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1 #+title: Building a Body
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulating a body (movement, touch, proprioception) in jMonkeyEngine3.
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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
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8 * Design Constraints
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9
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10 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is
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11 determined by the requirements of the AI that will use them. The
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12 bodies must be easy for an AI to sense and control, and they must be
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13 relatively simple for jMonkeyEngine to compute.
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14
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15 # I'm a secret test! :P
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16 ** Bag of Bones
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17
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18 How to create such a body? One option I ultimately rejected is to use
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19 blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea would have been to define a mesh
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20 which describes the creature's entire body. To this you add an
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21 skeleton which deforms this mesh. This technique is used extensively
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22 to model humans and create realistic animations. It is hard to use for
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23 my purposes because it is difficult to update the creature's Physics
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24 Collision Mesh in tandem with its Geometric Mesh under the influence
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25 of the armature. Without this the creature will not be able to grab
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26 things in its environment, and it won't be able to tell where its
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27 physical body is by using its eyes. Also, armatures do not specify
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28 any rotational limits for a joint, making it hard to model elbows,
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29 shoulders, etc.
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30
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31 ** EVE
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32
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33 Instead of using the human-like "deformable bag of bones" approach, I
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34 decided to base my body plans on the robot EVE from the movie wall-E.
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35
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36 #+caption: EVE from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one.
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37 [[../images/Eve.jpg]]
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38
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39 EVE's body is composed of several rigid components that are held
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40 together by invisible joint constraints. This is what I mean by
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41 "eve-like". The main reason that I use eve-style bodies is so that
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42 there will be correspondence between the AI's vision and the physical
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43 presence of its body. Each individual section is simulated by a
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44 separate rigid body that corresponds exactly with its visual
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45 representation and does not change. Sections are connected by
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46 invisible joints that are well supported in jMonkeyEngine. Bullet, the
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47 physics backend for jMonkeyEngine, can efficiently simulate hundreds
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48 of rigid bodies connected by joints. Sections do not have to stay as
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49 one piece forever; they can be dynamically replaced with multiple
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50 sections to simulate splitting in two. This could be used to simulate
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51 retractable claws or EVE's hands, which are able to coalesce into one
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52 object in the movie.
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53
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54 * Solidifying the Body
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55
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56 Here is a hand designed eve-style in blender.
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57
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58 #+attr_html: width="755"
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59 [[../images/hand-screenshot0.png]]
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60
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61 If we load it directly into jMonkeyEngine, we get this:
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62
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63 #+name: test-1
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64 #+begin_src clojure
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65 (def hand-path "Models/test-creature/hand.blend")
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66
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67 (defn hand [] (load-blender-model hand-path))
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68
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69 (defn setup [world]
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70 (let [cam (.getCamera world)]
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71 (println-repl cam)
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72 (.setLocation
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73 cam (Vector3f.
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74 -6.9015837, 8.644911, 5.6043186))
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75 (.setRotation
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76 cam
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77 (Quaternion.
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78 0.14046453, 0.85894054, -0.34301838, 0.3533118)))
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79 (light-up-everything world)
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80 (.setTimer world (RatchetTimer. 60))
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81 world)
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82
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83 (defn test-hand-1
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84 ([] (test-hand-1 false))
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85 ([record?]
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86 (world (hand)
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87 standard-debug-controls
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88 (fn [world]
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89 (if record?
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90 (Capture/captureVideo
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91 world
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92 (File. "/home/r/proj/cortex/render/body/1")))
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93 (setup world)) no-op)))
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94 #+end_src
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95
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96
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97 #+begin_src clojure :results silent
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98 (.start (cortex.test.body/test-one))
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99 #+end_src
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100
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101 #+begin_html
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102 <div class="figure">
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103 <center>
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104 <video controls="controls" width="640">
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105 <source src="../video/ghost-hand.ogg" type="video/ogg"
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106 preload="none" poster="../images/aurellem-1280x480.png" />
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107 </video>
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108 </center>
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109 <p>The hand model directly loaded from blender. It has no physical
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110 presence in the simulation. </p>
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111 </div>
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112 #+end_html
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113
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114 You will notice that the hand has no physical presence -- it's a
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115 hologram through which everything passes. Therefore, the first thing
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116 to do is to make it solid. Blender has physics simulation on par with
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117 jMonkeyEngine (they both use bullet as their physics backend), but it
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118 can be difficult to translate between the two systems, so for now I
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119 specify the mass of each object as meta-data in blender and construct
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120 the physics shape based on the mesh in jMonkeyEngine.
