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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 <br> <a href="http://youtu.be/9LZpwTIhjzE"> YouTube </a>
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109 </center>
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110 <p>The hand model directly loaded from blender. It has no physical
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111 presence in the simulation. </p>
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112 </div>
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113 #+end_html
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114
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115 You will notice that the hand has no physical presence -- it's a
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116 hologram through which everything passes. Therefore, the first thing
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117 to do is to make it solid. Blender has physics simulation on par with
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118 jMonkeyEngine (they both use bullet as their physics backend), but it
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119 can be difficult to translate between the two systems, so for now I
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120 specify the mass of each object as meta-data in blender and construct
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121 the physics shape based on the mesh in jMonkeyEngine.
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122
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123 #+name: body-1
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124 #+begin_src clojure
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125 (defn physical!
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126 "Iterate through the nodes in creature and make them real physical
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127 objects in the simulation."
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128 [#^Node creature]
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129 (dorun
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130 (map
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131 (fn [geom]
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132 (let [physics-control
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133 (RigidBodyControl.
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134 (HullCollisionShape.
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135 (.getMesh geom))
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136 (if-let [mass (meta-data geom "mass")]
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137 (do
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138 (println-repl
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139 "setting" (.getName geom) "mass to" (float mass))
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140 (float mass))
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141 (float 1)))]
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142 (.addControl geom physics-control)))
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143 (filter #(isa? (class %) Geometry )
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144 (node-seq creature)))))
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145 #+end_src
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146
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147 =physical!= iterates through a creature's node structure, creating
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148 CollisionShapes for each geometry with the mass specified in that
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149 geometry's meta-data.
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150
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151 #+name: test-2
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152 #+begin_src clojure
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153 (in-ns 'cortex.test.body)
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154
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155 (def gravity-control
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156 {"key-g" (fn [world _]
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157 (set-gravity world (Vector3f. 0 -9.81 0)))
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158 "key-u" (fn [world _] (set-gravity world Vector3f/ZERO))})
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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 <br> <a href="http://youtu.be/GEA1SACwpPg"> YouTube </a>
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190 </center>
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191 <p>The hand now has a physical presence, but there is nothing to hold
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192 it together.</p>
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193 </div>
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194 #+end_html
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195
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196 Now that's some progress.
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197
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198 * Joints
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199
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200 Obviously, an AI is not going to be doing much while lying in pieces
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201 on the floor. So, the next step to making a proper body is to connect
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202 those pieces together with joints. jMonkeyEngine has a large array of
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203 joints available via bullet, such as Point2Point, Cone, Hinge, and a
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204 generic Six Degree of Freedom joint, with or without spring
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205 restitution.
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206
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207 Although it should be possible to specify the joints using blender's
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208 physics system, and then automatically import them with jMonkeyEngine,
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209 the support isn't there yet, and there are a few problems with bullet
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210 itself that need to be solved before it can happen.
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211
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212 So, I will use the same system for specifying joints as I will do for
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213 some senses. Each joint is specified by an empty node whose parent
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214 has the name "joints". Their orientation and meta-data determine what
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215 joint is created.
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216
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217 #+attr_html: width="755"
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218 #+caption: Joints hack in blender. Each empty node here will be transformed into a joint in jMonkeyEngine
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219 [[../images/hand-screenshot1.png]]
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220
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221 The empty node in the upper right, highlighted in yellow, is the
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222 parent node of all the empties which represent joints. The following
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223 functions must do three things to translate these into real joints:
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224
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225 - Find the children of the "joints" node.
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226 - Determine the two spatials the joint it meant to connect.
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227 - Create the joint based on the meta-data of the empty node.
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228
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229 ** Finding the Joints
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230
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231 The higher order function =sense-nodes= from =cortex.sense= simplifies
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232 the first task.
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233
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234 #+name: joints-2
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235 #+begin_src clojure
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236 (defvar
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237 ^{:arglists '([creature])}
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238 joints
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239 (sense-nodes "joints")
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240 "Return the children of the creature's \"joints\" node.")
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241 #+end_src
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242
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243 ** Joint Targets and Orientation
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244
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245 This technique for finding a joint's targets is very similar to
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246 =cortex.sense/closest-node=. A small cube, centered around the
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247 empty-node, grows exponentially until it intersects two /physical/
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248 objects. The objects are ordered according to the joint's rotation,
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249 with the first one being the object that has more negative coordinates
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250 in the joint's reference frame. Since the objects must be physical,
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251 the empty-node itself escapes detection. Because the objects must be
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252 physical, =joint-targets= must be called /after/ =physical!= is
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253 called.
