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1 #+title: First attempt at a creature!
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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: 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
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11 * Brainstorming different sensors and effectors.
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12
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13 Every sense that we have should have an effector that changes what
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14 that sense (or others who have that sense) experiences.
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15
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16 ** Classic Senses
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17 | Sense | Effector |
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18 |------------------------------+---------------------------------|
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19 | Vision | Variable Coloration |
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20 | Hearing | Speech |
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21 | Proprioception | Movement |
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22 | Smell/Taste (Chemoreception) | Pheremones |
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23 | Touch | Movement / Controllable Texture |
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24 | Acceleration | Movement |
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25 | Balance (sense gravity) | Movement |
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26 | | |
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27
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28 - New Senses/Effectors
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29 - Levitation
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30 - Telekenesis
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31 - control of gravity within a certain radius
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32 - speed up/slow time
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33 - object creation/destruction
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34
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35 - Symbol Sense
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36 Where objects in the world can be queried for description /
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37 symbols.
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38
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39 - Symbol Marking
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40 The ability to mark objects in the world with your own descriptions
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41 and symbols.
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42
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43 - Vision
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44 Distinguish the polarization of light
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45 Color
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46 Movement
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47
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48 * project ideas
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49 - HACKER for writing muscle-control programs : Presented with
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50 low-level muscle control/ sense API, generate higher level programs
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51 for accomplishing various stated goals. Example goals might be
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52 "extend all your fingers" or "move your hand into the area with
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53 blue light" or "decrease the angle of this joint". It would be
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54 like Sussman's HACKER, except it would operate with much more data
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55 in a more realistic world. Start off with "calestanthics" to
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56 develop subrouitines over the motor control API. This would be the
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57 "spinal chord" of a more intelligent creature. The low level
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58 programming code might be a turning machine that could develop
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59 programs to iterate over a "tape" where each entry in the tape
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60 could control recruitment of the fibers in a muscle.
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61 - Make a virtual computer in the virtual world which with which the
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62 creature interacts using its fingers to press keys on a virtual
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63 keyboard. The creature can access the internet, watch videos, take
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64 over the world, anything it wants.
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65 - Make virtual insturments like pianos, drumbs, etc that it learns to
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66 play.
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67 - make a joint that figures out what type of joint it is (range of
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68 motion)
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69
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70
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71
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72
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73
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74 * goals
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75
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76 ** have to get done before winston
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77 - [ ] write an explination for why greyscale bitmaps for senses is
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78 appropiate -- 1/2 day
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79 - [X] muscle control -- day
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80 - [X] proprioception sensor map in the style of the other senses -- day
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81 - [ ] refactor integration code to distribute to each of the senses
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82 -- day
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83 - [ ] create video showing all the senses for Winston -- 2 days
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84 - [ ] send package to friends for critiques -- 2 days
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85 - [ ] write summary of project for Winston \
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86 - [ ] project proposals for Winston \
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87 - [ ] additional senses to be implemented for Winston | -- 2 days
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88 - [ ] send Winston package /
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89
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90 ** would be cool to get done before winston
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91 - [X] enable greyscale bitmaps for touch -- 2 hours
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92 - [X] use sawfish to auto-tile sense windows -- 6 hours
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93 - [X] sawfish keybinding to automatically delete all sense windows
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94 - [ ] directly change the UV-pixels to show sensor activation -- 2
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95 days
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96 - [ ] proof of concept C sense manipulation -- 2 days
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97 - [ ] proof of concept GPU sense manipulation -- week
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98 - [ ] fourier view of sound -- 2 or 3 days
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99 - [ ] dancing music listener -- 1 day, depends on fourier
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100
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101 ** don't have to get done before winston
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102 - [ ] write tests for integration -- 3 days
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103 - [ ] usertime/gametime clock HUD display -- day
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104 - [ ] find papers for each of the senses justifying my own
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105 representation -- week
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106 - [ ] show sensor maps in HUD display? -- 4 days
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107 - [ ] show sensor maps in AWT display? -- 2 days
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108
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109
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110 * Intro
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111 So far, I've made the following senses --
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112 - Vision
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113 - Hearing
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114 - Touch
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115 - Proprioception
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116
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117 And one effector:
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118 - Movement
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119
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120 However, the code so far has only enabled these senses, but has not
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121 actually implemented them. For example, there is still a lot of work
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122 to be done for vision. I need to be able to create an /eyeball/ in
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123 simulation that can be moved around and see the world from different
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124 angles. I also need to determine weather to use log-polar or cartesian
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125 for the visual input, and I need to determine how/wether to
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126 disceritise the visual input.
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127
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128 I also want to be able to visualize both the sensors and the
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129 effectors in pretty pictures. This semi-retarted creature will be my
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130 first attempt at bringing everything together.
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131
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132 * The creature's body
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133
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134 Still going to do an eve-like body in blender, but due to problems
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135 importing the joints, etc into jMonkeyEngine3, I'm going to do all
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136 the connecting here in clojure code, using the names of the individual
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137 components and trial and error. Later, I'll maybe make some sort of
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138 creature-building modifications to blender that support whatever
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139 discreitized senses I'm going to make.
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140
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141 #+name: body-1
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142 #+begin_src clojure
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143 (ns cortex.silly
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144 "let's play!"
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145 {:author "Robert McIntyre"})
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146
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147 ;; TODO remove this!
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148 (require 'cortex.import)
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149 (cortex.import/mega-import-jme3)
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150 (use '(cortex world util body hearing touch vision sense))
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151
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152 (rlm.rlm-commands/help)
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153 (import java.awt.image.BufferedImage)
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154 (import javax.swing.JPanel)
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155 (import javax.swing.SwingUtilities)
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156 (import java.awt.Dimension)
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157 (import javax.swing.JFrame)
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158 (import java.awt.Dimension)
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159 (import com.aurellem.capture.RatchetTimer)
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160 (declare joint-create)
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161 (use 'clojure.contrib.def)
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162
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163 (defn load-blender-model
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164 "Load a .blend file using an asset folder relative path."
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165 [^String model]
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166 (.loadModel
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167 (doto (asset-manager)
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168 (.registerLoader BlenderModelLoader (into-array String ["blend"])))
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169 model))
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170
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171 (defn blender-to-jme
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172 "Convert from Blender coordinates to JME coordinates"
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173 [#^Vector3f in]
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174 (Vector3f. (.getX in)
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175 (.getZ in)
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176 (- (.getY in))))
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177
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178 (defn world-to-local
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179 "Convert the world coordinates into coordinates relative to the
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180 object (i.e. local coordinates), taking into account the rotation
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181 of object."
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182 [#^Spatial object world-coordinate]
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183 (.worldToLocal object world-coordinate nil))
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184
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185 (defn local-to-world
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186 "Convert the local coordinates into coordinates into world relative
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187 coordinates"
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188 [#^Spatial object local-coordinate]
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189 (.localToWorld object local-coordinate nil))
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190
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191 (defmulti joint-dispatch
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192 "Translate blender pseudo-joints into real JME joints."
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193 (fn [constraints & _]
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194 (:type constraints)))
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195
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196 (defmethod joint-dispatch :point
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197 [constraints control-a control-b pivot-a pivot-b rotation]
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198 (println-repl "creating POINT2POINT joint")
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199 ;; bullet's point2point joints are BROKEN, so we must use the
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200 ;; generic 6DOF joint instead of an actual Point2Point joint!
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201
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202 ;; should be able to do this:
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203 (comment
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204 (Point2PointJoint.
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205 control-a
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206 control-b
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207 pivot-a
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208 pivot-b))
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209
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210 ;; but instead we must do this:
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211 (println-repl "substuting 6DOF joint for POINT2POINT joint!")
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212 (doto
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213 (SixDofJoint.
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214 control-a
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215 control-b
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216 pivot-a
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217 pivot-b
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218 false)
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219 (.setLinearLowerLimit Vector3f/ZERO)
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220 (.setLinearUpperLimit Vector3f/ZERO)
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221 ;;(.setAngularLowerLimit (Vector3f. 1 1 1))
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222 ;;(.setAngularUpperLimit (Vector3f. 0 0 0))
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223
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224 ))
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225
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226
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227 (defmethod joint-dispatch :hinge
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228 [constraints control-a control-b pivot-a pivot-b rotation]
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229 (println-repl "creating HINGE joint")
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230 (let [axis
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231 (if-let
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232 [axis (:axis constraints)]
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233 axis
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234 Vector3f/UNIT_X)
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235 [limit-1 limit-2] (:limit constraints)
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236 hinge-axis
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237 (.mult
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238 rotation
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239 (blender-to-jme axis))]
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240 (doto
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241 (HingeJoint.
