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1 #+title: Building a Body
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3.
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5 #+SETUPFILE: ../../aurellem/org/setup.org
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6 #+INCLUDE: ../../aurellem/org/level-0.org
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7
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8
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9 * Design Constraints
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10
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11 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is
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12 determined by the requirements of the AI that will use them. The
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13 bodies must be easy for an AI to sense and control, and they must be
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14 relatively simple for jMonkeyEngine to compute.
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15
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16 ** Bag of Bones
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17
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18 How to create such a body? One option I ultimately rejected is to use
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19 blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea would have been to define a mesh
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20 which describes the creature's entire body. To this you add an
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21 (skeleton) which deforms this mesh. This technique is used extensively
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22 to model humans and create realistic animations. It is hard to use for
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23 my purposes because it is difficult to update the creature's Physics
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24 Collision Mesh in tandem with its Geometric Mesh under the influence
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25 of the armature. Withouth this the creature will not be able to grab
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26 things in its environment, and it won't be able to tell where its
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27 physical body is by using its eyes. Also, armatures do not specify
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28 any rotational limits for a joint, making it hard to model elbows,
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29 shoulders, etc.
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30
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31 ** EVE
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32
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33 Instead of using the human-like "deformable bag of bones" approach, I
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34 decided to base my body plans on the robot EVE from the movie wall-E.
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35
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36 #+caption: EVE from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one.
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37 [[../images/Eve.jpg]]
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38
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39 The main reason that I use eve-style bodies is so that there will be
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40 correspondence between the AI's vision and the physical presence of
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41 its body.
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42
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43 * Solidifying the Body
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44
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45 Here is a hand designed eve-style in blender.
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46
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47
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48 #+attr_html: width="500"
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49 [[../images/hand-screenshot0.png]]
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50
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51 If we load it directly into jMonkeyEngine, we get this:
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52
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53 #+name: test-0
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54 #+begin_src clojure
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55 (ns cortex.test.body
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56 (:use (cortex world util body))
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57 (:import (com.aurellem.capture Capture RatchetTimer)
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58 (com.jme3.math Quaternion Vector3f)
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59 java.io.File))
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60
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61 (def hand-path "Models/test-creature/hand.blend")
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62
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63 (defn hand [] (load-blender-model hand-path))
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64
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65 (defn setup [world]
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66 (let [cam (.getCamera world)]
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67 (println-repl cam)
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68 (.setLocation
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69 cam (Vector3f.
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70 -6.9015837, 8.644911, 5.6043186))
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71 (.setRotation
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72 cam
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73 (Quaternion.
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74 0.14046453, 0.85894054, -0.34301838, 0.3533118)))
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75 (light-up-everything world)
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76 (.setTimer world (RatchetTimer. 60))
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77 world)
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78
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79 (defn test-one []
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80 (world (hand)
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81 standard-debug-controls
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82 (comp
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83 #(Capture/captureVideo
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84 % (File. "/home/r/proj/cortex/render/body/1"))
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85 setup)
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86 no-op))
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87 #+end_src
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88
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89
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90 #+begin_src clojure :results silent
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91 (.start (cortex.test.body/test-one))
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92 #+end_src
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93
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94 #+begin_html
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95 <video controls="controls" width="755">
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96 <source src="../video/ghost-hand.ogg" type="video/ogg"
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97 preload="none" poster="../images/aurellem-1280x480.png" />
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98 </video>
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99 #+end_html
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100
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101 You will notice that the hand has no physical presence -- it's a
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102 hologram through witch everything passes. Therefore, the first thing
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103 to do is to make it solid. Blender has physics simulation on par with
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104 jMonkeyEngine (they both use bullet as their physics backend), but it
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105 can be difficult to translate between the two systems, so for now I
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106 specify the mass of each object in blender and construct the physics
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107 shape based on the mesh in jMonkeyEngine.
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108
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109 #+name: joints-1
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110 #+begin_src clojure
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111 (defn physical!
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112 "Iterate through the nodes in creature and make them real physical
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113 objects in the simulation."
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114 [#^Node creature]
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115 (dorun
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116 (map
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117 (fn [geom]
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118 (let [physics-control
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119 (RigidBodyControl.
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120 (HullCollisionShape.
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121 (.getMesh geom))
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122 (if-let [mass (meta-data geom "mass")]
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123 (do
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124 (println-repl
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125 "setting" (.getName geom) "mass to" (float mass))
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126 (float mass))
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127 (float 1)))]
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128 (.addControl geom physics-control)))
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129 (filter #(isa? (class %) Geometry )
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130 (node-seq creature)))))
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131 #+end_src
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132
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133 =(physical!)= iterates through a creature's node structure, creating
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134 CollisionShapes for each geometry with the mass specified in that
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135 geometry's meta-data.
