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1 #+title: Clojure Utilities for jMonkeyEngine3
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description:
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5 #+keywords: JME3, clojure, import, utilities
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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 [TABLE-OF-CONTENTS]
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10
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11 These are a collection of functions to make programming jMonkeyEngine
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12 in clojure easier.
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13
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14 * Imports
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15
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16 #+name: import
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17 #+begin_src clojure :results silent
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18 (ns cortex.import
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19 (:require swank.util.class-browse))
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20
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21 (defn permissive-import
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22 [classname]
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23 (eval `(try (import '~classname)
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24 (catch java.lang.Exception e#
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25 (println "couldn't import " '~classname))))
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26 classname)
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27
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28 (defn jme-class? [classname]
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29 (and
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30 (.startsWith classname "com.jme3.")
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31 ;; Don't import the Lwjgl stuff since it can throw exceptions
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32 ;; upon being loaded.
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33 (not (re-matches #".*Lwjgl.*" classname))))
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34
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35 (defn jme-classes
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36 "returns a list of all jme3 classes"
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37 []
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38 (filter
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39 jme-class?
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40 (map :name
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41 swank.util.class-browse/available-classes)))
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42
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43 (defn mega-import-jme3
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44 "Import ALL the jme classes. For REPL use."
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45 []
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46 (doall
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47 (map (comp permissive-import symbol) (jme-classes))))
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48 #+end_src
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49
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50 jMonkeyEngine3 has a plethora of classes which can be overwhelming to
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51 manage. This code uses reflection to import all of them. Once I'm
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52 happy with the general structure of a namespace I can deal with
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53 importing only the classes it actually needs.
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54
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55 The =mega-import-jme3= is quite usefull for debugging purposes since
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56 it allows completion for almost all of JME's classes from the REPL.
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57
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58 Out of curiousity, let's see just how many classes =mega-import-jme3=
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59 imports:
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60
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61 #+begin_src clojure :exports both :results output
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62 (println (clojure.core/count (cortex.import/jme-classes)) "classes")
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63 #+end_src
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64
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65 #+results:
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66 : 955 classes
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67
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68
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69 * Utilities
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70
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71 The utilities here come in three main groups:
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72 - Changing settings in a running =Application=
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73 - Creating objects
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74 - Debug Actions
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75 - Visualizing objects
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76
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77 *** Changing Settings
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78
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79 #+name: util
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80 #+begin_src clojure
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81 (ns cortex.util
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82 "Utility functions for making jMonkeyEngine3 easier to program from
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83 clojure."
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84 {:author "Robert McIntyre"}
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85 (:use cortex.world)
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86 (:use clojure.contrib.def)
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87 (:import com.jme3.math.Vector3f)
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88 (:import com.jme3.math.Quaternion)
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89 (:import com.jme3.asset.TextureKey)
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90 (:import com.jme3.bullet.control.RigidBodyControl)
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91 (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape)
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92 (:import com.jme3.scene.shape.Box)
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93 (:import com.jme3.scene.Node)
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94 (:import com.jme3.scene.shape.Sphere)
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95 (:import com.jme3.light.AmbientLight)
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96 (:import com.jme3.light.DirectionalLight)
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97 (:import (com.jme3.math Triangle ColorRGBA))
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98 (:import com.jme3.bullet.BulletAppState)
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99 (:import com.jme3.material.Material)
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100 (:import com.jme3.scene.Geometry)
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101 (:import java.awt.image.BufferedImage)
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102 (:import javax.swing.JPanel)
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103 (:import javax.swing.JFrame)
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104 (:import javax.swing.SwingUtilities)
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105
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106 (:import (java.util.logging Level Logger)))
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107
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108 (defvar println-repl
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109 (bound-fn [& args] (apply println args))
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110 "println called from the LWJGL thread will not go to the REPL, but
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111 instead to whatever terminal started the JVM process. This function
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112 will always output to the REPL")
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113
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114 (defn position-camera
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115 "Change the position of the in-world camera."
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116 ([world position direction up]
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117 (doto (.getCamera world)
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118 (.setLocation )
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119 (.lookAt direction up)))
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120 ([world position direction]
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121 (position-camera
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122 world position direction Vector3f/UNIT_Y)))
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123
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124 (defn enable-debug
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125 "Turn on debug wireframes for every object in this simulation."