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242 control-a
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243 control-b
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244 pivot-a
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245 pivot-b
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246 hinge-axis
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247 hinge-axis)
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248 (.setLimit limit-1 limit-2))))
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249
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250 (defmethod joint-dispatch :cone
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251 [constraints control-a control-b pivot-a pivot-b rotation]
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252 (let [limit-xz (:limit-xz constraints)
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253 limit-xy (:limit-xy constraints)
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254 twist (:twist constraints)]
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255
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256 (println-repl "creating CONE joint")
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257 (println-repl rotation)
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258 (println-repl
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259 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
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260 (println-repl
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261 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
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262 (println-repl
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263 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
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264 (doto
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265 (ConeJoint.
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266 control-a
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267 control-b
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268 pivot-a
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269 pivot-b
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270 rotation
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271 rotation)
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272 (.setLimit (float limit-xz)
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273 (float limit-xy)
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274 (float twist)))))
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275
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276 (defn connect
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277 "here are some examples:
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278 {:type :point}
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279 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
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280 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
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281
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282 {:type :cone :limit-xz 0]
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283 :limit-xy 0]
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284 :twist 0]} (use XZY rotation mode in blender!)"
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285 [#^Node obj-a #^Node obj-b #^Node joint]
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286 (let [control-a (.getControl obj-a RigidBodyControl)
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287 control-b (.getControl obj-b RigidBodyControl)
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288 joint-center (.getWorldTranslation joint)
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289 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
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290 pivot-a (world-to-local obj-a joint-center)
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291 pivot-b (world-to-local obj-b joint-center)]
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292
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293 (if-let [constraints
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294 (map-vals
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295 eval
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296 (read-string
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297 (meta-data joint "joint")))]
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298 ;; A side-effect of creating a joint registers
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299 ;; it with both physics objects which in turn
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300 ;; will register the joint with the physics system
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301 ;; when the simulation is started.
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302 (do
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303 (println-repl "creating joint between"
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304 (.getName obj-a) "and" (.getName obj-b))
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305 (joint-dispatch constraints
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306 control-a control-b
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307 pivot-a pivot-b
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308 joint-rotation))
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309 (println-repl "could not find joint meta-data!"))))
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310
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311
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312
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313
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314 (defn assemble-creature [#^Node pieces joints]
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315 (dorun
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316 (map
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317 (fn [geom]
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318 (let [physics-control
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319 (RigidBodyControl.
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320 (HullCollisionShape.
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321 (.getMesh geom))
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322 (if-let [mass (meta-data geom "mass")]
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323 (do
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324 (println-repl
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325 "setting" (.getName geom) "mass to" (float mass))
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326 (float mass))
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327 (float 1)))]
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328
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329 (.addControl geom physics-control)))
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330 (filter #(isa? (class %) Geometry )
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331 (node-seq pieces))))
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332 (dorun
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333 (map
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334 (fn [joint]
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335 (let [[obj-a obj-b] (joint-targets pieces joint)]
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336 (connect obj-a obj-b joint)))
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337 joints))
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338 pieces)
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339
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rlm@116
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340 (declare blender-creature)
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341
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342 (def hand "Models/creature1/one.blend")
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343
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344 (def worm "Models/creature1/try-again.blend")
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345
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346 (def touch "Models/creature1/touch.blend")
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347
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348 (defn worm-model [] (load-blender-model worm))
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349
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rlm@80
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350 (defn x-ray [#^ColorRGBA color]
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351 (doto (Material. (asset-manager)
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352 "Common/MatDefs/Misc/Unshaded.j3md")
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rlm@80
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353 (.setColor "Color" color)
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rlm@80
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354 (-> (.getAdditionalRenderState)
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355 (.setDepthTest false))))
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356
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rlm@91
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357 (defn colorful []
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rlm@91
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358 (.getChild (worm-model) "worm-21"))
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359
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rlm@90
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360 (import jme3tools.converters.ImageToAwt)
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361
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rlm@90
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362 (import ij.ImagePlus)
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363
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rlm@108
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364 ;; Every Mesh has many triangles, each with its own index.
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rlm@108
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365 ;; Every vertex has its own index as well.
|
rlm@90
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366
|
rlm@108
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367 (defn tactile-sensor-image
|
rlm@110
|
368 "Return the touch-sensor distribution image in BufferedImage format,
|
rlm@110
|
369 or nil if it does not exist."
|
rlm@91
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370 [#^Geometry obj]
|
rlm@110
|
371 (if-let [image-path (meta-data obj "touch")]
|
rlm@110
|
372 (ImageToAwt/convert
|
rlm@110
|
373 (.getImage
|
rlm@110
|
374 (.loadTexture
|
rlm@110
|
375 (asset-manager)
|
rlm@110
|
376 image-path))
|
rlm@110
|
377 false false 0)))
|
rlm@110
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378
|
rlm@91
|
379
|
rlm@108
|
380
|
rlm@108
|
381 (defn triangle
|
rlm@112
|
382 "Get the triangle specified by triangle-index from the mesh within
|
rlm@112
|
383 bounds."
|
rlm@108
|
384 [#^Mesh mesh triangle-index]
|
rlm@108
|
385 (let [scratch (Triangle.)]
|
rlm@108
|
386 (.getTriangle mesh triangle-index scratch)
|
rlm@108
|
387 scratch))
|
rlm@108
|
388
|
rlm@108
|
389 (defn triangle-vertex-indices
|
rlm@108
|
390 "Get the triangle vertex indices of a given triangle from a given
|
rlm@108
|
391 mesh."
|
rlm@108
|
392 [#^Mesh mesh triangle-index]
|
rlm@108
|
393 (let [indices (int-array 3)]
|
rlm@108
|
394 (.getTriangle mesh triangle-index indices)
|
rlm@108
|
395 (vec indices)))
|
rlm@108
|
396
|
rlm@108
|
397 (defn vertex-UV-coord
|
rlm@108
|
398 "Get the uv-coordinates of the vertex named by vertex-index"
|
rlm@108
|
399 [#^Mesh mesh vertex-index]
|
rlm@108
|
400 (let [UV-buffer
|
rlm@108
|
401 (.getData
|
rlm@108
|
402 (.getBuffer
|
rlm@108
|
403 mesh
|
rlm@108
|
404 VertexBuffer$Type/TexCoord))]
|
rlm@108
|
405 [(.get UV-buffer (* vertex-index 2))
|
rlm@108
|
406 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
|
rlm@108
|
407
|
rlm@108
|
408 (defn triangle-UV-coord
|
rlm@108
|
409 "Get the uv-cooridnates of the triangle's verticies."
|
rlm@108
|
410 [#^Mesh mesh width height triangle-index]
|
rlm@108
|
411 (map (fn [[u v]] (vector (* width u) (* height v)))
|
rlm@108
|
412 (map (partial vertex-UV-coord mesh)
|
rlm@108
|
413 (triangle-vertex-indices mesh triangle-index))))
|
rlm@91
|
414
|
rlm@102
|
415 (defn same-side?
|
rlm@102
|
416 "Given the points p1 and p2 and the reference point ref, is point p
|
rlm@102
|
417 on the same side of the line that goes through p1 and p2 as ref is?"
|
rlm@102
|
418 [p1 p2 ref p]
|
rlm@91
|
419 (<=
|
rlm@91
|
420 0
|
rlm@91
|
421 (.dot
|
rlm@91
|
422 (.cross (.subtract p2 p1) (.subtract p p1))
|
rlm@91
|
423 (.cross (.subtract p2 p1) (.subtract ref p1)))))
|
rlm@91
|
424
|
rlm@108
|
425 (defn triangle-seq [#^Triangle tri]
|
rlm@108
|
426 [(.get1 tri) (.get2 tri) (.get3 tri)])
|
rlm@108
|
427
|
rlm@108
|
428 (defn vector3f-seq [#^Vector3f v]
|
rlm@108
|
429 [(.getX v) (.getY v) (.getZ v)])
|
rlm@108
|
430
|
rlm@108
|
431 (defn inside-triangle?
|
rlm@108
|
432 "Is the point inside the triangle?"
|
rlm@108
|
433 {:author "Dylan Holmes"}
|
rlm@108
|
434 [#^Triangle tri #^Vector3f p]
|
rlm@108
|
435 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]
|
rlm@108
|
436 (and
|
rlm@108
|
437 (same-side? vert-1 vert-2 vert-3 p)
|
rlm@108
|
438 (same-side? vert-2 vert-3 vert-1 p)
|
rlm@108
|
439 (same-side? vert-3 vert-1 vert-2 p))))
|
rlm@108
|
440
|
rlm@94
|
441 (defn triangle->matrix4f
|
rlm@108
|
442 "Converts the triangle into a 4x4 matrix: The first three columns
|
rlm@108
|
443 contain the vertices of the triangle; the last contains the unit
|
rlm@108
|
444 normal of the triangle. The bottom row is filled with 1s."
|
rlm@94
|
445 [#^Triangle t]
|
rlm@94
|
446 (let [mat (Matrix4f.)
