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1 #+title: Simulated Muscles
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: muscles for a simulated creature
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5 #+keywords: simulation, jMonkeyEngine3, clojure
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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
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9
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10 * Muscles
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11
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12 Surprisingly enough, terristerial creatures only move by using torque
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13 applied about their joints. There's not a single straight line of
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14 force in the human body at all! (A straight line of force would
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15 correspond to some sort of jet or rocket propulsion.)
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16
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17 *(next paragraph is from memory and needs to be checked!)*
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18
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19 In humans, muscles are composed of millions of sarcomeres, which can
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20 contract to exert force. A single motor neuron might control 100-1,000
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21 sarcomeres. When the motor neuron is engaged by the brain, it
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22 activates all of the sarcomeres to which it is attached. Some motor
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23 neurons command many sarcomeres, and some command only a few. The
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24 spinal cord generally engages the motor neurons which control few
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25 sarcomeres before the motor neurons which control many sarcomeres.
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26 This recruitment stragety allows for percise movements at low
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27 strength. The collection of all motor neurons that control a muscle is
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28 called the motor pool. The brain essentially says "activate 30% of the
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29 motor pool" and the spinal cord recruits motor neurons untill 30% are
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30 activated. Since the distribution of power among motor neurons is
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31 unequal and recruitment goes from weakest to strongest, 30% of the
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32 motor pool might be 5% of the strength of the muscle.
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33
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34 My simulated muscles follow a similiar design: Each muscle is defined
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35 by a 1-D array of numbers (the "motor pool"). Each number represents a
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36 motor neuron which controlls a number of sarcomeres equal to the
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37 number. A muscle also has a scalar :strength factor which determines
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38 the total force the muscle can exert when all motor neurons are
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39 activated. The effector function for a muscle takes a number to index
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40 into the motor pool, and that number "activates" all the motor neurons
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41 whose index is lower or equal to the number. Each motor-neuron will
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42 apply force in proportion to its value in the array. Lower values
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43 cause less force. The lower values can be put at the "beginning" of
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44 the 1-D array to simulate the layout of actual human muscles, which
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45 are capable of more percise movements when exerting less force. Or,
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46 the motor pool can simulate more exoitic recruitment strageties which
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47 do not correspond to human muscles.
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48
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49 This 1D array is defined in an image file for ease of
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50 creation/visualization. Here is an example muscle profile image.
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51
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52 #+caption: A muscle profile image that describes the strengths of each motor neuron in a muscle. White is weakest and dark red is strongest. This particular pattern has weaker motor neurons at the beginning, just like human muscle.
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53 [[../images/basic-muscle.png]]
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54
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55 * Blender Meta-data
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56
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57 In blender, each muscle is an empty node whose top level parent is
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58 named "muscles", just like eyes, ears, and joints.
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59
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60 These functions define the expected meta-data for a muscle node.
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61
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62 #+name: movement
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63 #+begin_src clojure
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64 (in-ns 'cortex.movement)
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65
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66 (defvar
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67 ^{:arglists '([creature])}
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68 muscles
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69 (sense-nodes "muscles")
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70 "Return the children of the creature's \"muscles\" node.")
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71
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72 (defn muscle-profile-image
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73 "Get the muscle-profile image from the node's blender meta-data."
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74 [#^Node muscle]
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75 (if-let [image (meta-data muscle "muscle")]
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76 (load-image image)))
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77
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78 (defn muscle-strength
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79 "Return the strength of this muscle, or 1 if it is not defined."
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80 [#^Node muscle]
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81 (if-let [strength (meta-data muscle "strength")]
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82 strength 1))
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83
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84 (defn motor-pool
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85 "Return a vector where each entry is the strength of the \"motor
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86 neuron\" at that part in the muscle."
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87 [#^Node muscle]
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88 (let [profile (muscle-profile-image muscle)]
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89 (vec
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90 (let [width (.getWidth profile)]
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91 (for [x (range width)]
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92 (- 255
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93 (bit-and
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94 0x0000FF
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95 (.getRGB profile x 0))))))))
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96 #+end_src
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97
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98 Of note here is =(motor-pool)= which interprets the muscle-profile
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99 image in a way that allows me to use gradients between white and red,
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100 instead of shades of gray as I've been using for all the other
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101 senses. This is purely an aesthetic touch.
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102
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103 * Creating Muscles
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104 #+begin_src clojure
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105 (defn movement-kernel
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106 "Returns a function which when called with a integer value inside a
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107 running simulation will cause movement in the creature according
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108 to the muscle's position and strength profile. Each function
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109 returns the amount of force applied / max force."
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110 [#^Node creature #^Node muscle]
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111 (let [target (closest-node creature muscle)
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112 axis
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113 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
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114 strength (muscle-strength muscle)
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115
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116 pool (motor-pool muscle)
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117 pool-integral (reductions + pool)
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118 force-index
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119 (vec (map #(float (* strength (/ % (last pool-integral))))
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120 pool-integral))
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121 control (.getControl target RigidBodyControl)]
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122 (fn [n]
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123 (let [pool-index (max 0 (min n (dec (count pool))))
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124 force (force-index pool-index)]
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125 (.applyTorque control (.mult axis force))
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126 (float (/ force strength))))))
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127
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128 (defn movement!
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129 "Endow the creature with the power of movement. Returns a sequence
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130 of functions, each of which accept an integer value and will
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131 activate their corresponding muscle."
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132 [#^Node creature]
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133 (for [muscle (muscles creature)]
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134 (movement-kernel creature muscle)))
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135 #+end_src
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136
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137 =(movement-kernel)= creates a function that will move the nearest
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138 physical object to the muscle node. The muscle exerts a rotational
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139 force dependant on it's orientation to the object in the blender
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140 file. The function returned by =(movement-kernel)= is also a sense
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141 function: it returns the percent of the total muscle strength that is
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142 currently being employed. This is analogous to muscle tension in
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143 humans and completes the sense of proprioception begun in the last
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144 post.
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145
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146 * Visualizing Muscle Tension
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147 Muscle exertion is a percent of a total, so the visulazation is just a
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148 simple percent bar.
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149
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150 #+begin_src clojure
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151 (defn movement-display-kernel
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152 "Display muscle exertion data as a bar filling up with red."
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153 [exertion]
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154 (let [height 20
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155 width 300
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156 image (BufferedImage. width height
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157 BufferedImage/TYPE_INT_RGB)
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158 fill (min (int (* width exertion)) width)]
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159 (dorun
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160 (for [x (range fill)
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161 y (range height)]
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162 (.setRGB image x y 0xFF0000)))
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163 image))
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164
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165 (defn view-movement
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166 "Creates a function which accepts a list of muscle-exertion data and
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167 displays each element of the list to the screen."
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168 []
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169 (view-sense movement-display-kernel))
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170 #+end_src
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171
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172 * Adding Touch to the Worm
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173
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174
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175 * Headers
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176 #+name: muscle-header
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177 #+begin_src clojure
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178 (ns cortex.movement
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179 "Give simulated creatures defined in special blender files the power
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180 to move around in a simulated environment."
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181 {:author "Robert McIntyre"}
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182 (:use (cortex world util sense body))
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183 (:use clojure.contrib.def)
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184 (:import java.awt.image.BufferedImage)
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185 (:import com.jme3.scene.Node)
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186 (:import com.jme3.math.Vector3f)
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187 (:import com.jme3.bullet.control.RigidBodyControl))
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188 #+end_src
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189
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190
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191
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192 * COMMENT code generation
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193 #+begin_src clojure :tangle ../src/cortex/movement.clj
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194 <<movement>>
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195 #+end_src
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