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254
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255 #+name: joints-3
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256 #+begin_src clojure
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257 (defn joint-targets
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258 "Return the two closest two objects to the joint object, ordered
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259 from bottom to top according to the joint's rotation."
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260 [#^Node parts #^Node joint]
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261 (loop [radius (float 0.01)]
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262 (let [results (CollisionResults.)]
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263 (.collideWith
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264 parts
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265 (BoundingBox. (.getWorldTranslation joint)
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266 radius radius radius) results)
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267 (let [targets
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268 (distinct
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269 (map #(.getGeometry %) results))]
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270 (if (>= (count targets) 2)
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271 (sort-by
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272 #(let [joint-ref-frame-position
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273 (jme-to-blender
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274 (.mult
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275 (.inverse (.getWorldRotation joint))
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276 (.subtract (.getWorldTranslation %)
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277 (.getWorldTranslation joint))))]
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278 (.dot (Vector3f. 1 1 1) joint-ref-frame-position))
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279 (take 2 targets))
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280 (recur (float (* radius 2))))))))
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281 #+end_src
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282
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283 ** Generating Joints
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284
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285 This section of code iterates through all the different ways of
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286 specifying joints using blender meta-data and converts each one to the
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287 appropriate jMonkeyEngine joint.
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288
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289 #+name: joints-4
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290 #+begin_src clojure
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291 (defmulti joint-dispatch
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292 "Translate blender pseudo-joints into real JME joints."
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293 (fn [constraints & _]
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294 (:type constraints)))
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295
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296 (defmethod joint-dispatch :point
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297 [constraints control-a control-b pivot-a pivot-b rotation]
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298 (println-repl "creating POINT2POINT joint")
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299 ;; bullet's point2point joints are BROKEN, so we must use the
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300 ;; generic 6DOF joint instead of an actual Point2Point joint!
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301
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302 ;; should be able to do this:
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303 (comment
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304 (Point2PointJoint.
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305 control-a
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306 control-b
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307 pivot-a
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308 pivot-b))
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309
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310 ;; but instead we must do this:
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311 (println-repl "substituting 6DOF joint for POINT2POINT joint!")
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312 (doto
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313 (SixDofJoint.
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314 control-a
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315 control-b
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316 pivot-a
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317 pivot-b
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318 false)
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319 (.setLinearLowerLimit Vector3f/ZERO)
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320 (.setLinearUpperLimit Vector3f/ZERO)))
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321
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322 (defmethod joint-dispatch :hinge
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323 [constraints control-a control-b pivot-a pivot-b rotation]
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324 (println-repl "creating HINGE joint")
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325 (let [axis
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326 (if-let
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327 [axis (:axis constraints)]
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328 axis
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329 Vector3f/UNIT_X)
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330 [limit-1 limit-2] (:limit constraints)
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331 hinge-axis
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332 (.mult
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333 rotation
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334 (blender-to-jme axis))]
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335 (doto
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336 (HingeJoint.
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337 control-a
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338 control-b
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339 pivot-a
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340 pivot-b
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341 hinge-axis
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342 hinge-axis)
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343 (.setLimit limit-1 limit-2))))
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344
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345 (defmethod joint-dispatch :cone
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346 [constraints control-a control-b pivot-a pivot-b rotation]
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347 (let [limit-xz (:limit-xz constraints)
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348 limit-xy (:limit-xy constraints)
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349 twist (:twist constraints)]
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350
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351 (println-repl "creating CONE joint")
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352 (println-repl rotation)
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353 (println-repl
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354 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
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355 (println-repl
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356 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
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rlm@160
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357 (println-repl
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358 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
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359 (doto
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360 (ConeJoint.
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361 control-a
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362 control-b
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363 pivot-a
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364 pivot-b
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365 rotation
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366 rotation)
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367 (.setLimit (float limit-xz)
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rlm@160
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368 (float limit-xy)
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rlm@160
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369 (float twist)))))
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370
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rlm@160
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371 (defn connect
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rlm@175
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372 "Create a joint between 'obj-a and 'obj-b at the location of
|
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373 'joint. The type of joint is determined by the metadata on 'joint.