|
rlm@94
|
447 [vert-1 vert-2 vert-3]
|
rlm@94
|
448 ((comp vec map) #(.get t %) (range 3))
|
rlm@94
|
449 unit-normal (do (.calculateNormal t)(.getNormal t))
|
rlm@94
|
450 vertices [vert-1 vert-2 vert-3 unit-normal]]
|
rlm@94
|
451 (dorun
|
rlm@94
|
452 (for [row (range 4) col (range 3)]
|
rlm@94
|
453 (do
|
rlm@94
|
454 (.set mat col row (.get (vertices row)col))
|
rlm@94
|
455 (.set mat 3 row 1))))
|
rlm@94
|
456 mat))
|
rlm@94
|
457
|
rlm@94
|
458 (defn triangle-transformation
|
rlm@94
|
459 "Returns the affine transformation that converts each vertex in the
|
rlm@94
|
460 first triangle into the corresponding vertex in the second
|
rlm@94
|
461 triangle."
|
rlm@94
|
462 [#^Triangle tri-1 #^Triangle tri-2]
|
rlm@94
|
463 (.mult
|
rlm@94
|
464 (triangle->matrix4f tri-2)
|
rlm@94
|
465 (.invert (triangle->matrix4f tri-1))))
|
rlm@94
|
466
|
rlm@108
|
467 (defn point->vector2f [[u v]]
|
rlm@108
|
468 (Vector2f. u v))
|
rlm@94
|
469
|
rlm@94
|
470 (defn vector2f->vector3f [v]
|
rlm@94
|
471 (Vector3f. (.getX v) (.getY v) 0))
|
rlm@94
|
472
|
rlm@94
|
473 (defn map-triangle [f #^Triangle tri]
|
rlm@94
|
474 (Triangle.
|
rlm@94
|
475 (f 0 (.get1 tri))
|
rlm@94
|
476 (f 1 (.get2 tri))
|
rlm@94
|
477 (f 2 (.get3 tri))))
|
rlm@94
|
478
|
rlm@108
|
479 (defn points->triangle
|
rlm@108
|
480 "Convert a list of points into a triangle."
|
rlm@108
|
481 [points]
|
rlm@108
|
482 (apply #(Triangle. %1 %2 %3)
|
rlm@108
|
483 (map (fn [point]
|
rlm@108
|
484 (let [point (vec point)]
|
rlm@108
|
485 (Vector3f. (get point 0 0)
|
rlm@108
|
486 (get point 1 0)
|
rlm@108
|
487 (get point 2 0))))
|
rlm@108
|
488 (take 3 points))))
|
rlm@94
|
489
|
rlm@108
|
490 (defn convex-bounds
|
rlm@128
|
491 ;;dylan
|
rlm@128
|
492 "Returns the smallest square containing the given
|
rlm@128
|
493 vertices, as a vector of integers [left top width height]."
|
rlm@128
|
494 ;; "Dimensions of the smallest integer bounding square of the list of
|
rlm@128
|
495 ;; 2D verticies in the form: [x y width height]."
|
rlm@108
|
496 [uv-verts]
|
rlm@108
|
497 (let [xs (map first uv-verts)
|
rlm@108
|
498 ys (map second uv-verts)
|
rlm@108
|
499 x0 (Math/floor (apply min xs))
|
rlm@108
|
500 y0 (Math/floor (apply min ys))
|
rlm@108
|
501 x1 (Math/ceil (apply max xs))
|
rlm@108
|
502 y1 (Math/ceil (apply max ys))]
|
rlm@108
|
503 [x0 y0 (- x1 x0) (- y1 y0)]))
|
rlm@93
|
504
|
rlm@106
|
505 (defn sensors-in-triangle
|
rlm@128
|
506 ;;dylan
|
rlm@128
|
507 "Locate the touch sensors in the triangle, returning a map of their UV and geometry-relative coordinates."
|
rlm@128
|
508 ;;"Find the locations of the touch sensors within a triangle in both
|
rlm@128
|
509 ;; UV and gemoetry relative coordinates."
|
rlm@107
|
510 [image mesh tri-index]
|
rlm@107
|
511 (let [width (.getWidth image)
|
rlm@108
|
512 height (.getHeight image)
|
rlm@108
|
513 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)
|
rlm@108
|
514 bounds (convex-bounds UV-vertex-coords)
|
rlm@108
|
515
|
rlm@108
|
516 cutout-triangle (points->triangle UV-vertex-coords)
|
rlm@108
|
517 UV-sensor-coords
|
rlm@108
|
518 (filter (comp (partial inside-triangle? cutout-triangle)
|
rlm@108
|
519 (fn [[u v]] (Vector3f. u v 0)))
|
rlm@108
|
520 (white-coordinates image bounds))
|
rlm@108
|
521 UV->geometry (triangle-transformation
|
rlm@108
|
522 cutout-triangle
|
rlm@108
|
523 (triangle mesh tri-index))
|
rlm@108
|
524 geometry-sensor-coords
|
rlm@108
|
525 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))
|
rlm@108
|
526 UV-sensor-coords)]
|
rlm@108
|
527 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))
|
rlm@107
|
528
|
rlm@108
|
529 (defn-memo locate-feelers
|
rlm@94
|
530 "Search the geometry's tactile UV image for touch sensors, returning
|
rlm@94
|
531 their positions in geometry-relative coordinates."
|
rlm@94
|
532 [#^Geometry geo]
|
rlm@108
|
533 (let [mesh (.getMesh geo)
|
rlm@108
|
534 num-triangles (.getTriangleCount mesh)]
|
rlm@108
|
535 (if-let [image (tactile-sensor-image geo)]
|
rlm@108
|
536 (map
|
rlm@108
|
537 (partial sensors-in-triangle image mesh)
|
rlm@108
|
538 (range num-triangles))
|
rlm@108
|
539 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))
|
rlm@102
|
540
|
rlm@102
|
541 (use 'clojure.contrib.def)
|
rlm@102
|
542
|
rlm@102
|
543 (defn-memo touch-topology [#^Gemoetry geo]
|
rlm@108
|
544 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))
|
rlm@108
|
545
|
rlm@108
|
546 (defn-memo feeler-coordinates [#^Geometry geo]
|
rlm@108
|
547 (vec (map :geometry (locate-feelers geo))))
|
rlm@102
|
548
|
rlm@97
|
549 (defn enable-touch [#^Geometry geo]
|
rlm@108
|
550 (let [feeler-coords (feeler-coordinates geo)
|
rlm@96
|
551 tris (triangles geo)
|
rlm@109
|
552 limit 0.1
|
rlm@109
|
553 ;;results (CollisionResults.)
|
rlm@109
|
554 ]
|
rlm@111
|
555 (if (empty? (touch-topology geo))
|
rlm@111
|
556 nil
|
rlm@111
|
557 (fn [node]
|
rlm@111
|
558 (let [sensor-origins
|
rlm@111
|
559 (map
|
rlm@111
|
560 #(map (partial local-to-world geo) %)
|
rlm@111
|
561 feeler-coords)
|
rlm@111
|
562 triangle-normals
|
rlm@111
|
563 (map (partial get-ray-direction geo)
|
rlm@111
|
564 tris)
|
rlm@111
|
565 rays
|
rlm@111
|
566 (flatten
|
rlm@111
|
567 (map (fn [origins norm]
|
rlm@111
|
568 (map #(doto (Ray. % norm)
|
rlm@97
|
569 (.setLimit limit)) origins))
|
rlm@111
|
570 sensor-origins triangle-normals))]
|
rlm@111
|
571 (vector
|
rlm@111
|
572 (touch-topology geo)
|
rlm@111
|
573 (vec
|
rlm@111
|
574 (for [ray rays]
|
rlm@111
|
575 (do
|
rlm@111
|
576 (let [results (CollisionResults.)]
|
rlm@111
|
577 (.collideWith node ray results)
|
rlm@111
|
578 (let [touch-objects
|
rlm@126
|
579 (filter #(not (= geo (.getGeometry %)))
|
rlm@126
|
580 results)]
|
rlm@126
|
581 (- 255
|
rlm@126
|
582 (if (empty? touch-objects) 255
|
rlm@126
|
583 (rem
|
rlm@126
|
584 (int
|
rlm@126
|
585 (* 255 (/ (.getDistance
|
rlm@126
|
586 (first touch-objects)) limit)))
|
rlm@126
|
587 256))))))))))))))
|
rlm@126
|
588
|
rlm@111
|
589
|
rlm@111
|
590 (defn touch [#^Node pieces]
|
rlm@111
|
591 (filter (comp not nil?)
|
rlm@111
|
592 (map enable-touch
|
rlm@111
|
593 (filter #(isa? (class %) Geometry)
|
rlm@111
|
594 (node-seq pieces)))))
|
rlm@94
|
595
|
rlm@109
|
596
|
rlm@111
|
597 (defn test-eye []
|
rlm@117
|
598 (.getChild
|
rlm@117
|
599 (.getChild (worm-model) "eyes")
|
rlm@117
|
600 "eye"))
|
rlm@111
|
601
|
rlm@111
|
602
|
rlm@123
|
603
|
rlm@123
|
604 ;; Ears work the same way as vision.