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126 [world]
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127 (.enableDebug
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128 (.getPhysicsSpace
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129 (.getState
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130 (.getStateManager world)
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131 BulletAppState))
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132 (asset-manager)))
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133
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134 (defn speed-up
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135 "Increase the dismally slow speed of the world's camera."
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136 [world]
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137 (.setMoveSpeed (.getFlyByCamera world)
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138 (float 60))
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139 (.setRotationSpeed (.getFlyByCamera world)
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140 (float 3))
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141 world)
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142
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143
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144 (defn no-logging
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145 "Disable all of jMonkeyEngine's logging."
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146 []
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147 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))
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148
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149 (defn set-accuracy
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150 "Change the accuracy at which the World's Physics is calculated."
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151 [world new-accuracy]
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152 (let [physics-manager
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153 (.getState
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154 (.getStateManager world) BulletAppState)]
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155 (.setAccuracy
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156 (.getPhysicsSpace physics-manager)
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157 (float new-accuracy))))
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158
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159
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160 (defn set-gravity
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161 "In order to change the gravity of a scene, it is not only necessary
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162 to set the gravity variable, but to \"tap\" every physics object in
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163 the scene to reactivate physics calculations."
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164 [world gravity]
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165 (traverse
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166 (fn [geom]
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167 (if-let
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168 ;; only set gravity for physical objects.
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169 [control (.getControl geom RigidBodyControl)]
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170 (do
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171 (.setGravity control gravity)
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172 ;; tappsies!
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173 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO))))
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174 (.getRootNode world)))
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175
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176 (defn add-element
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177 "Add the Spatial to the world's environment"
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178 ([world element node]
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179 (.addAll
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180 (.getPhysicsSpace
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181 (.getState
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182 (.getStateManager world)
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183 BulletAppState))
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184 element)
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185 (.attachChild node element))
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186 ([world element]
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187 (add-element world element (.getRootNode world))))
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188
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189 (defn apply-map
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190 "Like apply, but works for maps and functions that expect an
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191 implicit map and nothing else as in (fn [& {}]).
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192 ------- Example -------
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193 (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}]
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194 (println www))
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195 (apply-map demo {:www \"hello!\"})
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196 -->\"hello\""
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197 [fn m]
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198 (apply fn (reduce #(into %1 %2) [] m)))
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199
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200 #+end_src
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201
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202 #+results: util
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203 : #'cortex.util/apply-map
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204
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205
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206 *** Creating Basic Shapes
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207
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208 #+name: shapes
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209 #+begin_src clojure :results silent
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210 (in-ns 'cortex.util)
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211
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212 (defrecord shape-description
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213 [name
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214 color
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215 mass
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216 friction
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217 texture
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218 material
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219 position
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220 rotation
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221 shape
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222 physical?
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223 GImpact?
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224 ])
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225
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226 (defvar base-shape
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227 (shape-description.
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228 "default-shape"
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229 false
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230 ;;ColorRGBA/Blue
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231 1.0 ;; mass
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232 1.0 ;; friction
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233 ;; texture
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234 "Textures/Terrain/BrickWall/BrickWall.jpg"
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235 ;; material
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236 "Common/MatDefs/Misc/Unshaded.j3md"
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237 Vector3f/ZERO
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238 Quaternion/IDENTITY
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239 (Box. Vector3f/ZERO 0.5 0.5 0.5)
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240 true
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241 false)
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242 "Basic settings for shapes.")
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243
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244 (defn make-shape
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245 [#^shape-description d]
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246 (let [asset-manager (asset-manager)
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247 mat (Material. asset-manager (:material d))
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248 geom (Geometry. (:name d) (:shape d))]
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249 (if (:texture d)
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250 (let [key (TextureKey. (:texture d))]
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251 ;;(.setGenerateMips key true)
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252 ;;(.setTexture mat "ColorMap" (.loadTexture asset-manager key))
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253 ))
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254 (if (:color d) (.setColor mat "Color" (:color d)))
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255 (.setMaterial geom mat)
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256 (if-let [rotation (:rotation d)] (.rotate geom rotation))
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257 (.setLocalTranslation geom (:position d))
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258 (if (:physical? d)
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259 (let [physics-control
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260 (if (:GImpact d)
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261 ;; Create an accurate mesh collision shape if desired.