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121
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122 #+name: body-1
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123 #+begin_src clojure
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124 (defn physical!
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125 "Iterate through the nodes in creature and make them real physical
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126 objects in the simulation."
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127 [#^Node creature]
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128 (dorun
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129 (map
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130 (fn [geom]
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131 (let [physics-control
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132 (RigidBodyControl.
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133 (HullCollisionShape.
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134 (.getMesh geom))
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135 (if-let [mass (meta-data geom "mass")]
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136 (do
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137 (println-repl
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138 "setting" (.getName geom) "mass to" (float mass))
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139 (float mass))
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140 (float 1)))]
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141 (.addControl geom physics-control)))
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142 (filter #(isa? (class %) Geometry )
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143 (node-seq creature)))))
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144 #+end_src
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145
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146 =physical!)= iterates through a creature's node structure, creating
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147 CollisionShapes for each geometry with the mass specified in that
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148 geometry's meta-data.
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149
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150 #+name: test-2
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151 #+begin_src clojure
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152 (in-ns 'cortex.test.body)
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153
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154 (def gravity-control
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155 {"key-g" (fn [world _]
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156 (set-gravity world (Vector3f. 0 -9.81 0)))
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157 "key-u" (fn [world _] (set-gravity world Vector3f/ZERO))})
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158
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159
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160 (defn floor []
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161 (box 10 3 10 :position (Vector3f. 0 -10 0)
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162 :color ColorRGBA/Gray :mass 0))
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163
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164 (defn test-hand-2
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165 ([] (test-hand-2 false))
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166 ([record?]
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167 (world
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168 (nodify
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169 [(doto (hand)
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170 (physical!))
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171 (floor)])
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172 (merge standard-debug-controls gravity-control)
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173 (fn [world]
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174 (if record?
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175 (Capture/captureVideo
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176 world (File. "/home/r/proj/cortex/render/body/2")))
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177 (set-gravity world Vector3f/ZERO)
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178 (setup world))
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179 no-op)))
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180 #+end_src
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181
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182 #+begin_html
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183 <div class="figure">
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184 <center>
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185 <video controls="controls" width="640">
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186 <source src="../video/crumbly-hand.ogg" type="video/ogg"
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187 preload="none" poster="../images/aurellem-1280x480.png" />
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188 </video>
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189 </center>
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190 <p>The hand now has a physical presence, but there is nothing to hold
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191 it together.</p>
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192 </div>
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193 #+end_html
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194
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195 Now that's some progress.
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196
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197 * Joints
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198
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199 Obviously, an AI is not going to be doing much while lying in pieces
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200 on the floor. So, the next step to making a proper body is to connect
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201 those pieces together with joints. jMonkeyEngine has a large array of
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202 joints available via bullet, such as Point2Point, Cone, Hinge, and a
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203 generic Six Degree of Freedom joint, with or without spring
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204 restitution.
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205
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206 Although it should be possible to specify the joints using blender's
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207 physics system, and then automatically import them with jMonkeyEngine,
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208 the support isn't there yet, and there are a few problems with bullet
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209 itself that need to be solved before it can happen.
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210
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211 So, I will use the same system for specifying joints as I will do for
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212 some senses. Each joint is specified by an empty node whose parent
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213 has the name "joints". Their orientation and meta-data determine what
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214 joint is created.
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215
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216 #+attr_html: width="755"
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217 #+caption: Joints hack in blender. Each empty node here will be transformed into a joint in jMonkeyEngine
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218 [[../images/hand-screenshot1.png]]
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219
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220 The empty node in the upper right, highlighted in yellow, is the
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221 parent node of all the empties which represent joints. The following
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222 functions must do three things to translate these into real joints:
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223
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224 - Find the children of the "joints" node.
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225 - Determine the two spatials the joint it meant to connect.
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226 - Create the joint based on the meta-data of the empty node.
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227
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228 ** Finding the Joints
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229
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230 The higher order function =sense-nodes= from =cortex.sense= simplifies
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231 the first task.
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232
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233 #+name: joints-2
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234 #+begin_src clojure
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235 (defvar
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236 ^{:arglists '([creature])}
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237 joints
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238 (sense-nodes "joints")
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239 "Return the children of the creature's \"joints\" node.")