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136
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137 #+begin_src clojure
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138 (in-ns 'cortex.test.body)
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139
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140 (def normal-gravity
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141 {"key-g" (fn [world _]
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142 (set-gravity world (Vector3f. 0 -9.81 0)))})
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143
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144 (defn floor []
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145 (box 10 3 10 :position (Vector3f. 0 -10 0)
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146 :color ColorRGBA/Gray :mass 0))
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147
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148 (defn test-two []
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149 (world (nodify
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150 [(doto (hand)
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151 (physical!))
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152 (floor)])
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153 (merge standard-debug-controls normal-gravity)
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154 (comp
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155 #(Capture/captureVideo
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156 % (File. "/home/r/proj/cortex/render/body/2"))
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157 #(do (set-gravity % Vector3f/ZERO) %)
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158 setup)
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159 no-op))
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160 #+end_src
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161
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162 #+begin_html
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163 <video controls="controls" width="755">
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164 <source src="../video/crumbly-hand.ogg" type="video/ogg"
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165 preload="none" poster="../images/aurellem-1280x480.png" />
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166 </video>
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167 #+end_html
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168
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169 Now that's some progress.
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170
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171
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172 * Joints
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173
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174 Obviously, an AI is not going to be doing much just lying in pieces on
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175 the floor. So, the next step to making a proper body is to connect
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176 those pieces together with joints. jMonkeyEngine has a large array of
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177 joints available via bullet, such as Point2Point, Cone, Hinge, and a
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178 generic Six Degree of Freedom joint, with or without spring
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179 restitution.
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180
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181 Although it should be possible to specify the joints using blender's
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182 physics system, and then automatically import them with jMonkeyEngine,
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183 the support isn't there yet, and there are a few problems with bullet
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184 itself that need to be solved before it can happen.
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185
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186 So, I will use the same system for specifying joints as I will do for
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187 some senses. Each joint is specified by an empty node whose parent
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188 has the name "joints". Their orientation and meta-data determine what
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189 joint is created.
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190
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191 [[../images/hand-screenshot1.png]]
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192
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193
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194
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195
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196 #+name: joints-2
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197 #+begin_src clojure
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198 (defn joint-targets
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199 "Return the two closest two objects to the joint object, ordered
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200 from bottom to top according to the joint's rotation."
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201 [#^Node parts #^Node joint]
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202 (loop [radius (float 0.01)]
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203 (let [results (CollisionResults.)]
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204 (.collideWith
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205 parts
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206 (BoundingBox. (.getWorldTranslation joint)
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207 radius radius radius)
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208 results)
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209 (let [targets
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210 (distinct
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211 (map #(.getGeometry %) results))]
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212 (if (>= (count targets) 2)
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213 (sort-by
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214 #(let [v
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215 (jme-to-blender
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216 (.mult
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217 (.inverse (.getWorldRotation joint))
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218 (.subtract (.getWorldTranslation %)
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219 (.getWorldTranslation joint))))]
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220 (println-repl (.getName %) ":" v)
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221 (.dot (Vector3f. 1 1 1)
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222 v))
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223 (take 2 targets))
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224 (recur (float (* radius 2))))))))
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225
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226 (defmulti joint-dispatch
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227 "Translate blender pseudo-joints into real JME joints."
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228 (fn [constraints & _]
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229 (:type constraints)))
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230
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231 (defmethod joint-dispatch :point
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232 [constraints control-a control-b pivot-a pivot-b rotation]
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233 (println-repl "creating POINT2POINT joint")
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234 ;; bullet's point2point joints are BROKEN, so we must use the
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235 ;; generic 6DOF joint instead of an actual Point2Point joint!
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236
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237 ;; should be able to do this:
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238 (comment
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239 (Point2PointJoint.
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240 control-a
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241 control-b
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242 pivot-a
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243 pivot-b))
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244
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245 ;; but instead we must do this:
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246 (println-repl "substuting 6DOF joint for POINT2POINT joint!")
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247 (doto
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248 (SixDofJoint.
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249 control-a
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250 control-b
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251 pivot-a
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252 pivot-b
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253 false)
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254 (.setLinearLowerLimit Vector3f/ZERO)
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255 (.setLinearUpperLimit Vector3f/ZERO)
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256 ;;(.setAngularLowerLimit (Vector3f. 1 1 1))
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257 ;;(.setAngularUpperLimit (Vector3f. 0 0 0))
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258
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259 ))
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260
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261
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262 (defmethod joint-dispatch :hinge
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263 [constraints control-a control-b pivot-a pivot-b rotation]
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264 (println-repl "creating HINGE joint")
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265 (let [axis
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266 (if-let
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267 [axis (:axis constraints)]
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268 axis
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269 Vector3f/UNIT_X)
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270 [limit-1 limit-2] (:limit constraints)
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271 hinge-axis
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272 (.mult
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273 rotation
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274 (blender-to-jme axis))]
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275 (doto
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276 (HingeJoint.