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262 (RigidBodyControl.
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263 (doto (GImpactCollisionShape.
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264 (.getMesh geom))
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265 (.createJmeMesh)
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266 ;;(.setMargin 0)
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267 )
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268 (float (:mass d)))
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269 ;; otherwise use jme3's default
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270 (RigidBodyControl. (float (:mass d))))]
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271 (.addControl geom physics-control)
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272 ;;(.setSleepingThresholds physics-control (float 0) (float 0))
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273 (.setFriction physics-control (:friction d))))
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274 geom))
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275
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276 (defn box
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277 ([l w h & {:as options}]
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278 (let [options (merge base-shape options)]
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279 (make-shape (assoc options
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280 :shape (Box. l w h)))))
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281 ([] (box 0.5 0.5 0.5)))
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282
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283 (defn sphere
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284 ([r & {:as options}]
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285 (let [options (merge base-shape options)]
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286 (make-shape (assoc options
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287 :shape (Sphere. 32 32 (float r))))))
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288 ([] (sphere 0.5)))
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289
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290 (defn green-x-ray
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291 "A usefull material for debuging -- it can be seen no matter what
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292 object occuldes it."
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293 []
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294 (doto (Material. (asset-manager)
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295 "Common/MatDefs/Misc/Unshaded.j3md")
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296 (.setColor "Color" ColorRGBA/Green)
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297 (-> (.getAdditionalRenderState)
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298 (.setDepthTest false))))
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299
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300 (defn node-seq
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301 "Take a node and return a seq of all its children
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302 recursively. There will be no nodes left in the resulting
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303 structure"
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304 [#^Node node]
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305 (tree-seq #(isa? (class %) Node) #(.getChildren %) node))
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306
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307 (defn nodify
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308 "Take a sequence of things that can be attached to a node and return
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309 a node with all of them attached"
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310 ([name children]
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311 (let [node (Node. name)]
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312 (dorun (map #(.attachChild node %) children))
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313 node))
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314 ([children] (nodify "" children)))
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315
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316
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317 #+end_src
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318
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319
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320 *** Debug Actions
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321 #+name: debug-actions
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322 #+begin_src clojure :results silent
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323 (in-ns 'cortex.util)
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324
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325 (defn basic-light-setup
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326 "returns a sequence of lights appropiate for fully lighting a scene"
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327 []
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328 (conj
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329 (doall
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330 (map
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331 (fn [direction]
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332 (doto (DirectionalLight.)
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333 (.setDirection direction)
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334 (.setColor ColorRGBA/White)))
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335 [;; six faces of a cube
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336 Vector3f/UNIT_X
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337 Vector3f/UNIT_Y
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338 Vector3f/UNIT_Z
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339 (.mult Vector3f/UNIT_X (float -1))
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340 (.mult Vector3f/UNIT_Y (float -1))
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341 (.mult Vector3f/UNIT_Z (float -1))]))
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342 (doto (AmbientLight.)
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343 (.setColor ColorRGBA/White))))
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344
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345 (defn light-up-everything
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346 "Add lights to a world appropiate for quickly seeing everything
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347 in the scene. Adds six DirectionalLights facing in orthogonal
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348 directions, and one AmbientLight to provide overall lighting
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349 coverage."
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350 [world]
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351 (dorun
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352 (map
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353 #(.addLight (.getRootNode world) %)
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354 (basic-light-setup))))
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355
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356 (defn fire-cannon-ball
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357 "Creates a function that fires a cannon-ball from the current game's
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358 camera. The cannon-ball will be attached to the node if provided, or
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359 to the game's RootNode if no node is provided."