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240 #+end_src
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241
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242 ** Joint Targets and Orientation
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243
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244 This technique for finding a joint's targets is very similar to
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245 =cortex.sense/closest-node=. A small cube, centered around the
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246 empty-node, grows exponentially until it intersects two /physical/
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247 objects. The objects are ordered according to the joint's rotation,
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248 with the first one being the object that has more negative coordinates
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249 in the joint's reference frame. Since the objects must be physical,
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250 the empty-node itself escapes detection. Because the objects must be
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251 physical, =joint-targets= must be called /after/ =physical!= is
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252 called.
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253
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254 #+name: joints-3
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255 #+begin_src clojure
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256 (defn joint-targets
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257 "Return the two closest two objects to the joint object, ordered
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258 from bottom to top according to the joint's rotation."
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259 [#^Node parts #^Node joint]
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260 (loop [radius (float 0.01)]
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261 (let [results (CollisionResults.)]
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262 (.collideWith
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263 parts
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264 (BoundingBox. (.getWorldTranslation joint)
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265 radius radius radius) results)
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266 (let [targets
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267 (distinct
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268 (map #(.getGeometry %) results))]
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269 (if (>= (count targets) 2)
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270 (sort-by
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271 #(let [joint-ref-frame-position
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272 (jme-to-blender
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273 (.mult
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274 (.inverse (.getWorldRotation joint))
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275 (.subtract (.getWorldTranslation %)
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276 (.getWorldTranslation joint))))]
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277 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
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278 (take 2 targets))
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279 (recur (float (* radius 2))))))))
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280 #+end_src
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281
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282 ** Generating Joints
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283
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284 This section of code iterates through all the different ways of
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285 specifying joints using blender meta-data and converts each one to the
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286 appropriate jMonkeyEngine joint.
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287
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288 #+name: joints-4
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289 #+begin_src clojure
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290 (defmulti joint-dispatch
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291 "Translate blender pseudo-joints into real JME joints."
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292 (fn [constraints & _]
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293 (:type constraints)))
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294
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295 (defmethod joint-dispatch :point
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296 [constraints control-a control-b pivot-a pivot-b rotation]
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297 (println-repl "creating POINT2POINT joint")
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298 ;; bullet's point2point joints are BROKEN, so we must use the
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299 ;; generic 6DOF joint instead of an actual Point2Point joint!
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300
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301 ;; should be able to do this:
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302 (comment
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303 (Point2PointJoint.
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304 control-a
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305 control-b
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306 pivot-a
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307 pivot-b))
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308
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309 ;; but instead we must do this:
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310 (println-repl "substituting 6DOF joint for POINT2POINT joint!")
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311 (doto
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312 (SixDofJoint.
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313 control-a
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314 control-b
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315 pivot-a
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316 pivot-b
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317 false)
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318 (.setLinearLowerLimit Vector3f/ZERO)
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319 (.setLinearUpperLimit Vector3f/ZERO)))
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320
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321 (defmethod joint-dispatch :hinge
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322 [constraints control-a control-b pivot-a pivot-b rotation]
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323 (println-repl "creating HINGE joint")
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324 (let [axis
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325 (if-let
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326 [axis (:axis constraints)]
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327 axis
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328 Vector3f/UNIT_X)
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329 [limit-1 limit-2] (:limit constraints)
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330 hinge-axis
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331 (.mult
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332 rotation
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333 (blender-to-jme axis))]
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334 (doto
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335 (HingeJoint.
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336 control-a
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337 control-b
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338 pivot-a
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339 pivot-b
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340 hinge-axis
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341 hinge-axis)
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342 (.setLimit limit-1 limit-2))))
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343
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344 (defmethod joint-dispatch :cone
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345 [constraints control-a control-b pivot-a pivot-b rotation]
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346 (let [limit-xz (:limit-xz constraints)
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347 limit-xy (:limit-xy constraints)
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348 twist (:twist constraints)]
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349
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350 (println-repl "creating CONE joint")
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351 (println-repl rotation)
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352 (println-repl
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353 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
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354 (println-repl
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355 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
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356 (println-repl
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357 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
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358 (doto
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359 (ConeJoint.