|
rlm@123
|
605
|
rlm@123
|
606 ;; (hearing creature) will return [init-functions
|
rlm@123
|
607 ;; sensor-functions]. The init functions each take the world and
|
rlm@123
|
608 ;; register a SoundProcessor that does foureier transforms on the
|
rlm@123
|
609 ;; incommong sound data, making it available to each sensor function.
|
rlm@123
|
610
|
rlm@123
|
611 (defn creature-ears
|
rlm@128
|
612 "Return the children of the creature's \"ears\" node."
|
rlm@128
|
613 ;;dylan
|
rlm@128
|
614 ;;"The ear nodes which are children of the \"ears\" node in the
|
rlm@128
|
615 ;;creature."
|
rlm@123
|
616 [#^Node creature]
|
rlm@123
|
617 (if-let [ear-node (.getChild creature "ears")]
|
rlm@123
|
618 (seq (.getChildren ear-node))
|
rlm@123
|
619 (do (println-repl "could not find ears node") [])))
|
rlm@123
|
620
|
rlm@116
|
621
|
rlm@128
|
622 ;;dylan (defn follow-sense, adjoin-sense, attach-stimuli,
|
rlm@128
|
623 ;;anchor-qualia, augment-organ, with-organ
|
rlm@117
|
624
|
rlm@117
|
625
|
rlm@123
|
626 (defn update-listener-velocity
|
rlm@123
|
627 "Update the listener's velocity every update loop."
|
rlm@123
|
628 [#^Spatial obj #^Listener lis]
|
rlm@123
|
629 (let [old-position (atom (.getLocation lis))]
|
rlm@123
|
630 (.addControl
|
rlm@123
|
631 obj
|
rlm@123
|
632 (proxy [AbstractControl] []
|
rlm@123
|
633 (controlUpdate [tpf]
|
rlm@123
|
634 (let [new-position (.getLocation lis)]
|
rlm@123
|
635 (.setVelocity
|
rlm@123
|
636 lis
|
rlm@123
|
637 (.mult (.subtract new-position @old-position)
|
rlm@123
|
638 (float (/ tpf))))
|
rlm@123
|
639 (reset! old-position new-position)))
|
rlm@123
|
640 (controlRender [_ _])))))
|
rlm@123
|
641
|
rlm@123
|
642 (import com.aurellem.capture.audio.AudioSendRenderer)
|
rlm@123
|
643
|
rlm@123
|
644 (defn attach-ear
|
rlm@123
|
645 [#^Application world #^Node creature #^Spatial ear continuation]
|
rlm@123
|
646 (let [target (closest-node creature ear)
|
rlm@123
|
647 lis (Listener.)
|
rlm@123
|
648 audio-renderer (.getAudioRenderer world)
|
rlm@123
|
649 sp (sound-processor continuation)]
|
rlm@123
|
650 (.setLocation lis (.getWorldTranslation ear))
|
rlm@123
|
651 (.setRotation lis (.getWorldRotation ear))
|
rlm@123
|
652 (bind-sense target lis)
|
rlm@123
|
653 (update-listener-velocity target lis)
|
rlm@123
|
654 (.addListener audio-renderer lis)
|
rlm@123
|
655 (.registerSoundProcessor audio-renderer lis sp)))
|
rlm@123
|
656
|
rlm@123
|
657 (defn enable-hearing
|
rlm@123
|
658 [#^Node creature #^Spatial ear]
|
rlm@123
|
659 (let [hearing-data (atom [])]
|
rlm@123
|
660 [(fn [world]
|
rlm@123
|
661 (attach-ear world creature ear
|
rlm@123
|
662 (fn [data]
|
rlm@123
|
663 (reset! hearing-data (vec data)))))
|
rlm@123
|
664 [(fn []
|
rlm@123
|
665 (let [data @hearing-data
|
rlm@123
|
666 topology
|
rlm@123
|
667 (vec (map #(vector % 0) (range 0 (count data))))
|
rlm@123
|
668 scaled-data
|
rlm@123
|
669 (vec
|
rlm@123
|
670 (map
|
rlm@123
|
671 #(rem (int (* 255 (/ (+ 1 %) 2))) 256)
|
rlm@123
|
672 data))]
|
rlm@123
|
673 [topology scaled-data]))
|
rlm@123
|
674 ]]))
|
rlm@123
|
675
|
rlm@123
|
676 (defn hearing
|
rlm@123
|
677 [#^Node creature]
|
rlm@123
|
678 (reduce
|
rlm@123
|
679 (fn [[init-a senses-a]
|
rlm@123
|
680 [init-b senses-b]]
|
rlm@123
|
681 [(conj init-a init-b)
|
rlm@123
|
682 (into senses-a senses-b)])
|
rlm@123
|
683 [[][]]
|
rlm@123
|
684 (for [ear (creature-ears creature)]
|
rlm@123
|
685 (enable-hearing creature ear))))
|
rlm@123
|
686
|
rlm@128
|
687
|
rlm@128
|
688
|
rlm@128
|
689
|
rlm@128
|
690
|
rlm@128
|
691
|
rlm@128
|
692 ;; lower level --- nodes
|
rlm@128
|
693 ;; closest-node "parse/compile-x" -> makes organ, which is spatial, fn pair
|
rlm@128
|
694
|
rlm@128
|
695 ;; higher level -- organs
|
rlm@128
|
696 ;;
|
rlm@128
|
697
|
rlm@128
|
698 ;; higher level --- sense/effector
|
rlm@128
|
699 ;; these are the functions that provide world i/o, chinese-room style
|
rlm@128
|
700
|
rlm@128
|
701
|
rlm@134
|
702
|
rlm@116
|
703
|
rlm@116
|
704 (defn blender-creature
|
rlm@116
|
705 "Return a creature with all joints in place."
|
rlm@116
|
706 [blender-path]
|
rlm@116
|
707 (let [model (load-blender-model blender-path)
|
rlm@134
|
708 joints (creature-joints model)]
|
rlm@134
|
709 (assemble-creature model joints)))
|
rlm@116
|
710
|
rlm@126
|
711 (defn gray-scale [num]
|
rlm@126
|
712 (+ num
|
rlm@126
|
713 (bit-shift-left num 8)
|
rlm@126
|
714 (bit-shift-left num 16)))
|
rlm@126
|
715
|
rlm@130
|
716 (defn debug-touch-window
|
rlm@103
|
717 "creates function that offers a debug view of sensor data"
|
rlm@103
|
718 []
|
rlm@103
|
719 (let [vi (view-image)]
|
rlm@103
|
720 (fn
|
rlm@103
|
721 [[coords sensor-data]]
|
rlm@103
|
722 (let [image (points->image coords)]
|
rlm@103
|
723 (dorun
|
rlm@103
|
724 (for [i (range (count coords))]
|
rlm@103
|
725 (.setRGB image ((coords i) 0) ((coords i) 1)
|
rlm@126
|
726 (gray-scale (sensor-data i)))))
|
rlm@126
|
727
|
rlm@126
|
728
|
rlm@103
|
729 (vi image)))))
|
rlm@103
|
730
|
rlm@118
|
731 (defn debug-vision-window
|
rlm@118
|
732 "creates function that offers a debug view of sensor data"
|
rlm@118
|
733 []
|
rlm@118
|
734 (let [vi (view-image)]
|
rlm@118
|
735 (fn
|
rlm@118
|
736 [[coords sensor-data]]
|
rlm@118
|
737 (let [image (points->image coords)]
|
rlm@118
|
738 (dorun
|
rlm@118
|
739 (for [i (range (count coords))]
|
rlm@118
|
740 (.setRGB image ((coords i) 0) ((coords i) 1)
|
rlm@118
|
741 (sensor-data i))))
|
rlm@118
|
742 (vi image)))))
|
rlm@118
|
743
|
rlm@123
|
744 (defn debug-hearing-window
|
rlm@123
|
745 "view audio data"
|
rlm@123
|
746 [height]
|
rlm@123
|
747 (let [vi (view-image)]
|
rlm@123
|
748 (fn [[coords sensor-data]]
|
rlm@123
|
749 (let [image (BufferedImage. (count coords) height
|
rlm@123
|
750 BufferedImage/TYPE_INT_RGB)]
|
rlm@123
|
751 (dorun
|
rlm@123
|
752 (for [x (range (count coords))]
|
rlm@123
|
753 (dorun
|
rlm@123
|
754 (for [y (range height)]
|
rlm@123
|
755 (let [raw-sensor (sensor-data x)]
|
rlm@126
|
756 (.setRGB image x y (gray-scale raw-sensor)))))))
|
rlm@126
|
757
|
rlm@123
|
758 (vi image)))))
|
rlm@123
|
759
|
rlm@123
|
760
|
rlm@123
|
761
|
rlm@106
|
762 ;;(defn test-touch [world creature]
|
rlm@83
|
763
|
rlm@78
|
764
|
rlm@123
|
765
|
rlm@123
|
766
|
rlm@130
|
767 ;; here's how motor-control/ proprioception will work: Each muscle is
|
rlm@130
|
768 ;; defined by a 1-D array of numbers (the "motor pool") each of which
|
rlm@130
|
769 ;; represent muscle fibers. A muscle also has a scalar :strength
|
rlm@130
|
770 ;; factor which determines how strong the muscle as a whole is.
