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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, the first 30%
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32 of the 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 entry in the array
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36 represents a motor neuron which controlls a number of sarcomeres equal
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37 to the value of the entry. A muscle also has a scalar :strength factor
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38 which determines the total force the muscle can exert when all motor
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39 neurons are activated. The effector function for a muscle takes a
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40 number to index into the motor pool, and that number "activates" all
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41 the motor neurons whose index is lower or equal to the number. Each
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42 motor-neuron will apply force in proportion to its value in the array.
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43 Lower values cause less force. The lower values can be put at the
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44 "beginning" of the 1-D array to simulate the layout of actual human
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45 muscles, which are capable of more percise movements when exerting
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46 less force. Or, the motor pool can simulate more exoitic recruitment
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47 strageties which 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: muscle-meta-data
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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 #+name: muscle-kernel
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105 #+begin_src clojure
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106 (in-ns 'cortex.movement)
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107
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108 (defn movement-kernel
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109 "Returns a function which when called with a integer value inside a
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110 running simulation will cause movement in the creature according
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111 to the muscle's position and strength profile. Each function
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112 returns the amount of force applied / max force."
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113 [#^Node creature #^Node muscle]
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114 (let [target (closest-node creature muscle)
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115 axis
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116 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
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117 strength (muscle-strength muscle)
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118
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119 pool (motor-pool muscle)
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120 pool-integral (reductions + pool)
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121 force-index
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122 (vec (map #(float (* strength (/ % (last pool-integral))))
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123 pool-integral))
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124 control (.getControl target RigidBodyControl)]
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125 (fn [n]
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126 (let [pool-index (max 0 (min n (dec (count pool))))
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127 force (force-index pool-index)]
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128 (.applyTorque control (.mult axis force))
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129 (float (/ force strength))))))
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130
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131 (defn movement!
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132 "Endow the creature with the power of movement. Returns a sequence
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133 of functions, each of which accept an integer value and will
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134 activate their corresponding muscle."
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135 [#^Node creature]
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136 (for [muscle (muscles creature)]
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137 (movement-kernel creature muscle)))
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138 #+end_src
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139
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140 =movement-kernel= creates a function that will move the nearest
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141 physical object to the muscle node. The muscle exerts a rotational
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142 force dependant on it's orientation to the object in the blender
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143 file. The function returned by =movement-kernel= is also a sense
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144 function: it returns the percent of the total muscle strength that is
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145 currently being employed. This is analogous to muscle tension in
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146 humans and completes the sense of proprioception begun in the last
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147 post.
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148
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149 * Visualizing Muscle Tension
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150 Muscle exertion is a percent of a total, so the visulazation is just a
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151 simple percent bar.
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152
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153 #+name: visualization
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154 #+begin_src clojure
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155 (defn movement-display-kernel
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156 "Display muscle exertion data as a bar filling up with red."
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157 [exertion]
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158 (let [height 20
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159 width 300
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160 image (BufferedImage. width height
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161 BufferedImage/TYPE_INT_RGB)
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162 fill (min (int (* width exertion)) width)]
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163 (dorun
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164 (for [x (range fill)
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165 y (range height)]
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166 (.setRGB image x y 0xFF0000)))
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167 image))
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168
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169 (defn view-movement
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170 "Creates a function which accepts a list of muscle-exertion data and
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171 displays each element of the list to the screen."
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172 []
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173 (view-sense movement-display-kernel))
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174 #+end_src
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175
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176 * Adding Touch to the Worm
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177
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178 #+begin_src clojure
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179 (defn test-movement
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180 ([] (test-movement false))
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181 ([record?]
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182 (let [creature (doto (worm) (body!))
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183
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184 muscle-exertion (atom 0)
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185 muscles (movement! creature)
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186 muscle-display (view-movement)]
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187 (.setMass
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188 (.getControl (.getChild creature "worm-11") RigidBodyControl)
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189 (float 0))
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190 (world
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191 (nodify [creature (floor)])
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192 (merge standard-debug-controls
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193 {"key-h"
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194 (fn [_ value]
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195 (if value
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196 (swap! muscle-exertion (partial + 20))))
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197 "key-n"
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198 (fn [_ value]
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199 (if value
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200 (swap! muscle-exertion (fn [v] (- v 20)))))})
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201 (fn [world]
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202 (if record?
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203 (Capture/captureVideo
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204 world
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205 (File. "/home/r/proj/cortex/render/worm-muscles/main-view")))
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206 (light-up-everything world)
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207 (enable-debug world)
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208 (.setTimer world (RatchetTimer. 60))
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209 (set-gravity world (Vector3f. 0 0 0))
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210 (.setLocation (.getCamera world)
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211 (Vector3f. -4.912815, 2.004171, 0.15710819))
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212 (.setRotation (.getCamera world)
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213 (Quaternion. 0.13828252, 0.65516764,
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214 -0.12370994, 0.7323449))
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215
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216 (comment
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217 (com.aurellem.capture.Capture/captureVideo
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218 world (file-str "/home/r/proj/ai-videos/hand"))))
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219 (fn [world tpf]
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220 (muscle-display
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221 (map #(% @muscle-exertion) muscles)
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222 (if record?