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360 control-a
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361 control-b
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362 pivot-a
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363 pivot-b
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364 rotation
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365 rotation)
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366 (.setLimit (float limit-xz)
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rlm@160
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367 (float limit-xy)
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rlm@160
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368 (float twist)))))
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369
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370 (defn connect
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rlm@175
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371 "Create a joint between 'obj-a and 'obj-b at the location of
|
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372 'joint. The type of joint is determined by the metadata on 'joint.
|
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373
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374 Here are some examples:
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375 {:type :point}
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376 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
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377 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
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378
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rlm@160
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379 {:type :cone :limit-xz 0]
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380 :limit-xy 0]
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rlm@160
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381 :twist 0]} (use XZY rotation mode in blender!)"
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rlm@160
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382 [#^Node obj-a #^Node obj-b #^Node joint]
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383 (let [control-a (.getControl obj-a RigidBodyControl)
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384 control-b (.getControl obj-b RigidBodyControl)
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385 joint-center (.getWorldTranslation joint)
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386 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
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387 pivot-a (world-to-local obj-a joint-center)
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388 pivot-b (world-to-local obj-b joint-center)]
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389
|
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390 (if-let [constraints
|
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391 (map-vals
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392 eval
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393 (read-string
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394 (meta-data joint "joint")))]
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395 ;; A side-effect of creating a joint registers
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396 ;; it with both physics objects which in turn
|
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397 ;; will register the joint with the physics system
|
rlm@160
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398 ;; when the simulation is started.
|
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399 (do
|
rlm@160
|
400 (println-repl "creating joint between"
|
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|
401 (.getName obj-a) "and" (.getName obj-b))
|
rlm@160
|
402 (joint-dispatch constraints
|
rlm@160
|
403 control-a control-b
|
rlm@160
|
404 pivot-a pivot-b
|
rlm@160
|
405 joint-rotation))
|
rlm@160
|
406 (println-repl "could not find joint meta-data!"))))
|
rlm@203
|
407 #+end_src
|
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|
408
|
rlm@273
|
409 Creating joints is now a matter of applying =connect= to each joint
|
rlm@203
|
410 node.
|
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411
|
rlm@205
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412 #+name: joints-5
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rlm@203
|
413 #+begin_src clojure
|
rlm@175
|
414 (defn joints!
|
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415 "Connect the solid parts of the creature with physical joints. The
|
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|
416 joints are taken from the \"joints\" node in the creature."
|
rlm@175
|
417 [#^Node creature]
|
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|
418 (dorun
|
rlm@160
|
419 (map
|
rlm@160
|
420 (fn [joint]
|
rlm@175
|
421 (let [[obj-a obj-b] (joint-targets creature joint)]
|
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|
422 (connect obj-a obj-b joint)))
|
rlm@175
|
423 (joints creature))))
|
rlm@203
|
424 #+end_src
|
rlm@160
|
425
|
rlm@203
|
426 ** Round 3
|
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|
427
|
rlm@203
|
428 Now we can test the hand in all its glory.
|
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|
429
|
rlm@205
|
430 #+name: test-3
|
rlm@203
|
431 #+begin_src clojure
|
rlm@203
|
432 (in-ns 'cortex.test.body)
|
rlm@203
|
433
|
rlm@203
|
434 (def debug-control
|
rlm@203
|
435 {"key-h" (fn [world val]
|
rlm@209
|
436 (if val (enable-debug world)))})
|
rlm@203
|
437
|
rlm@283
|
438 (defn test-hand-3
|
rlm@283
|
439 ([] (test-hand-3 false))
|
rlm@283
|
440 ([record?]
|
rlm@283
|
441 (world
|
rlm@283
|
442 (nodify
|
rlm@283
|
443 [(doto (hand)
|
rlm@283
|
444 (physical!)
|
rlm@283
|
445 (joints!))
|
rlm@283
|
446 (floor)])
|
rlm@283
|
447 (merge standard-debug-controls debug-control
|
rlm@283
|
448 gravity-control)
|
rlm@283
|
449 (comp
|
rlm@283
|
450 #(Capture/captureVideo
|
rlm@283
|
451 % (File. "/home/r/proj/cortex/render/body/3"))
|
rlm@283
|
452 #(do (set-gravity % Vector3f/ZERO) %)
|
rlm@283
|
453 setup)
|
rlm@283
|
454 no-op)))
|
rlm@203
|
455 #+end_src
|
rlm@203
|
456
|
rlm@273
|
457 =physical!= makes the hand solid, then =joints!= connects each
|
rlm@203
|
458 piece together.