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374
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375 Here are some examples:
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376 {:type :point}
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377 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
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378 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
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379
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rlm@160
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380 {:type :cone :limit-xz 0]
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381 :limit-xy 0]
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rlm@160
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382 :twist 0]} (use XZY rotation mode in blender!)"
|
rlm@160
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383 [#^Node obj-a #^Node obj-b #^Node joint]
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384 (let [control-a (.getControl obj-a RigidBodyControl)
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385 control-b (.getControl obj-b RigidBodyControl)
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386 joint-center (.getWorldTranslation joint)
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387 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
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388 pivot-a (world-to-local obj-a joint-center)
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389 pivot-b (world-to-local obj-b joint-center)]
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390
|
rlm@160
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391 (if-let [constraints
|
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392 (map-vals
|
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393 eval
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394 (read-string
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395 (meta-data joint "joint")))]
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396 ;; A side-effect of creating a joint registers
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397 ;; it with both physics objects which in turn
|
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398 ;; will register the joint with the physics system
|
rlm@160
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399 ;; when the simulation is started.
|
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|
400 (do
|
rlm@160
|
401 (println-repl "creating joint between"
|
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|
402 (.getName obj-a) "and" (.getName obj-b))
|
rlm@160
|
403 (joint-dispatch constraints
|
rlm@160
|
404 control-a control-b
|
rlm@160
|
405 pivot-a pivot-b
|
rlm@160
|
406 joint-rotation))
|
rlm@160
|
407 (println-repl "could not find joint meta-data!"))))
|
rlm@203
|
408 #+end_src
|
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|
409
|
rlm@273
|
410 Creating joints is now a matter of applying =connect= to each joint
|
rlm@203
|
411 node.
|
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412
|
rlm@205
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413 #+name: joints-5
|
rlm@203
|
414 #+begin_src clojure
|
rlm@175
|
415 (defn joints!
|
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|
416 "Connect the solid parts of the creature with physical joints. The
|
rlm@175
|
417 joints are taken from the \"joints\" node in the creature."
|
rlm@175
|
418 [#^Node creature]
|
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|
419 (dorun
|
rlm@160
|
420 (map
|
rlm@160
|
421 (fn [joint]
|
rlm@175
|
422 (let [[obj-a obj-b] (joint-targets creature joint)]
|
rlm@160
|
423 (connect obj-a obj-b joint)))
|
rlm@175
|
424 (joints creature))))
|
rlm@203
|
425 #+end_src
|
rlm@160
|
426
|
rlm@203
|
427 ** Round 3
|
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|
428
|
rlm@203
|
429 Now we can test the hand in all its glory.
|
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|
430
|
rlm@205
|
431 #+name: test-3
|
rlm@203
|
432 #+begin_src clojure
|
rlm@203
|
433 (in-ns 'cortex.test.body)
|
rlm@203
|
434
|
rlm@203
|
435 (def debug-control
|
rlm@203
|
436 {"key-h" (fn [world val]
|
rlm@209
|
437 (if val (enable-debug world)))})
|
rlm@203
|
438
|
rlm@283
|
439 (defn test-hand-3
|
rlm@283
|
440 ([] (test-hand-3 false))
|
rlm@283
|
441 ([record?]
|
rlm@283
|
442 (world
|
rlm@283
|
443 (nodify
|
rlm@283
|
444 [(doto (hand)
|
rlm@283
|
445 (physical!)
|
rlm@283
|
446 (joints!))
|
rlm@283
|
447 (floor)])
|
rlm@283
|
448 (merge standard-debug-controls debug-control
|
rlm@283
|
449 gravity-control)
|
rlm@283
|
450 (comp
|
rlm@283
|
451 #(Capture/captureVideo
|
rlm@283
|
452 % (File. "/home/r/proj/cortex/render/body/3"))
|
rlm@283
|
453 #(do (set-gravity % Vector3f/ZERO) %)
|
rlm@283
|
454 setup)
|
rlm@283
|
455 no-op)))
|
rlm@203
|
456 #+end_src
|
rlm@203
|
457
|
rlm@273
|
458 =physical!= makes the hand solid, then =joints!= connects each
|
rlm@203
|
459 piece together.
