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1 #+title: A Virtual World for Sensate Creatures
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Creating a Virtual World for AI constructs using clojure and JME3
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5 #+keywords: JME3, clojure, virtual world, exception handling
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6 #+SETUPFILE: ../../aurellem/org/setup.org
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7 #+INCLUDE: ../../aurellem/org/level-0.org
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8 #+BABEL: :mkdirp yes :noweb yes :exports both
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9
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10 * The World
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11
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12 There's no point in having senses if there's nothing to experience. In
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13 this section I make some tools with which to build virtual worlds for
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14 my characters to inhabit. If you look at the tutorials at [[http://www.jmonkeyengine.org/wiki/doku.php/jme3:beginner][the jme3
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15 website]], you will see a pattern in how virtual worlds are normally
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16 built. I call this "the Java way" of making worlds.
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17
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18 - The Java way:
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19 - Create a class that extends =SimpleApplication= or =Application=
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20 - Implement setup functions that create all the scene objects using
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21 the inherited =assetManager= and call them by overriding the
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22 =simpleInitApp= method.
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23 - Create =ActionListeners= and add them to the =inputManager=
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24 inherited from =Application= to handle key-bindings.
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25 - Override =simpleUpdate= to implement game logic.
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26 - Running/Testing an Application involves creating a new JVM,
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27 running the App, and then closing everything down.
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28
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29
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30 - A more Clojureish way:
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31 - Use a map from keys->functions to specify key-bindings.
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32 - Use functions to create objects separately from any particular
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33 application.
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34 - Use a REPL -- this means that there's only ever one JVM, and
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35 Applications come and go.
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36
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37 Since most development work using jMonkeyEngine is done in Java, jme3
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38 supports "the Java way" quite well out of the box. To work "the
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39 clojure way", it necessary to wrap the JME3 elements that deal with
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40 the Application life-cycle with a REPL driven interface.
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41
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42 The most important modifications are:
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43
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44 - Separation of Object life-cycles with the Application life-cycle.
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45 - Functional interface to the underlying =Application= and
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46 =SimpleApplication= classes.
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47
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48 ** Header
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49 #+name: header
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50 #+begin_src clojure :results silent
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51 (ns cortex.world
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52 "World Creation, abstraction over jme3's input system, and REPL
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53 driven exception handling"
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54 {:author "Robert McIntyre"}
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55
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56 (:import com.aurellem.capture.IsoTimer)
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57
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58 (:import com.jme3.math.Vector3f)
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59 (:import com.jme3.scene.Node)
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60 (:import com.jme3.system.AppSettings)
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61 (:import com.jme3.system.JmeSystem)
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62 (:import com.jme3.input.KeyInput)
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63 (:import com.jme3.input.controls.KeyTrigger)
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64 (:import com.jme3.input.controls.MouseButtonTrigger)
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65 (:import com.jme3.input.InputManager)
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66 (:import com.jme3.bullet.BulletAppState)
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67 (:import com.jme3.shadow.BasicShadowRenderer)
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68 (:import com.jme3.app.SimpleApplication)
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69 (:import com.jme3.input.controls.ActionListener)
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70 (:import com.jme3.renderer.queue.RenderQueue$ShadowMode)
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71 (:import org.lwjgl.input.Mouse)
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72 (:import com.aurellem.capture.AurellemSystemDelegate))
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73
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74 #+end_src
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75
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76 ** General Settings
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77 #+name: settings
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78 #+begin_src clojure
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79 (in-ns 'cortex.world)
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80
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81 (def ^:dynamic *app-settings*
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82 "These settings control how the game is displayed on the screen for
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83 debugging purposes. Use binding forms to change this if desired.
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84 Full-screen mode does not work on some computers."
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85 (doto (AppSettings. true)
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86 (.setFullscreen false)
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87 (.setTitle "Aurellem.")
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88 ;; The "Send" AudioRenderer supports simulated hearing.
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89 (.setAudioRenderer "Send")))
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90
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91 (defn asset-manager
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92 "returns a new, configured assetManager" []
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93 (JmeSystem/newAssetManager
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94 (.getResource
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95 (.getContextClassLoader (Thread/currentThread))
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96 "com/jme3/asset/Desktop.cfg")))
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97 #+end_src
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98
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99 Normally, people just use the =AssetManager= inherited from
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100 =Application= whenever they extend that class. However,
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101 =AssetManagers= are useful on their own to create objects/ materials,
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102 independent from any particular application. =(asset-manager)= makes
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103 object creation less tightly bound to a particular Application
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104 Instance.
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105
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106 ** Exception Protection
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107 #+name: exceptions
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108 #+begin_src clojure
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109 (in-ns 'cortex.world)
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110
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111 (defmacro no-exceptions
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112 "Sweet relief like I never knew."