|
rlm@203
|
459
|
rlm@203
|
460 #+begin_html
|
rlm@203
|
461 <div class="figure">
|
rlm@203
|
462 <center>
|
rlm@203
|
463 <video controls="controls" width="640">
|
rlm@203
|
464 <source src="../video/full-hand.ogg" type="video/ogg"
|
rlm@203
|
465 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@203
|
466 </video>
|
rlm@203
|
467 </center>
|
rlm@203
|
468 <p>Now the hand is physical and has joints.</p>
|
rlm@203
|
469 </div>
|
rlm@203
|
470 #+end_html
|
rlm@203
|
471
|
rlm@203
|
472 The joints are visualized as green connections between each segment
|
rlm@203
|
473 for debug purposes. You can see that they correspond to the empty
|
rlm@203
|
474 nodes in the blender file.
|
rlm@203
|
475
|
rlm@203
|
476 * Wrap-Up!
|
rlm@203
|
477
|
rlm@306
|
478 It is convenient to combine =physical!= and =joints!= into one
|
rlm@203
|
479 function that completely creates the creature's physical body.
|
rlm@203
|
480
|
rlm@205
|
481 #+name: joints-6
|
rlm@203
|
482 #+begin_src clojure
|
rlm@175
|
483 (defn body!
|
rlm@175
|
484 "Endow the creature with a physical body connected with joints. The
|
rlm@306
|
485 particulars of the joints and the masses of each body part are
|
rlm@175
|
486 determined in blender."
|
rlm@175
|
487 [#^Node creature]
|
rlm@175
|
488 (physical! creature)
|
rlm@175
|
489 (joints! creature))
|
rlm@64
|
490 #+end_src
|
rlm@63
|
491
|
rlm@205
|
492 * The Worm
|
rlm@205
|
493
|
rlm@205
|
494 Going forward, I will use a model that is less complicated than the
|
rlm@205
|
495 hand. It has two segments and one joint, and I call it the worm. All
|
rlm@205
|
496 of the senses described in the following posts will be applied to this
|
rlm@205
|
497 worm.
|
rlm@205
|
498
|
rlm@205
|
499 #+name: test-4
|
rlm@205
|
500 #+begin_src clojure
|
rlm@205
|
501 (in-ns 'cortex.test.body)
|
rlm@205
|
502
|
rlm@215
|
503 (defn worm []
|
rlm@215
|
504 (load-blender-model
|
rlm@215
|
505 "Models/test-creature/worm.blend"))
|
rlm@215
|
506
|
rlm@283
|
507 (defn test-worm
|
rlm@283
|
508 ([] (test-worm false))
|
rlm@283
|
509 ([record?]
|
rlm@283
|
510 (let [timer (RatchetTimer. 60)]
|
rlm@283
|
511 (world
|
rlm@283
|
512 (nodify
|
rlm@283
|
513 [(doto (worm)
|
rlm@283
|
514 (body!))
|
rlm@283
|
515 (floor)])
|
rlm@283
|
516 (merge standard-debug-controls debug-control)
|
rlm@283
|
517 #(do
|
rlm@283
|
518 (speed-up %)
|
rlm@283
|
519 (light-up-everything %)
|
rlm@283
|
520 (.setTimer % timer)
|
rlm@283
|
521 (cortex.util/display-dialated-time % timer)
|
rlm@283
|
522 (if record?
|
rlm@283
|
523 (Capture/captureVideo
|
rlm@283
|
524 % (File. "/home/r/proj/cortex/render/body/4"))))
|
rlm@283
|
525 no-op))))
|
rlm@205
|
526 #+end_src
|
rlm@205
|
527
|
rlm@205
|
528 #+begin_html
|
rlm@205
|
529 <div class="figure">
|
rlm@205
|
530 <center>
|
rlm@205
|
531 <video controls="controls" width="640">
|
rlm@205
|
532 <source src="../video/worm-1.ogg" type="video/ogg"
|
rlm@205
|
533 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@205
|
534 </video>
|
rlm@205
|
535 </center>
|
rlm@205
|
536 <p>This worm model will be the platform onto which future senses will
|
rlm@205
|
537 be grafted.</p>
|
rlm@205
|
538 </div>
|
rlm@205
|
539 #+end_html
|
rlm@205
|
540
|
rlm@209
|
541 * Headers
|
rlm@205
|
542 #+name: body-header
|
rlm@202
|
543 #+begin_src clojure
|
rlm@202
|
544 (ns cortex.body
|
rlm@202
|
545 "Assemble a physical creature using the definitions found in a
|
rlm@202
|
546 specially prepared blender file. Creates rigid bodies and joints so
|
rlm@306
|
547 that a creature can have a physical presence in the simulation."