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277 control-a
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278 control-b
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279 pivot-a
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280 pivot-b
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281 hinge-axis
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282 hinge-axis)
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283 (.setLimit limit-1 limit-2))))
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284
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285 (defmethod joint-dispatch :cone
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286 [constraints control-a control-b pivot-a pivot-b rotation]
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287 (let [limit-xz (:limit-xz constraints)
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288 limit-xy (:limit-xy constraints)
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289 twist (:twist constraints)]
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290
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291 (println-repl "creating CONE joint")
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292 (println-repl rotation)
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293 (println-repl
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294 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
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295 (println-repl
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296 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
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297 (println-repl
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298 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
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299 (doto
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300 (ConeJoint.
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301 control-a
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302 control-b
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303 pivot-a
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304 pivot-b
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305 rotation
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306 rotation)
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307 (.setLimit (float limit-xz)
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308 (float limit-xy)
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309 (float twist)))))
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310
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311 (defn connect
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312 "Create a joint between 'obj-a and 'obj-b at the location of
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313 'joint. The type of joint is determined by the metadata on 'joint.
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314
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315 Here are some examples:
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316 {:type :point}
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317 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
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318 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
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319
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320 {:type :cone :limit-xz 0]
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321 :limit-xy 0]
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322 :twist 0]} (use XZY rotation mode in blender!)"
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323 [#^Node obj-a #^Node obj-b #^Node joint]
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324 (let [control-a (.getControl obj-a RigidBodyControl)
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325 control-b (.getControl obj-b RigidBodyControl)
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326 joint-center (.getWorldTranslation joint)
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327 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
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328 pivot-a (world-to-local obj-a joint-center)
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329 pivot-b (world-to-local obj-b joint-center)]
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330
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331 (if-let [constraints
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332 (map-vals
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333 eval
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334 (read-string
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335 (meta-data joint "joint")))]
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336 ;; A side-effect of creating a joint registers
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337 ;; it with both physics objects which in turn
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338 ;; will register the joint with the physics system
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339 ;; when the simulation is started.
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340 (do
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341 (println-repl "creating joint between"
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342 (.getName obj-a) "and" (.getName obj-b))
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343 (joint-dispatch constraints
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344 control-a control-b
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345 pivot-a pivot-b
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346 joint-rotation))
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347 (println-repl "could not find joint meta-data!"))))
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348
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349 (defvar
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350 ^{:arglists '([creature])}
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351 joints
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352 (sense-nodes "joints")
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353 "Return the children of the creature's \"joints\" node.")
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354
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355 (defn joints!
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356 "Connect the solid parts of the creature with physical joints. The
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357 joints are taken from the \"joints\" node in the creature."
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358 [#^Node creature]
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359 (dorun
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360 (map
|
rlm@160
|
361 (fn [joint]
|
rlm@175
|
362 (let [[obj-a obj-b] (joint-targets creature joint)]
|
rlm@160
|
363 (connect obj-a obj-b joint)))
|
rlm@175
|
364 (joints creature))))
|
rlm@160
|
365
|
rlm@175
|
366 (defn body!
|
rlm@175
|
367 "Endow the creature with a physical body connected with joints. The
|
rlm@175
|
368 particulars of the joints and the masses of each pody part are
|
rlm@175
|
369 determined in blender."
|
rlm@175
|
370 [#^Node creature]
|
rlm@175
|
371 (physical! creature)
|
rlm@175
|
372 (joints! creature))
|
rlm@64
|
373 #+end_src
|
rlm@63
|
374
|
rlm@202
|
375 * Bookkeeping
|
rlm@175
|
376
|
rlm@202
|
377 #+name: body-0
|
rlm@202
|
378 #+begin_src clojure
|
rlm@202
|
379 (ns cortex.body
|
rlm@202
|
380 "Assemble a physical creature using the definitions found in a
|
rlm@202
|
381 specially prepared blender file. Creates rigid bodies and joints so
|
rlm@202
|
382 that a creature can have a physical presense in the simulation."