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360 ([node]
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361 (fn [game value]
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362 (if (not value)
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363 (let [camera (.getCamera game)
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364 cannon-ball
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365 (sphere 0.7
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366 :material "Common/MatDefs/Misc/Unshaded.j3md"
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367 :texture "Textures/PokeCopper.jpg"
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368 :position
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369 (.add (.getLocation camera)
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370 (.mult (.getDirection camera) (float 1)))
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rlm@50
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371 :mass 3)] ;200 0.05
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rlm@50
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372 (.setLinearVelocity
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rlm@50
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373 (.getControl cannon-ball RigidBodyControl)
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rlm@50
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374 (.mult (.getDirection camera) (float 50))) ;50
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rlm@50
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375 (add-element game cannon-ball (if node node (.getRootNode game)))))))
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rlm@50
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376 ([]
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rlm@50
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377 (fire-cannon-ball false)))
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rlm@60
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378
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rlm@60
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379 (def standard-debug-controls
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rlm@60
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380 {"key-space" (fire-cannon-ball)})
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381
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rlm@60
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382
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rlm@60
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383
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rlm@60
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384
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rlm@50
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385 #+end_src
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386
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387
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rlm@50
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388 *** Viewing Objects
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389
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rlm@66
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390 #+name: world-view
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rlm@50
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391 #+begin_src clojure :results silent
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rlm@50
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392 (in-ns 'cortex.util)
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393
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rlm@114
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394 (defn view-image
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rlm@114
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395 "Initailizes a JPanel on which you may draw a BufferedImage.
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rlm@114
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396 Returns a function that accepts a BufferedImage and draws it to the
|
rlm@114
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397 JPanel."
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rlm@114
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398 []
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rlm@114
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399 (let [image
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rlm@114
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400 (atom
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rlm@114
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401 (BufferedImage. 1 1 BufferedImage/TYPE_4BYTE_ABGR))
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rlm@114
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402 panel
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rlm@114
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403 (proxy [JPanel] []
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rlm@114
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404 (paint
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rlm@114
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405 [graphics]
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rlm@114
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406 (proxy-super paintComponent graphics)
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rlm@114
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407 (.drawImage graphics @image 0 0 nil)))
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rlm@114
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408 frame (JFrame. "Display Image")]
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rlm@114
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409 (SwingUtilities/invokeLater
|
rlm@114
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410 (fn []
|
rlm@114
|
411 (doto frame
|
rlm@114
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412 (-> (.getContentPane) (.add panel))
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rlm@114
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413 (.pack)
|
rlm@114
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414 (.setLocationRelativeTo nil)
|
rlm@114
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415 (.setResizable true)
|
rlm@114
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416 (.setVisible true))))
|
rlm@114
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417 (fn [#^BufferedImage i]
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rlm@114
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418 (reset! image i)
|
rlm@114
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419 (.setSize frame (+ 8 (.getWidth i)) (+ 28 (.getHeight i)))
|
rlm@114
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420 (.repaint panel 0 0 (.getWidth i) (.getHeight i)))))
|
rlm@114
|
421
|
rlm@50
|
422 (defprotocol Viewable
|
rlm@50
|
423 (view [something]))
|
rlm@50
|
424
|
rlm@50
|
425 (extend-type com.jme3.scene.Geometry
|
rlm@50
|
426 Viewable
|
rlm@50
|
427 (view [geo]
|
rlm@50
|
428 (view (doto (Node.)(.attachChild geo)))))
|
rlm@47
|
429
|
rlm@29
|
430 (extend-type com.jme3.scene.Node
|
rlm@29
|
431 Viewable
|
rlm@29
|
432 (view
|
rlm@29
|
433 [node]
|
rlm@29
|
434 (.start
|
rlm@29
|
435 (world
|
rlm@29
|
436 node
|
rlm@29
|
437 {}
|
rlm@29
|
438 (fn [world]
|
rlm@29
|
439 (enable-debug world)
|
rlm@29
|
440 (set-gravity world Vector3f/ZERO)
|
rlm@47
|
441 (light-up-everything world))
|
rlm@29
|
442 no-op))))
|
rlm@62
|
443
|
rlm@62
|
444 (extend-type com.jme3.math.ColorRGBA
|
rlm@62
|
445 Viewable
|
rlm@62
|
446 (view
|
rlm@62
|
447 [color]
|
rlm@62
|
448 (view (doto (Node.)
|
rlm@62
|
449 (.attachChild (box 1 1 1 :color color))))))
|
rlm@62
|
450
|
rlm@62
|
451 (defprotocol Textual
|
rlm@62
|
452 (text [something]
|
rlm@62
|
453 "Display a detailed textual analysis of the given object."))