|
rlm@130
|
771 ;; The effector function for a muscle takes a number < (count
|
rlm@130
|
772 ;; motor-pool) and that number is said to "activate" all the muscle
|
rlm@130
|
773 ;; fibers whose index is lower than the number. Each fiber will apply
|
rlm@130
|
774 ;; force in proportion to its value in the array. Lower values cause
|
rlm@130
|
775 ;; less force. The lower values can be put at the "beginning" of the
|
rlm@130
|
776 ;; 1-D array to simulate the layout of actual human muscles, which are
|
rlm@130
|
777 ;; capable of more percise movements when exerting less force.
|
rlm@129
|
778
|
rlm@130
|
779 ;; I don't know how to encode proprioception, so for now, just return
|
rlm@130
|
780 ;; a function for each joint that returns a triplet of floats which
|
rlm@130
|
781 ;; represent relative roll, pitch, and yaw. Write display code for
|
rlm@130
|
782 ;; this though.
|
rlm@130
|
783
|
rlm@147
|
784 (defn muscle-fiber-values
|
rlm@147
|
785 "get motor pool strengths"
|
rlm@130
|
786 [#^BufferedImage image]
|
rlm@147
|
787 (vec
|
rlm@147
|
788 (let [width (.getWidth image)]
|
rlm@147
|
789 (for [x (range width)]
|
rlm@147
|
790 (- 255
|
rlm@147
|
791 (bit-and
|
rlm@147
|
792 0x0000FF
|
rlm@147
|
793 (.getRGB image x 0)))))))
|
rlm@147
|
794
|
rlm@147
|
795
|
rlm@147
|
796 (defn creature-muscles
|
rlm@147
|
797 "Return the children of the creature's \"muscles\" node."
|
rlm@147
|
798 [#^Node creature]
|
rlm@147
|
799 (if-let [muscle-node (.getChild creature "muscles")]
|
rlm@147
|
800 (seq (.getChildren muscle-node))
|
rlm@147
|
801 (do (println-repl "could not find muscles node") [])))
|
rlm@147
|
802
|
rlm@147
|
803 (defn single-muscle [#^Node parts #^Node muscle]
|
rlm@147
|
804 (let [target (closest-node parts muscle)
|
rlm@147
|
805 axis
|
rlm@147
|
806 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
|
rlm@147
|
807 strength (meta-data muscle "strength")
|
rlm@147
|
808 image-name (read-string (meta-data muscle "muscle"))
|
rlm@147
|
809 image
|
rlm@147
|
810 (ImageToAwt/convert
|
rlm@147
|
811 (.getImage (.loadTexture (asset-manager) image-name))
|
rlm@147
|
812 false false 0)
|
rlm@147
|
813 fibers (muscle-fiber-values image)
|
rlm@147
|
814 fiber-integral (reductions + fibers)
|
rlm@147
|
815 force-index (vec
|
rlm@147
|
816 (map
|
rlm@147
|
817 #(float (* strength (/ % (last
|
rlm@147
|
818 fiber-integral))))
|
rlm@147
|
819 fiber-integral))
|
rlm@147
|
820 control (.getControl target RigidBodyControl)]
|
rlm@147
|
821 (fn [n]
|
rlm@147
|
822 (let [pool-index (min n (count fibers))]
|
rlm@148
|
823 (.applyTorque control (.mult axis (force-index n)))))))
|
rlm@147
|
824
|
rlm@147
|
825
|
rlm@147
|
826 (defn enable-muscles
|
rlm@147
|
827 "Must be called on a creature after RigidBodyControls have been
|
rlm@147
|
828 created."
|
rlm@147
|
829 [#^Node creature]
|
rlm@147
|
830 (let [muscles (creature-muscles creature)]
|
rlm@147
|
831 (for [muscle muscles]
|
rlm@147
|
832 (single-muscle creature muscle))))
|
rlm@130
|
833
|
rlm@106
|
834 (defn test-creature [thing]
|
rlm@106
|
835 (let [x-axis
|
rlm@106
|
836 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red)
|
rlm@106
|
837 y-axis
|
rlm@106
|
838 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green)
|
rlm@106
|
839 z-axis
|
rlm@106
|
840 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue)
|
rlm@106
|
841 creature (blender-creature thing)
|
rlm@106
|
842 touch-nerves (touch creature)
|
rlm@130
|
843 touch-debug-windows (map (fn [_] (debug-touch-window)) touch-nerves)
|
rlm@121
|
844 [init-vision-fns vision-data] (vision creature)
|
rlm@121
|
845 vision-debug (map (fn [_] (debug-vision-window)) vision-data)
|
rlm@118
|
846 me (sphere 0.5 :color ColorRGBA/Blue :physical? false)
|
rlm@123
|
847 [init-hearing-fns hearing-senses] (hearing creature)
|
rlm@123
|
848 hearing-windows (map (fn [_] (debug-hearing-window 50))
|
rlm@123
|
849 hearing-senses)
|
rlm@124
|
850 bell (AudioNode. (asset-manager)
|
rlm@128
|
851 "Sounds/pure.wav" false)
|
rlm@130
|
852 prop (proprioception creature)
|
rlm@135
|
853 prop-debug (proprioception-debug-window)
|
rlm@148
|
854
|
rlm@148
|
855 muscle-fns (enable-muscles creature)
|
rlm@123
|
856 ;; dream
|
rlm@123
|
857
|
rlm@106
|
858 ]
|
rlm@143
|
859
|
rlm@143
|
860
|
rlm@143
|
861 (apply
|
rlm@143
|
862 world
|
rlm@143
|
863 (with-movement
|
rlm@143
|
864 (.getChild creature "worm-21")
|
rlm@143
|
865 ["key-r" "key-t"
|
rlm@143
|
866 "key-f" "key-g"
|
rlm@143
|
867 "key-v" "key-b"]
|
rlm@143
|
868 [10 10 10 10 1 1]
|
rlm@143
|
869 [(nodify [creature
|
rlm@143
|
870 (box 10 2 10 :position (Vector3f. 0 -9 0)
|
rlm@143
|
871 :color ColorRGBA/Gray :mass 0)
|
rlm@143
|
872 x-axis y-axis z-axis
|
rlm@143
|
873 me
|
rlm@143
|
874 ])
|
rlm@143
|
875 (merge standard-debug-controls
|
rlm@143
|
876 {"key-return"
|
rlm@143
|
877 (fn [_ value]
|
rlm@143
|
878 (if value
|
rlm@143
|
879 (do
|
rlm@143
|
880 (println-repl "play-sound")
|
rlm@148
|
881 (.play bell))))
|
rlm@148
|
882 "key-h"
|
rlm@148
|
883 (fn [_ value]
|
rlm@148
|
884 (if value
|
rlm@148
|
885 (do
|
rlm@148
|
886 (println-repl "muscle activating!")
|
rlm@148
|
887 ((first muscle-fns) 199))))
|
rlm@148
|
888
|
rlm@148
|
889 })
|
rlm@143
|
890 (fn [world]
|
rlm@143
|
891 (light-up-everything world)
|
rlm@143
|
892 (enable-debug world)
|
rlm@143
|
893 (dorun (map #(% world) init-vision-fns))
|
rlm@143
|
894 (dorun (map #(% world) init-hearing-fns))
|
rlm@143
|
895
|
rlm@143
|
896 (add-eye world
|
rlm@143
|
897 (attach-eye creature (test-eye))
|
rlm@143
|
898 (comp (view-image) BufferedImage!))