|
rlm@202
|
548 {:author "Robert McIntyre"}
|
rlm@202
|
549 (:use (cortex world util sense))
|
rlm@202
|
550 (:use clojure.contrib.def)
|
rlm@202
|
551 (:import
|
rlm@202
|
552 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)
|
rlm@202
|
553 (com.jme3.bullet.joints
|
rlm@202
|
554 SixDofJoint Point2PointJoint HingeJoint ConeJoint)
|
rlm@202
|
555 com.jme3.bullet.control.RigidBodyControl
|
rlm@202
|
556 com.jme3.collision.CollisionResults
|
rlm@202
|
557 com.jme3.bounding.BoundingBox
|
rlm@202
|
558 com.jme3.scene.Node
|
rlm@202
|
559 com.jme3.scene.Geometry
|
rlm@202
|
560 com.jme3.bullet.collision.shapes.HullCollisionShape))
|
rlm@202
|
561 #+end_src
|
rlm@133
|
562
|
rlm@205
|
563 #+name: test-header
|
rlm@205
|
564 #+begin_src clojure
|
rlm@205
|
565 (ns cortex.test.body
|
rlm@205
|
566 (:use (cortex world util body))
|
rlm@205
|
567 (:import
|
rlm@205
|
568 (com.aurellem.capture Capture RatchetTimer)
|
rlm@205
|
569 (com.jme3.math Quaternion Vector3f ColorRGBA)
|
rlm@205
|
570 java.io.File))
|
rlm@205
|
571 #+end_src
|
rlm@205
|
572
|
rlm@202
|
573 * Source
|
rlm@207
|
574 - [[../src/cortex/body.clj][cortex.body]]
|
rlm@207
|
575 - [[../src/cortex/test/body.clj][cortex.test.body]]
|
rlm@207
|
576 - [[../assets/Models/test-creature/hand.blend][hand.blend]]
|
rlm@209
|
577 - [[../assets/Models/test-creature/palm.png][UV-map-1]]
|
rlm@207
|
578 - [[../assets/Models/test-creature/worm.blend][worm.blend]]
|
rlm@207
|
579 - [[../assets/Models/test-creature/retina-small.png][UV-map-1]]
|
rlm@207
|
580 - [[../assets/Models/test-creature/tip.png][UV-map-2]]
|
rlm@211
|
581 #+html: <ul> <li> <a href="../org/body.org">This org file</a> </li> </ul>
|
rlm@217
|
582 - [[http://hg.bortreb.com ][source-repository]]
|
rlm@211
|
583
|
rlm@211
|
584 * Next
|
rlm@211
|
585 The body I have made here exists without any senses or effectors. In
|
rlm@211
|
586 the [[./vision.org][next post]], I'll give the creature eyes.
|
rlm@63
|
587
|
rlm@206
|
588 * COMMENT Generate Source
|
rlm@44
|
589 #+begin_src clojure :tangle ../src/cortex/body.clj
|
rlm@205
|
590 <<body-header>>
|
rlm@205
|
591 <<body-1>>
|
rlm@205
|
592 <<joints-2>>
|
rlm@205
|
593 <<joints-3>>
|
rlm@205
|
594 <<joints-4>>
|
rlm@205
|
595 <<joints-5>>
|
rlm@205
|
596 <<joints-6>>
|
rlm@0
|
597 #+end_src
|
rlm@64
|
598
|
rlm@69
|
599 #+begin_src clojure :tangle ../src/cortex/test/body.clj
|
rlm@205
|
600 <<test-header>>
|
rlm@205
|
601 <<test-1>>
|
rlm@205
|
602 <<test-2>>
|
rlm@205
|
603 <<test-3>>
|
rlm@205
|
604 <<test-4>>
|
rlm@64
|
605 #+end_src
|
rlm@64
|
606
|
rlm@64
|
607
|
rlm@0
|
608
|
rlm@206
|
609
|