|
rlm@62
|
454
|
rlm@62
|
455 (extend-type com.jme3.scene.Node
|
rlm@62
|
456 Textual
|
rlm@62
|
457 (text [node]
|
rlm@62
|
458 (println "Total Vertexes: " (.getVertexCount node))
|
rlm@62
|
459 (println "Total Triangles: " (.getTriangleCount node))
|
rlm@62
|
460 (println "Controls :")
|
rlm@62
|
461 (dorun (map #(text (.getControl node %)) (range (.getNumControls node))))
|
rlm@62
|
462 (println "Has " (.getQuantity node) " Children:")
|
rlm@62
|
463 (doall (map text (.getChildren node)))))
|
rlm@62
|
464
|
rlm@62
|
465 (extend-type com.jme3.animation.AnimControl
|
rlm@62
|
466 Textual
|
rlm@62
|
467 (text [control]
|
rlm@62
|
468 (let [animations (.getAnimationNames control)]
|
rlm@62
|
469 (println "Animation Control with " (count animations) " animation(s):")
|
rlm@62
|
470 (dorun (map println animations)))))
|
rlm@62
|
471
|
rlm@62
|
472 (extend-type com.jme3.animation.SkeletonControl
|
rlm@62
|
473 Textual
|
rlm@62
|
474 (text [control]
|
rlm@62
|
475 (println "Skeleton Control with the following skeleton:")
|
rlm@62
|
476 (println (.getSkeleton control))))
|
rlm@62
|
477
|
rlm@62
|
478 (extend-type com.jme3.bullet.control.KinematicRagdollControl
|
rlm@62
|
479 Textual
|
rlm@62
|
480 (text [control]
|
rlm@62
|
481 (println "Ragdoll Control")))
|
rlm@62
|
482
|
rlm@62
|
483 (extend-type com.jme3.scene.Geometry
|
rlm@62
|
484 Textual
|
rlm@62
|
485 (text [control]
|
rlm@62
|
486 (println "...geo...")))
|
rlm@108
|
487
|
rlm@108
|
488 (extend-type Triangle
|
rlm@108
|
489 Textual
|
rlm@108
|
490 (text [t]
|
rlm@108
|
491 (println "Triangle: " \newline (.get1 t) \newline
|
rlm@108
|
492 (.get2 t) \newline (.get3 t))))
|
rlm@108
|
493
|
rlm@25
|
494 #+end_src
|
rlm@25
|
495
|
rlm@29
|
496 Here I make the =Viewable= protocol and extend it to JME's types. Now
|
rlm@34
|
497 JME3's =hello-world= can be written as easily as:
|
rlm@29
|
498
|
rlm@29
|
499 #+begin_src clojure :results silent
|
rlm@29
|
500 (cortex.util/view (cortex.util/box))
|
rlm@29
|
501 #+end_src
|
rlm@29
|
502
|
rlm@29
|
503
|
rlm@24
|
504 * COMMENT code generation
|
rlm@24
|
505 #+begin_src clojure :tangle ../src/cortex/import.clj
|
rlm@24
|
506 <<import>>
|
rlm@24
|
507 #+end_src
|
rlm@25
|
508
|
rlm@25
|
509
|
rlm@29
|
510 #+begin_src clojure :tangle ../src/cortex/util.clj :noweb yes
|
rlm@25
|
511 <<util>>
|
rlm@25
|
512 <<shapes>>
|
rlm@50
|
513 <<debug-actions>>
|
rlm@29
|
514 <<world-view>>
|
rlm@25
|
515 #+end_src
|
rlm@25
|
516
|
rlm@29
|
517
|
rlm@29
|
518
|
rlm@29
|
519
|
rlm@29
|
520
|
rlm@29
|
521
|
rlm@29
|
522
|
rlm@29
|
523
|
rlm@29
|
524
|
rlm@29
|
525
|
rlm@29
|
526
|
rlm@29
|
527
|
rlm@29
|
528
|
rlm@29
|
529
|
rlm@29
|
530
|
rlm@29
|
531
|
rlm@29
|
532
|