|
rlm@143
|
899
|
rlm@143
|
900 (add-eye world (.getCamera world) no-op)
|
rlm@145
|
901 ;;(set-gravity world (Vector3f. 0 0 0))
|
rlm@143
|
902 ;;(com.aurellem.capture.Capture/captureVideo
|
rlm@143
|
903 ;; world (file-str "/home/r/proj/ai-videos/hand"))
|
rlm@143
|
904 ;;(.setTimer world (RatchetTimer. 60))
|
rlm@143
|
905 (speed-up world)
|
rlm@148
|
906 (set-gravity world (Vector3f. 0 0 0))
|
rlm@143
|
907 )
|
rlm@143
|
908 (fn [world tpf]
|
rlm@143
|
909 ;;(dorun
|
rlm@143
|
910 ;; (map #(%1 %2) touch-nerves (repeat (.getRootNode world))))
|
rlm@143
|
911
|
rlm@143
|
912 (prop-debug (prop))
|
rlm@143
|
913
|
rlm@143
|
914 (dorun
|
rlm@143
|
915 (map #(%1 (%2 (.getRootNode world)))
|
rlm@143
|
916 touch-debug-windows touch-nerves))
|
rlm@143
|
917
|
rlm@143
|
918 (dorun
|
rlm@143
|
919 (map #(%1 (%2))
|
rlm@143
|
920 vision-debug vision-data))
|
rlm@143
|
921 (dorun
|
rlm@143
|
922 (map #(%1 (%2)) hearing-windows hearing-senses))
|
rlm@143
|
923
|
rlm@143
|
924
|
rlm@143
|
925 ;;(println-repl (vision-data))
|
rlm@143
|
926 (.setLocalTranslation me (.getLocation (.getCamera world)))
|
rlm@143
|
927
|
rlm@143
|
928
|
rlm@143
|
929 )]
|
rlm@106
|
930 ;;(let [timer (atom 0)]
|
rlm@106
|
931 ;; (fn [_ _]
|
rlm@106
|
932 ;; (swap! timer inc)
|
rlm@106
|
933 ;; (if (= (rem @timer 60) 0)
|
rlm@106
|
934 ;; (println-repl (float (/ @timer 60))))))
|
rlm@143
|
935 ))))
|
rlm@83
|
936
|
rlm@109
|
937
|
rlm@109
|
938
|
rlm@109
|
939
|
rlm@109
|
940
|
rlm@109
|
941
|
rlm@109
|
942
|
rlm@109
|
943
|
rlm@109
|
944
|
rlm@109
|
945 ;;; experiments in collisions
|
rlm@109
|
946
|
rlm@109
|
947
|
rlm@109
|
948
|
rlm@109
|
949 (defn collision-test []
|
rlm@110
|
950 (let [b-radius 1
|
rlm@110
|
951 b-position (Vector3f. 0 0 0)
|
rlm@109
|
952 obj-b (box 1 1 1 :color ColorRGBA/Blue
|
rlm@109
|
953 :position b-position
|
rlm@110
|
954 :mass 0)
|
rlm@110
|
955 node (nodify [obj-b])
|
rlm@110
|
956 bounds-b
|
rlm@110
|
957 (doto (Picture.)
|
rlm@110
|
958 (.setHeight 50)
|
rlm@110
|
959 (.setWidth 50)
|
rlm@110
|
960 (.setImage (asset-manager)
|
rlm@110
|
961 "Models/creature1/hand.png"
|
rlm@110
|
962 false
|
rlm@110
|
963 ))
|
rlm@110
|
964
|
rlm@110
|
965 ;;(Ray. (Vector3f. 0 -5 0) (.normalize (Vector3f. 0 1 0)))
|
rlm@110
|
966
|
rlm@110
|
967 collisions
|
rlm@110
|
968 (let [cr (CollisionResults.)]
|
rlm@110
|
969 (.collideWith node bounds-b cr)
|
rlm@110
|
970 (println (map #(.getContactPoint %) cr))
|
rlm@110
|
971 cr)
|
rlm@110
|
972
|
rlm@110
|
973 ;;collision-points
|
rlm@110
|
974 ;;(map #(sphere 0.1 :position (.getContactPoint %))
|
rlm@110
|
975 ;; collisions)
|
rlm@110
|
976
|
rlm@110
|
977 ;;node (nodify (conj collision-points obj-b))
|
rlm@110
|
978
|
rlm@109
|
979 sim
|
rlm@109
|
980 (world node
|
rlm@110
|
981 {"key-space"
|
rlm@130
|
982 (fn [_ value]
|
rlm@110
|
983 (if value
|
rlm@110
|
984 (let [cr (CollisionResults.)]
|
rlm@110
|
985 (.collideWith node bounds-b cr)
|
rlm@110
|
986 (println-repl (map #(.getContactPoint %) cr))
|
rlm@110
|
987 cr)))}
|
rlm@109
|
988 no-op
|
rlm@109
|
989 no-op)
|
rlm@109
|
990
|
rlm@109
|
991 ]
|
rlm@110
|
992 sim
|
rlm@109
|
993
|
rlm@109
|
994 ))
|
rlm@109
|
995
|
rlm@116
|
996
|
rlm@116
|
997 ;; the camera will stay in its initial position/rotation with relation
|
rlm@116
|
998 ;; to the spatial.
|
rlm@116
|
999
|
rlm@116
|
1000
|
rlm@117
|
1001 (defn follow-test
|
rlm@117
|
1002 "show a camera that stays in the same relative position to a blue cube."
|
rlm@117
|
1003 []
|
rlm@116
|
1004 (let [camera-pos (Vector3f. 0 30 0)
|
rlm@116
|
1005 rock (box 1 1 1 :color ColorRGBA/Blue
|
rlm@116
|
1006 :position (Vector3f. 0 10 0)
|
rlm@116
|
1007 :mass 30
|
rlm@116
|
1008 )
|
rlm@118
|
1009 rot (.getWorldRotation rock)
|
rlm@116
|
1010
|
rlm@116
|
1011 table (box 3 1 10 :color ColorRGBA/Gray :mass 0
|
rlm@116
|
1012 :position (Vector3f. 0 -3 0))]
|
rlm@116
|
1013
|
rlm@116
|
1014 (world
|
rlm@116
|
1015 (nodify [rock table])
|
rlm@116
|
1016 standard-debug-controls
|
rlm@116
|
1017 (fn [world]
|
rlm@116
|
1018 (let
|
rlm@116
|
1019 [cam (doto (.clone (.getCamera world))
|
rlm@116
|
1020 (.setLocation camera-pos)
|
rlm@116
|
1021 (.lookAt Vector3f/ZERO
|
rlm@116
|
1022 Vector3f/UNIT_X))]
|
rlm@123
|
1023 (bind-sense rock cam)
|
rlm@116
|
1024
|
rlm@116
|
1025 (.setTimer world (RatchetTimer. 60))
|
rlm@116
|
1026 (add-eye world cam (comp (view-image) BufferedImage!))
|
rlm@116
|
1027 (add-eye world (.getCamera world) no-op))
|
rlm@116
|
1028 )
|
rlm@118
|
1029 (fn [_ _] (println-repl rot)))))
|
rlm@116
|
1030
|
rlm@118
|
1031
|
rlm@123
|
1032
|
rlm@87
|
1033 #+end_src
|
rlm@83
|
1034
|
rlm@87
|
1035 #+results: body-1
|
rlm@133
|
1036 : #'cortex.silly/follow-test
|
rlm@78
|
1037
|
rlm@78
|
1038
|
rlm@78
|
1039 * COMMENT purgatory
|
rlm@78
|
1040 #+begin_src clojure
|
rlm@77
|
1041 (defn bullet-trans []
|
rlm@77
|
1042 (let [obj-a (sphere 0.5 :color ColorRGBA/Red
|
rlm@77
|
1043 :position (Vector3f. -10 5 0))
|
rlm@77
|
1044 obj-b (sphere 0.5 :color ColorRGBA/Blue
|
rlm@77
|
1045 :position (Vector3f. -10 -5 0)
|
rlm@77
|
1046 :mass 0)
|
rlm@77
|
1047 control-a (.getControl obj-a RigidBodyControl)
|
rlm@77
|
1048 control-b (.getControl obj-b RigidBodyControl)
|
rlm@77
|
1049 swivel
|
rlm@77
|
1050 (.toRotationMatrix
|
rlm@77
|
1051 (doto (Quaternion.)
|
rlm@77
|
1052 (.fromAngleAxis (/ Math/PI 2)
|
rlm@77
|
1053 Vector3f/UNIT_X)))]
|
rlm@77
|
1054 (doto
|
rlm@77
|
1055 (ConeJoint.
|
rlm@77
|
1056 control-a control-b
|
rlm@77
|
1057 (Vector3f. 0 5 0)
|
rlm@77
|
1058 (Vector3f. 0 -5 0)
|
rlm@77
|
1059 swivel swivel)
|
rlm@77
|
1060 (.setLimit (* 0.6 (/ Math/PI 4))
|
rlm@77
|
1061 (/ Math/PI 4)
|
rlm@77
|
1062 (* Math/PI 0.8)))
|
rlm@77
|
1063 (world (nodify
|
rlm@77
|
1064 [obj-a obj-b])
|
rlm@77
|
1065 standard-debug-controls
|
rlm@77
|
1066 enable-debug
|
rlm@77
|
1067 no-op)))
|
rlm@74
|
1068
|
rlm@74
|
1069
|
rlm@77
|
1070 (defn bullet-trans* []
|
rlm@77
|
1071 (let [obj-a (box 1.5 0.5 0.5 :color ColorRGBA/Red
|
rlm@77
|
1072 :position (Vector3f. 5 0 0)
|
rlm@77
|
1073 :mass 90)
|
rlm@77
|
1074 obj-b (sphere 0.5 :color ColorRGBA/Blue
|
rlm@77
|
1075 :position (Vector3f. -5 0 0)
|
rlm@77
|
1076 :mass 0)
|
rlm@77
|
1077 control-a (.getControl obj-a RigidBodyControl)
|
rlm@77
|
1078 control-b (.getControl obj-b RigidBodyControl)
|
rlm@77
|
1079 move-up? (atom nil)
|
rlm@77
|
1080 move-down? (atom nil)
|
rlm@77
|
1081 move-left? (atom nil)
|
rlm@77
|
1082 move-right? (atom nil)
|
rlm@77
|
1083 roll-left? (atom nil)
|
rlm@77
|
1084 roll-right? (atom nil)
|
rlm@77
|
1085 force 100
|
rlm@77
|
1086 swivel
|
rlm@77
|
1087 (.toRotationMatrix
|
rlm@77
|
1088 (doto (Quaternion.)