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223 (File. "/home/r/proj/cortex/render/worm-muscles/muscles"))))))))
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224 #+end_src
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225
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226 * Video Demonstration
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227
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228 #+begin_html
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229 <div class="figure">
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230 <center>
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231 <video controls="controls" width="550">
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232 <source src="../video/worm-muscles.ogg" type="video/ogg"
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233 preload="none" poster="../images/aurellem-1280x480.png" />
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234 </video>
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235 </center>
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236 <p>The worm is now able to move. The bar in the lower right displays
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237 the power output of the muscle . Each jump causes 20 more motor neurons to
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238 be recruited. Notice that the power output increases non-linearly
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239 with motror neuron recruitement, similiar to a human muscle.</p>
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240 </div>
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241 #+end_html
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242
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243
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244 ** Making the Worm Muscles Video
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245 #+name: magick7
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246 #+begin_src clojure
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247 (ns cortex.video.magick7
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248 (:import java.io.File)
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249 (:use clojure.contrib.shell-out))
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250
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251 (defn images [path]
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252 (sort (rest (file-seq (File. path)))))
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253
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254 (def base "/home/r/proj/cortex/render/worm-muscles/")
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255
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256 (defn pics [file]
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257 (images (str base file)))
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258
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259 (defn combine-images []
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260 (let [main-view (pics "main-view")
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261 muscles (pics "muscles/0")
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262 targets (map
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263 #(File. (str base "out/" (format "%07d.png" %)))
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264 (range 0 (count main-view)))]
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265 (dorun
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266 (pmap
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267 (comp
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268 (fn [[ main-view muscles target]]
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269 (println target)
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270 (sh "convert"
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271 main-view
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272 muscles "-geometry" "+320+440" "-composite"
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273 target))
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274 (fn [& args] (map #(.getCanonicalPath %) args)))
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275 main-view muscles targets))))
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276 #+end_src
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277
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278 #+begin_src sh :results silent
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279 cd ~/proj/cortex/render/worm-muscles
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280 ffmpeg -r 60 -i out/%07d.png -b:v 9000k -c:v libtheora worm-muscles.ogg
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281 #+end_src
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282
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283 * Headers
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284 #+name: muscle-header
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285 #+begin_src clojure
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286 (ns cortex.movement
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287 "Give simulated creatures defined in special blender files the power
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288 to move around in a simulated environment."
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289 {:author "Robert McIntyre"}
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290 (:use (cortex world util sense body))
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291 (:use clojure.contrib.def)
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292 (:import java.awt.image.BufferedImage)
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293 (:import com.jme3.scene.Node)
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294 (:import com.jme3.math.Vector3f)
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295 (:import com.jme3.bullet.control.RigidBodyControl))
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296 #+end_src
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297
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298 #+name: test-header
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299 #+begin_src clojure
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300 (ns cortex.test.movement
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301 (:use (cortex world util sense body movement))
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302 (:use cortex.test.body)
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303 (:use clojure.contrib.def)
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304 (:import java.io.File)
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305 (:import java.awt.image.BufferedImage)
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306 (:import com.jme3.scene.Node)
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307 (:import com.jme3.math.Vector3f)
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308 (:import (com.aurellem.capture Capture RatchetTimer))
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309 (:import com.jme3.bullet.control.RigidBodyControl))
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310
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311 (cortex.import/mega-import-jme3)
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312 #+end_src
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313
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314 * Source Listing
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315 - [[../src/cortex/movement.clj][cortex.movement]]
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316 - [[../src/cortex/test/movement.clj][cortex.test.movement]]
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317 - [[../src/cortex/video/magick7.clj][cortex.video.magick7]]
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318 #+html: <ul> <li> <a href="../org/movement.org">This org file</a> </li> </ul>
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319 - [[http://hg.bortreb.com ][source-repository]]
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320
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321 * COMMENT code generation
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322 #+begin_src clojure :tangle ../src/cortex/movement.clj
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323 <<muscle-header>>
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324 <<muscle-meta-data>>
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325 <<muscle-kernel>>
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326 <<visualization>>
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327 #+end_src
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328
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329 #+begin_src clojure :tangle ../src/cortex/test/movement.clj
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330 <<test-header>>
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331 <<test-movement>>
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332 #+end_src
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333
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334 #+begin_src clojure :tangle ../src/cortex/video/magick7.clj
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335 <<magick7>>
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336 #+end_src
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