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113 [& forms]
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114 `(try ~@forms (catch Exception e# (.printStackTrace e#))))
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115
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116 (defn thread-exception-removal
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117 "Exceptions thrown in the graphics rendering thread generally cause
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118 the entire REPL to crash! It is good to suppress them while trying
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119 things out to shorten the debug loop."
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120 []
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121 (.setUncaughtExceptionHandler
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122 (Thread/currentThread)
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123 (proxy [Thread$UncaughtExceptionHandler] []
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124 (uncaughtException
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125 [thread thrown]
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126 (println "uncaught-exception thrown in " thread)
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127 (println (.getMessage thrown))))))
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128
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129 #+end_src
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130
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131 Exceptions thrown in the LWJGL render thread, if not caught, will
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132 destroy the entire JVM process including the REPL and slow development
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133 to a crawl. It is better to try to continue on in the face of
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134 exceptions and keep the REPL alive as long as possible. Normally it
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135 is possible to just exit the faulty Application, fix the bug,
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136 reevaluate the appropriate forms, and be on your way, without
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137 restarting the JVM.
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138
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139 ** Input
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140 #+name: input
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141 #+begin_src clojure
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142 (in-ns 'cortex.world)
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143
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144 (defn static-integer?
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145 "does the field represent a static integer constant?"
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146 [#^java.lang.reflect.Field field]
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147 (and (java.lang.reflect.Modifier/isStatic (.getModifiers field))
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148 (integer? (.get field nil))))
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149
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150 (defn integer-constants [class]
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151 (filter static-integer? (.getFields class)))
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152
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153 (defn constant-map
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154 "Takes a class and creates a map of the static constant integer
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155 fields with their names. This helps with C wrappers where they have
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156 just defined a bunch of integer constants instead of enums"
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157 [class]
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158 (let [integer-fields (integer-constants class)]
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159 (into (sorted-map)
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160 (zipmap (map #(.get % nil) integer-fields)
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161 (map #(.getName %) integer-fields)))))
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162 (alter-var-root #'constant-map memoize)
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163
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164 (defn all-keys
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165 "Uses reflection to generate a map of string names to jme3 trigger
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166 objects, which govern input from the keyboard and mouse"
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167 []
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168 (let [inputs (constant-map KeyInput)]
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169 (assoc
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170 (zipmap (map (fn [field]
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171 (.toLowerCase (.replaceAll field "_" "-"))) (vals inputs))
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172 (map (fn [val] (KeyTrigger. val)) (keys inputs)))
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173 ;;explicitly add mouse controls
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174 "mouse-left" (MouseButtonTrigger. 0)
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175 "mouse-middle" (MouseButtonTrigger. 2)
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176 "mouse-right" (MouseButtonTrigger. 1))))
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177
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178 (defn initialize-inputs
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179 "Establish key-bindings for a particular virtual world."
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180 [game input-manager key-map]
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181 (doall
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182 (map (fn [[name trigger]]
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183 (.addMapping
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184 ^InputManager input-manager
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185 name (into-array (class trigger)
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186 [trigger]))) key-map))
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187 (doall
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188 (map (fn [name]
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189 (.addListener
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190 ^InputManager input-manager game
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191 (into-array String [name]))) (keys key-map))))
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192
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193 #+end_src
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194
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195 These functions are for controlling the world through the keyboard and
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196 mouse.
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197
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198 =constant-map= gets the numerical values for all the keys defined in
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199 the =KeyInput= class.
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200
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201 #+begin_src clojure :exports both :results verbatim
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202 (take 5 (vals (cortex.world/constant-map KeyInput)))
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203 #+end_src
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204
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205 #+results:
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206 : ("KEY_ESCAPE" "KEY_1" "KEY_2" "KEY_3" "KEY_4")
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207
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208 =(all-keys)= converts the constant names like =KEY_J= to the more
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209 clojure-like =key-j=, and returns a map from these keys to
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210 jMonkeyEngine =KeyTrigger= objects, which jMonkeyEngine3 uses as it's
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211 abstraction over the physical keys. =all-keys= also adds the three
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212 mouse button controls to the map.
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213
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214 #+begin_src clojure :exports both :results output
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215 (clojure.pprint/pprint
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216 (take 6 (cortex.world/all-keys)))
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217 #+end_src
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218
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219 #+results:
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220 : (["key-n" #<KeyTrigger com.jme3.input.controls.KeyTrigger@2ad82934>]
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221 : ["key-apps" #<KeyTrigger com.jme3.input.controls.KeyTrigger@3c900d00>]
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222 : ["key-pgup" #<KeyTrigger com.jme3.input.controls.KeyTrigger@7d051157>]
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223 : ["key-f8" #<KeyTrigger com.jme3.input.controls.KeyTrigger@717f0d2d>]
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224 : ["key-o" #<KeyTrigger com.jme3.input.controls.KeyTrigger@4a555fcc>]
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225 : ["key-at" #<KeyTrigger com.jme3.input.controls.KeyTrigger@47d31aaa>])
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226
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227 ** World Creation
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228 #+name: world
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229 #+begin_src clojure :results silent
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230 (in-ns 'cortex.world)
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231
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232 (defn no-op
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233 "Takes any number of arguments and does nothing."