|
rlm@77
|
1089 (.fromAngleAxis (/ Math/PI 2)
|
rlm@77
|
1090 Vector3f/UNIT_X)))
|
rlm@77
|
1091 x-move
|
rlm@77
|
1092 (doto (Matrix3f.)
|
rlm@77
|
1093 (.fromStartEndVectors Vector3f/UNIT_X
|
rlm@77
|
1094 (.normalize (Vector3f. 1 1 0))))
|
rlm@77
|
1095
|
rlm@77
|
1096 timer (atom 0)]
|
rlm@77
|
1097 (doto
|
rlm@77
|
1098 (ConeJoint.
|
rlm@77
|
1099 control-a control-b
|
rlm@77
|
1100 (Vector3f. -8 0 0)
|
rlm@77
|
1101 (Vector3f. 2 0 0)
|
rlm@77
|
1102 ;;swivel swivel
|
rlm@77
|
1103 ;;Matrix3f/IDENTITY Matrix3f/IDENTITY
|
rlm@77
|
1104 x-move Matrix3f/IDENTITY
|
rlm@77
|
1105 )
|
rlm@77
|
1106 (.setCollisionBetweenLinkedBodys false)
|
rlm@77
|
1107 (.setLimit (* 1 (/ Math/PI 4)) ;; twist
|
rlm@77
|
1108 (* 1 (/ Math/PI 4)) ;; swing span in X-Y plane
|
rlm@77
|
1109 (* 0 (/ Math/PI 4)))) ;; swing span in Y-Z plane
|
rlm@77
|
1110 (world (nodify
|
rlm@77
|
1111 [obj-a obj-b])
|
rlm@77
|
1112 (merge standard-debug-controls
|
rlm@77
|
1113 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))
|
rlm@77
|
1114 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))
|
rlm@77
|
1115 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))
|
rlm@77
|
1116 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))
|
rlm@77
|
1117 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))
|
rlm@77
|
1118 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})
|
rlm@77
|
1119
|
rlm@77
|
1120 (fn [world]
|
rlm@77
|
1121 (enable-debug world)
|
rlm@77
|
1122 (set-gravity world Vector3f/ZERO)
|
rlm@77
|
1123 )
|
rlm@77
|
1124
|
rlm@77
|
1125 (fn [world _]
|
rlm@77
|
1126
|
rlm@77
|
1127 (if @move-up?
|
rlm@77
|
1128 (.applyForce control-a
|
rlm@77
|
1129 (Vector3f. force 0 0)
|
rlm@77
|
1130 (Vector3f. 0 0 0)))
|
rlm@77
|
1131 (if @move-down?
|
rlm@77
|
1132 (.applyForce control-a
|
rlm@77
|
1133 (Vector3f. (- force) 0 0)
|
rlm@77
|
1134 (Vector3f. 0 0 0)))
|
rlm@77
|
1135 (if @move-left?
|
rlm@77
|
1136 (.applyForce control-a
|
rlm@77
|
1137 (Vector3f. 0 force 0)
|
rlm@77
|
1138 (Vector3f. 0 0 0)))
|
rlm@77
|
1139 (if @move-right?
|
rlm@77
|
1140 (.applyForce control-a
|
rlm@77
|
1141 (Vector3f. 0 (- force) 0)
|
rlm@77
|
1142 (Vector3f. 0 0 0)))
|
rlm@77
|
1143
|
rlm@77
|
1144 (if @roll-left?
|
rlm@77
|
1145 (.applyForce control-a
|
rlm@77
|
1146 (Vector3f. 0 0 force)
|
rlm@77
|
1147 (Vector3f. 0 0 0)))
|
rlm@77
|
1148 (if @roll-right?
|
rlm@77
|
1149 (.applyForce control-a
|
rlm@77
|
1150 (Vector3f. 0 0 (- force))
|
rlm@77
|
1151 (Vector3f. 0 0 0)))
|
rlm@77
|
1152
|
rlm@77
|
1153 (if (zero? (rem (swap! timer inc) 100))
|
rlm@77
|
1154 (.attachChild
|
rlm@77
|
1155 (.getRootNode world)
|
rlm@77
|
1156 (sphere 0.05 :color ColorRGBA/Yellow
|
rlm@77
|
1157 :physical? false :position
|
rlm@77
|
1158 (.getWorldTranslation obj-a)))))
|
rlm@77
|
1159 )
|
rlm@77
|
1160 ))
|
rlm@77
|
1161
|
rlm@94
|
1162 (defn transform-trianglesdsd
|
rlm@94
|
1163 "Transform that converts each vertex in the first triangle
|
rlm@94
|
1164 into the corresponding vertex in the second triangle."
|
rlm@94
|
1165 [#^Triangle tri-1 #^Triangle tri-2]
|
rlm@94
|
1166 (let [in [(.get1 tri-1)
|
rlm@94
|
1167 (.get2 tri-1)
|
rlm@94
|
1168 (.get3 tri-1)]
|
rlm@94
|
1169 out [(.get1 tri-2)
|
rlm@94
|
1170 (.get2 tri-2)
|
rlm@94
|
1171 (.get3 tri-2)]]
|
rlm@94
|
1172 (let [translate (doto (Matrix4f.) (.setTranslation (.negate (in 0))))
|
rlm@94
|
1173 in* [(.mult translate (in 0))
|
rlm@94
|
1174 (.mult translate (in 1))
|
rlm@94
|
1175 (.mult translate (in 2))]
|
rlm@94
|
1176 final-translation
|
rlm@94
|
1177 (doto (Matrix4f.)
|
rlm@94
|
1178 (.setTranslation (out 1)))
|
rlm@94
|
1179
|
rlm@94
|
1180 rotate-1
|
rlm@94
|
1181 (doto (Matrix3f.)
|
rlm@94
|
1182 (.fromStartEndVectors
|
rlm@94
|
1183 (.normalize
|
rlm@94
|
1184 (.subtract
|
rlm@94
|
1185 (in* 1) (in* 0)))
|
rlm@94
|
1186 (.normalize
|
rlm@94
|
1187 (.subtract
|
rlm@94
|
1188 (out 1) (out 0)))))
|
rlm@94
|
1189 in** [(.mult rotate-1 (in* 0))
|
rlm@94
|
1190 (.mult rotate-1 (in* 1))
|
rlm@94
|
1191 (.mult rotate-1 (in* 2))]
|
rlm@94
|
1192 scale-factor-1
|
rlm@94
|
1193 (.mult
|
rlm@94
|
1194 (.normalize
|
rlm@94
|
1195 (.subtract
|
rlm@94
|
1196 (out 1)
|
rlm@94
|
1197 (out 0)))
|
rlm@94
|
1198 (/ (.length
|
rlm@94
|
1199 (.subtract (out 1)
|
rlm@94
|
1200 (out 0)))
|
rlm@94
|
1201 (.length
|
rlm@94
|
1202 (.subtract (in** 1)
|
rlm@94
|
1203 (in** 0)))))
|
rlm@94
|
1204 scale-1 (doto (Matrix4f.) (.setScale scale-factor-1))
|
rlm@94
|
1205 in*** [(.mult scale-1 (in** 0))
|
rlm@94
|
1206 (.mult scale-1 (in** 1))
|
rlm@94
|
1207 (.mult scale-1 (in** 2))]
|
rlm@94
|
1208
|
rlm@94
|
1209
|
rlm@94
|
1210
|
rlm@94
|
1211
|
rlm@94
|
1212
|
rlm@94
|
1213 ]
|
rlm@94
|
1214
|
rlm@94
|
1215 (dorun (map println in))
|
rlm@94
|
1216 (println)
|
rlm@94
|
1217 (dorun (map println in*))
|
rlm@94
|
1218 (println)
|
rlm@94
|
1219 (dorun (map println in**))
|
rlm@94
|
1220 (println)
|
rlm@94
|
1221 (dorun (map println in***))
|
rlm@94
|
1222 (println)
|
rlm@94
|
1223
|
rlm@99
|
1224 ))))
|
rlm@94
|
1225
|
rlm@94
|
1226
|
rlm@106
|
1227 (defn world-setup [joint]
|
rlm@106
|
1228 (let [joint-position (Vector3f. 0 0 0)
|
rlm@106
|
1229 joint-rotation
|
rlm@106
|
1230 (.toRotationMatrix
|
rlm@106
|
1231 (.mult
|
rlm@106
|
1232 (doto (Quaternion.)