|
rlm@203
|
460
|
rlm@203
|
461 #+begin_html
|
rlm@203
|
462 <div class="figure">
|
rlm@203
|
463 <center>
|
rlm@203
|
464 <video controls="controls" width="640">
|
rlm@203
|
465 <source src="../video/full-hand.ogg" type="video/ogg"
|
rlm@203
|
466 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@203
|
467 </video>
|
rlm@309
|
468 <br> <a href="http://youtu.be/4affLfwSPP4"> YouTube </a>
|
rlm@203
|
469 </center>
|
rlm@203
|
470 <p>Now the hand is physical and has joints.</p>
|
rlm@203
|
471 </div>
|
rlm@203
|
472 #+end_html
|
rlm@203
|
473
|
rlm@203
|
474 The joints are visualized as green connections between each segment
|
rlm@203
|
475 for debug purposes. You can see that they correspond to the empty
|
rlm@203
|
476 nodes in the blender file.
|
rlm@203
|
477
|
rlm@203
|
478 * Wrap-Up!
|
rlm@203
|
479
|
rlm@306
|
480 It is convenient to combine =physical!= and =joints!= into one
|
rlm@203
|
481 function that completely creates the creature's physical body.
|
rlm@203
|
482
|
rlm@205
|
483 #+name: joints-6
|
rlm@203
|
484 #+begin_src clojure
|
rlm@175
|
485 (defn body!
|
rlm@175
|
486 "Endow the creature with a physical body connected with joints. The
|
rlm@306
|
487 particulars of the joints and the masses of each body part are
|
rlm@175
|
488 determined in blender."
|
rlm@175
|
489 [#^Node creature]
|
rlm@175
|
490 (physical! creature)
|
rlm@175
|
491 (joints! creature))
|
rlm@64
|
492 #+end_src
|
rlm@63
|
493
|
rlm@205
|
494 * The Worm
|
rlm@205
|
495
|
rlm@205
|
496 Going forward, I will use a model that is less complicated than the
|
rlm@205
|
497 hand. It has two segments and one joint, and I call it the worm. All
|
rlm@205
|
498 of the senses described in the following posts will be applied to this
|
rlm@205
|
499 worm.
|
rlm@205
|
500
|
rlm@205
|
501 #+name: test-4
|
rlm@205
|
502 #+begin_src clojure
|
rlm@205
|
503 (in-ns 'cortex.test.body)
|
rlm@205
|
504
|
rlm@215
|
505 (defn worm []
|
rlm@215
|
506 (load-blender-model
|
rlm@215
|
507 "Models/test-creature/worm.blend"))
|
rlm@215
|
508
|
rlm@283
|
509 (defn test-worm
|
rlm@283
|
510 ([] (test-worm false))
|
rlm@283
|
511 ([record?]
|
rlm@283
|
512 (let [timer (RatchetTimer. 60)]
|
rlm@283
|
513 (world
|
rlm@283
|
514 (nodify
|
rlm@283
|
515 [(doto (worm)
|
rlm@283
|
516 (body!))
|
rlm@283
|
517 (floor)])
|
rlm@283
|
518 (merge standard-debug-controls debug-control)
|
rlm@283
|
519 #(do
|
rlm@283
|
520 (speed-up %)
|
rlm@283
|
521 (light-up-everything %)
|
rlm@283
|
522 (.setTimer % timer)
|
rlm@314
|
523 (cortex.util/display-dilated-time % timer)
|
rlm@283
|
524 (if record?
|
rlm@283
|
525 (Capture/captureVideo
|
rlm@283
|
526 % (File. "/home/r/proj/cortex/render/body/4"))))
|
rlm@283
|
527 no-op))))
|
rlm@205
|
528 #+end_src
|
rlm@205
|
529
|
rlm@205
|
530 #+begin_html
|
rlm@205
|
531 <div class="figure">
|
rlm@205
|
532 <center>
|
rlm@205
|
533 <video controls="controls" width="640">
|
rlm@205
|
534 <source src="../video/worm-1.ogg" type="video/ogg"
|
rlm@205
|
535 preload="none" poster="../images/aurellem-1280x480.png" />
|
rlm@205
|
536 </video>
|
rlm@309
|
537 <br> <a href="http://youtu.be/rFVXI0T3iSE"> YouTube </a>
|
rlm@205
|
538 </center>
|
rlm@205
|
539 <p>This worm model will be the platform onto which future senses will
|
rlm@205
|
540 be grafted.</p>
|
rlm@205
|
541 </div>
|
rlm@205
|
542 #+end_html
|
rlm@205
|
543
|
rlm@209
|
544 * Headers
|
rlm@205
|
545 #+name: body-header
|
rlm@202
|
546 #+begin_src clojure
|
rlm@202
|
547 (ns cortex.body
|
rlm@202
|
548 "Assemble a physical creature using the definitions found in a
|
rlm@202
|
549 specially prepared blender file. Creates rigid bodies and joints so
|
rlm@306
|
550 that a creature can have a physical presence in the simulation."
