311
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312 (defn set-accuracy [world new-accuracy]
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313 (let [physics-manager (.getState (.getStateManager world) BulletAppState)]
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314 (.setAccuracy (.getPhysicsSpace physics-manager) (float new-accuracy))))
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315
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316 (defn test-skin []
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317 (let [b
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318 ;;(transparent-sphere)
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319 (transparent-box)
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320 f (transparent-floor)
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321 ;;controls
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322 ;;(make-touch-sphere b)
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323 ;;(make-touch b)
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324 debug-node (Node.)
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325 node (doto (Node.) (.attachChild b) (.attachChild f)
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326 (.attachChild debug-node))
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327
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328 ]
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329
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330 (world
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331
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332 node
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333 {"key-return" (fire-cannon-ball)
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334 "key-space" (fn [game value]
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335 (println-repl (touch-percieve 1 b node debug-node)))
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336 }
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337 ;;no-op
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338 (fn [world]
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339 ;; (Capture/SimpleCaptureVideo
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340 ;; world
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341 ;; (file-str "/home/r/proj/cortex/tmp/blob.avi"))
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342 ;; (no-logging)
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343 (enable-debug world)
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344 ;; (set-accuracy world (/ 1 60))
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345 )
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346
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347 (fn [& _]
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348 (Thread/sleep 10)
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349 ;;(touch-print controls)
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350 ;;(color-touch controls)
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351 ))))
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352
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353 #+end_src
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354
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355 #+results: skin-main
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356 : #'body.skin/test-skin
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357
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358
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359
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360
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361
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362
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363 * COMMENT code generation
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364 #+begin_src clojure :tangle ../src/body/skin.clj :noweb yes
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365 <<skin-main>>
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366 #+end_src
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367
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368
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369
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370
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