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234 [& _])
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235
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236 (defn traverse
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237 "apply f to every non-node, deeply"
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238 [f node]
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239 (if (isa? (class node) Node)
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240 (dorun (map (partial traverse f) (.getChildren node)))
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241 (f node)))
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242
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243 (defn world
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244 "the =world= function takes care of the details of initializing a
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245 SimpleApplication.
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246
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247 ,***** Arguments:
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248
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249 - root-node : a com.jme3.scene.Node object which contains all of
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250 the objects that should be in the simulation.
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251
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252 - key-map : a map from strings describing keys to functions that
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253 should be executed whenever that key is pressed.
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254 the functions should take a SimpleApplication object and a
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255 boolean value. The SimpleApplication is the current simulation
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256 that is running, and the boolean is true if the key is being
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257 pressed, and false if it is being released. As an example,
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258
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259 {\"key-j\" (fn [game value] (if value (println \"key j pressed\")))}
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260
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261 is a valid key-map which will cause the simulation to print a
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262 message whenever the 'j' key on the keyboard is pressed.
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263
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264 - setup-fn : a function that takes a SimpleApplication object. It
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265 is called once when initializing the simulation. Use it to
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266 create things like lights, change the gravity, initialize debug
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267 nodes, etc.
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268
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269 - update-fn : this function takes a SimpleApplication object and a
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270 float and is called every frame of the simulation. The float
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271 tells how many seconds is has been since the last frame was
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272 rendered, according to whatever clock jme is currently
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273 using. The default is to use IsoTimer which will result in this
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274 value always being the same.
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275 "
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276 [root-node key-map setup-fn update-fn]
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277 (let [physics-manager (BulletAppState.)]
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278 (JmeSystem/setSystemDelegate (AurellemSystemDelegate.))
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279 (doto
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280 (proxy [SimpleApplication ActionListener] []
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281 (simpleInitApp
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282 []
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283 (no-exceptions
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284 ;; allow AI entities as much time as they need to think.
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285 (.setTimer this (IsoTimer. 60))
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286 (.setFrustumFar (.getCamera this) 300)
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287 ;; Create default key-map.
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288 (initialize-inputs this (.getInputManager this) (all-keys))
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289 ;; Don't take control of the mouse
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290 (org.lwjgl.input.Mouse/setGrabbed false)
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291 ;; add all objects to the world
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292 (.attachChild (.getRootNode this) root-node)
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293 ;; enable physics
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294 ;; add a physics manager
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295 (.attach (.getStateManager this) physics-manager)
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296 (.setGravity (.getPhysicsSpace physics-manager)
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297 (Vector3f. 0 -9.81 0))
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298 ;; go through every object and add it to the physics
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299 ;; manager if relevant.
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300 ;;(traverse (fn [geom]
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301 ;; (dorun
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302 ;; (for [n (range (.getNumControls geom))]
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303 ;; (do
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304 ;; (cortex.util/println-repl
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305 ;; "adding " (.getControl geom n))
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306 ;; (.add (.getPhysicsSpace physics-manager)
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307 ;; (.getControl geom n))))))
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308 ;; (.getRootNode this))
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309 ;; call the supplied setup-fn
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310 ;; simpler !
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311 (.addAll (.getPhysicsSpace physics-manager) root-node)
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312 (if setup-fn
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313 (setup-fn this))))
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314 (simpleUpdate
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315 [tpf]
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316 (no-exceptions
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317 (update-fn this tpf)))
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318 (onAction
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319 [binding value tpf]
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320 ;; whenever a key is pressed, call the function returned
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321 ;; from key-map.
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322 (no-exceptions
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323 (if-let [react (key-map binding)]
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324 (react this value)))))
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325 ;; don't show a menu to change options.
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326 (.setShowSettings false)
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327 ;; continue running simulation even if the window has lost
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328 ;; focus.
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329 (.setPauseOnLostFocus false)
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330 (.setSettings *app-settings*))))
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331
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332 #+end_src
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333
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334
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335 =(world)= is the most important function here. It presents a more
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336 functional interface to the Application life-cycle, and all its
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337 arguments except =root-node= are plain immutable clojure data
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338 structures. This makes it easier to extend functionally by composing
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339 multiple functions together, and to add more keyboard-driven actions
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340 by combining clojure maps.
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341
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342
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rlm@24
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343
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rlm@24
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344 * COMMENT code generation
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rlm@29
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345 #+begin_src clojure :tangle ../src/cortex/world.clj :noweb yes
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rlm@25
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346 <<header>>
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rlm@25
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347 <<settings>>
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rlm@25
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348 <<exceptions>>
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rlm@25
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349 <<input>>
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rlm@24
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350 <<world>>
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rlm@24
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351 #+end_src
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