|
rlm@202
|
551 {:author "Robert McIntyre"}
|
rlm@202
|
552 (:use (cortex world util sense))
|
rlm@202
|
553 (:use clojure.contrib.def)
|
rlm@202
|
554 (:import
|
rlm@202
|
555 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)
|
rlm@202
|
556 (com.jme3.bullet.joints
|
rlm@202
|
557 SixDofJoint Point2PointJoint HingeJoint ConeJoint)
|
rlm@202
|
558 com.jme3.bullet.control.RigidBodyControl
|
rlm@202
|
559 com.jme3.collision.CollisionResults
|
rlm@202
|
560 com.jme3.bounding.BoundingBox
|
rlm@202
|
561 com.jme3.scene.Node
|
rlm@202
|
562 com.jme3.scene.Geometry
|
rlm@202
|
563 com.jme3.bullet.collision.shapes.HullCollisionShape))
|
rlm@202
|
564 #+end_src
|
rlm@133
|
565
|
rlm@205
|
566 #+name: test-header
|
rlm@205
|
567 #+begin_src clojure
|
rlm@205
|
568 (ns cortex.test.body
|
rlm@205
|
569 (:use (cortex world util body))
|
rlm@205
|
570 (:import
|
rlm@205
|
571 (com.aurellem.capture Capture RatchetTimer)
|
rlm@205
|
572 (com.jme3.math Quaternion Vector3f ColorRGBA)
|
rlm@205
|
573 java.io.File))
|
rlm@205
|
574 #+end_src
|
rlm@205
|
575
|
rlm@202
|
576 * Source
|
rlm@207
|
577 - [[../src/cortex/body.clj][cortex.body]]
|
rlm@207
|
578 - [[../src/cortex/test/body.clj][cortex.test.body]]
|
rlm@207
|
579 - [[../assets/Models/test-creature/hand.blend][hand.blend]]
|
rlm@209
|
580 - [[../assets/Models/test-creature/palm.png][UV-map-1]]
|
rlm@207
|
581 - [[../assets/Models/test-creature/worm.blend][worm.blend]]
|
rlm@207
|
582 - [[../assets/Models/test-creature/retina-small.png][UV-map-1]]
|
rlm@207
|
583 - [[../assets/Models/test-creature/tip.png][UV-map-2]]
|
rlm@211
|
584 #+html: <ul> <li> <a href="../org/body.org">This org file</a> </li> </ul>
|
rlm@217
|
585 - [[http://hg.bortreb.com ][source-repository]]
|
rlm@211
|
586
|
rlm@211
|
587 * Next
|
rlm@211
|
588 The body I have made here exists without any senses or effectors. In
|
rlm@211
|
589 the [[./vision.org][next post]], I'll give the creature eyes.
|
rlm@63
|
590
|
rlm@206
|
591 * COMMENT Generate Source
|
rlm@44
|
592 #+begin_src clojure :tangle ../src/cortex/body.clj
|
rlm@205
|
593 <<body-header>>
|
rlm@205
|
594 <<body-1>>
|
rlm@205
|
595 <<joints-2>>
|
rlm@205
|
596 <<joints-3>>
|
rlm@205
|
597 <<joints-4>>
|
rlm@205
|
598 <<joints-5>>
|
rlm@205
|
599 <<joints-6>>
|
rlm@0
|
600 #+end_src
|
rlm@64
|
601
|
rlm@69
|
602 #+begin_src clojure :tangle ../src/cortex/test/body.clj
|
rlm@205
|
603 <<test-header>>
|
rlm@205
|
604 <<test-1>>
|
rlm@205
|
605 <<test-2>>
|
rlm@205
|
606 <<test-3>>
|
rlm@205
|
607 <<test-4>>
|
rlm@64
|
608 #+end_src
|
rlm@64
|
609
|
rlm@64
|
610
|
rlm@0
|
611
|
rlm@206
|
612
|