|
rlm@106
|
1233 (.fromAngleAxis
|
rlm@106
|
1234 (* 1 (/ Math/PI 4))
|
rlm@106
|
1235 (Vector3f. -1 0 0)))
|
rlm@106
|
1236 (doto (Quaternion.)
|
rlm@106
|
1237 (.fromAngleAxis
|
rlm@106
|
1238 (* 1 (/ Math/PI 2))
|
rlm@106
|
1239 (Vector3f. 0 0 1)))))
|
rlm@106
|
1240 top-position (.mult joint-rotation (Vector3f. 8 0 0))
|
rlm@106
|
1241
|
rlm@106
|
1242 origin (doto
|
rlm@106
|
1243 (sphere 0.1 :physical? false :color ColorRGBA/Cyan
|
rlm@106
|
1244 :position top-position))
|
rlm@106
|
1245 top (doto
|
rlm@106
|
1246 (sphere 0.1 :physical? false :color ColorRGBA/Yellow
|
rlm@106
|
1247 :position top-position)
|
rlm@106
|
1248
|
rlm@106
|
1249 (.addControl
|
rlm@106
|
1250 (RigidBodyControl.
|
rlm@106
|
1251 (CapsuleCollisionShape. 0.5 1.5 1) (float 20))))
|
rlm@106
|
1252 bottom (doto
|
rlm@106
|
1253 (sphere 0.1 :physical? false :color ColorRGBA/DarkGray
|
rlm@106
|
1254 :position (Vector3f. 0 0 0))
|
rlm@106
|
1255 (.addControl
|
rlm@106
|
1256 (RigidBodyControl.
|
rlm@106
|
1257 (CapsuleCollisionShape. 0.5 1.5 1) (float 0))))
|
rlm@106
|
1258 table (box 10 2 10 :position (Vector3f. 0 -20 0)
|
rlm@106
|
1259 :color ColorRGBA/Gray :mass 0)
|
rlm@106
|
1260 a (.getControl top RigidBodyControl)
|
rlm@106
|
1261 b (.getControl bottom RigidBodyControl)]
|
rlm@106
|
1262
|
rlm@106
|
1263 (cond
|
rlm@106
|
1264 (= joint :cone)
|
rlm@106
|
1265
|
rlm@106
|
1266 (doto (ConeJoint.
|
rlm@106
|
1267 a b
|
rlm@106
|
1268 (world-to-local top joint-position)
|
rlm@106
|
1269 (world-to-local bottom joint-position)
|
rlm@106
|
1270 joint-rotation
|
rlm@106
|
1271 joint-rotation
|
rlm@106
|
1272 )
|
rlm@106
|
1273
|
rlm@106
|
1274
|
rlm@106
|
1275 (.setLimit (* (/ 10) Math/PI)
|
rlm@106
|
1276 (* (/ 4) Math/PI)
|
rlm@106
|
1277 0)))
|
rlm@106
|
1278 [origin top bottom table]))
|
rlm@106
|
1279
|
rlm@106
|
1280 (defn test-joint [joint]
|
rlm@106
|
1281 (let [[origin top bottom floor] (world-setup joint)
|
rlm@106
|
1282 control (.getControl top RigidBodyControl)
|
rlm@106
|
1283 move-up? (atom false)
|
rlm@106
|
1284 move-down? (atom false)
|
rlm@106
|
1285 move-left? (atom false)
|
rlm@106
|
1286 move-right? (atom false)
|
rlm@106
|
1287 roll-left? (atom false)
|
rlm@106
|
1288 roll-right? (atom false)
|
rlm@106
|
1289 timer (atom 0)]
|
rlm@106
|
1290
|
rlm@106
|
1291 (world
|
rlm@106
|
1292 (nodify [top bottom floor origin])
|
rlm@106
|
1293 (merge standard-debug-controls
|
rlm@106
|
1294 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))
|
rlm@106
|
1295 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))
|
rlm@106
|
1296 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))
|
rlm@106
|
1297 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))
|
rlm@106
|
1298 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))
|
rlm@106
|
1299 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})
|
rlm@106
|
1300
|
rlm@106
|
1301 (fn [world]
|
rlm@106
|
1302 (light-up-everything world)
|
rlm@106
|
1303 (enable-debug world)
|
rlm@106
|
1304 (set-gravity world (Vector3f. 0 0 0))
|
rlm@106
|
1305 )
|
rlm@106
|
1306
|
rlm@106
|
1307 (fn [world _]
|
rlm@106
|
1308 (if (zero? (rem (swap! timer inc) 100))
|
rlm@106
|
1309 (do
|
rlm@106
|
1310 ;; (println-repl @timer)
|
rlm@106
|
1311 (.attachChild (.getRootNode world)
|
rlm@106
|
1312 (sphere 0.05 :color ColorRGBA/Yellow
|
rlm@106
|
1313 :position (.getWorldTranslation top)
|
rlm@106
|
1314 :physical? false))
|
rlm@106
|
1315 (.attachChild (.getRootNode world)
|
rlm@106
|
1316 (sphere 0.05 :color ColorRGBA/LightGray
|
rlm@106
|
1317 :position (.getWorldTranslation bottom)
|
rlm@106
|
1318 :physical? false))))
|
rlm@106
|
1319
|
rlm@106
|
1320 (if @move-up?
|
rlm@106
|
1321 (.applyTorque control
|
rlm@106
|
1322 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1323 (Vector3f. 0 0 10))))
|
rlm@106
|
1324 (if @move-down?
|
rlm@106
|
1325 (.applyTorque control
|
rlm@106
|
1326 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1327 (Vector3f. 0 0 -10))))
|
rlm@106
|
1328 (if @move-left?
|
rlm@106
|
1329 (.applyTorque control
|
rlm@106
|
1330 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1331 (Vector3f. 0 10 0))))
|
rlm@106
|
1332 (if @move-right?
|
rlm@106
|
1333 (.applyTorque control
|
rlm@106
|
1334 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1335 (Vector3f. 0 -10 0))))
|
rlm@106
|
1336 (if @roll-left?
|
rlm@106
|
1337 (.applyTorque control
|
rlm@106
|
1338 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1339 (Vector3f. -1 0 0))))
|
rlm@106
|
1340 (if @roll-right?
|
rlm@106
|
1341 (.applyTorque control
|
rlm@106
|
1342 (.mult (.getPhysicsRotation control)
|
rlm@106
|
1343 (Vector3f. 1 0 0))))))))
|
rlm@106
|
1344
|
rlm@99
|
1345
|
rlm@99
|
1346
|
rlm@107
|
1347 (defprotocol Frame
|
rlm@107
|
1348 (frame [this]))
|
rlm@107
|
1349
|
rlm@107
|
1350 (extend-type BufferedImage
|
rlm@107
|
1351 Frame
|
rlm@107
|
1352 (frame [image]
|
rlm@107
|
1353 (merge
|
rlm@107
|
1354 (apply
|
rlm@107
|
1355 hash-map
|
rlm@107
|
1356 (interleave
|
rlm@107
|
1357 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]
|
rlm@107
|
1358 (vector x y)))
|
rlm@107
|
1359 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]
|
rlm@107
|
1360 (let [data (.getRGB image x y)]
|
rlm@107
|
1361 (hash-map :r (bit-shift-right (bit-and 0xff0000 data) 16)
|
rlm@107
|
1362 :g (bit-shift-right (bit-and 0x00ff00 data) 8)
|
rlm@107
|
1363 :b (bit-and 0x0000ff data)))))))
|
rlm@107
|
1364 {:width (.getWidth image) :height (.getHeight image)})))
|
rlm@107
|
1365
|
rlm@107
|
1366
|
rlm@107
|
1367 (extend-type ImagePlus
|
rlm@107
|
1368 Frame
|
rlm@107
|
1369 (frame [image+]
|
rlm@107
|
1370 (frame (.getBufferedImage image+))))
|
rlm@107
|
1371
|
rlm@107
|
1372
|
rlm@99
|
1373 #+end_src
|
rlm@99
|
1374
|
rlm@99
|
1375
|
rlm@99
|
1376 * COMMENT generate source
|
rlm@99
|
1377 #+begin_src clojure :tangle ../src/cortex/silly.clj
|
rlm@99
|
1378 <<body-1>>
|
rlm@99
|
1379 #+end_src
|
rlm@99
|
1380
|
rlm@99
|
1381
|
rlm@94
|
1382
|
rlm@94
|
1383
|