|
rlm@202
|
383 {:author "Robert McIntyre"}
|
rlm@202
|
384 (:use (cortex world util sense))
|
rlm@202
|
385 (:use clojure.contrib.def)
|
rlm@202
|
386 (:import
|
rlm@202
|
387 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)
|
rlm@202
|
388 (com.jme3.bullet.joints
|
rlm@202
|
389 SixDofJoint Point2PointJoint HingeJoint ConeJoint)
|
rlm@202
|
390 com.jme3.bullet.control.RigidBodyControl
|
rlm@202
|
391 com.jme3.collision.CollisionResults
|
rlm@202
|
392 com.jme3.bounding.BoundingBox
|
rlm@202
|
393 com.jme3.scene.Node
|
rlm@202
|
394 com.jme3.scene.Geometry
|
rlm@202
|
395 com.jme3.bullet.collision.shapes.HullCollisionShape))
|
rlm@202
|
396 #+end_src
|
rlm@133
|
397
|
rlm@202
|
398 * Source
|
rlm@202
|
399
|
rlm@202
|
400 * COMMENT Examples
|
rlm@63
|
401
|
rlm@69
|
402 #+name: test-body
|
rlm@64
|
403 #+begin_src clojure
|
rlm@69
|
404 (ns cortex.test.body
|
rlm@64
|
405 (:use (cortex world util body))
|
rlm@135
|
406 (:require cortex.silly)
|
rlm@64
|
407 (:import
|
rlm@64
|
408 com.jme3.math.Vector3f
|
rlm@64
|
409 com.jme3.math.ColorRGBA
|
rlm@64
|
410 com.jme3.bullet.joints.Point2PointJoint
|
rlm@64
|
411 com.jme3.bullet.control.RigidBodyControl
|
rlm@145
|
412 com.jme3.system.NanoTimer
|
rlm@145
|
413 com.jme3.math.Quaternion))
|
rlm@63
|
414
|
rlm@64
|
415 (defn worm-segments
|
rlm@64
|
416 "Create multiple evenly spaced box segments. They're fabulous!"
|
rlm@64
|
417 [segment-length num-segments interstitial-space radius]
|
rlm@64
|
418 (letfn [(nth-segment
|
rlm@64
|
419 [n]
|
rlm@64
|
420 (box segment-length radius radius :mass 0.1
|
rlm@64
|
421 :position
|
rlm@64
|
422 (Vector3f.
|
rlm@64
|
423 (* 2 n (+ interstitial-space segment-length)) 0 0)
|
rlm@64
|
424 :name (str "worm-segment" n)
|
rlm@64
|
425 :color (ColorRGBA/randomColor)))]
|
rlm@64
|
426 (map nth-segment (range num-segments))))
|
rlm@63
|
427
|
rlm@64
|
428 (defn connect-at-midpoint
|
rlm@64
|
429 "Connect two physics objects with a Point2Point joint constraint at
|
rlm@64
|
430 the point equidistant from both objects' centers."
|
rlm@64
|
431 [segmentA segmentB]
|
rlm@64
|
432 (let [centerA (.getWorldTranslation segmentA)
|
rlm@64
|
433 centerB (.getWorldTranslation segmentB)
|
rlm@64
|
434 midpoint (.mult (.add centerA centerB) (float 0.5))
|
rlm@64
|
435 pivotA (.subtract midpoint centerA)
|
rlm@64
|
436 pivotB (.subtract midpoint centerB)
|
rlm@64
|
437
|
rlm@64
|
438 ;; A side-effect of creating a joint registers
|
rlm@64
|
439 ;; it with both physics objects which in turn
|
rlm@64
|
440 ;; will register the joint with the physics system
|
rlm@64
|
441 ;; when the simulation is started.
|
rlm@64
|
442 joint (Point2PointJoint.
|
rlm@64
|
443 (.getControl segmentA RigidBodyControl)
|
rlm@64
|
444 (.getControl segmentB RigidBodyControl)
|
rlm@64
|
445 pivotA
|
rlm@64
|
446 pivotB)]
|
rlm@64
|
447 segmentB))
|
rlm@63
|
448
|
rlm@64
|
449 (defn eve-worm
|
rlm@72
|
450 "Create a worm-like body bound by invisible joint constraints."
|
rlm@64
|
451 []
|
rlm@64
|
452 (let [segments (worm-segments 0.2 5 0.1 0.1)]
|
rlm@64
|
453 (dorun (map (partial apply connect-at-midpoint)
|
rlm@64
|
454 (partition 2 1 segments)))
|
rlm@64
|
455 (nodify "worm" segments)))
|
rlm@63
|
456
|
rlm@64
|
457 (defn worm-pattern
|
rlm@64
|
458 "This is a simple, mindless motor control pattern that drives the
|
rlm@64
|
459 second segment of the worm's body at an offset angle with
|
rlm@64
|
460 sinusoidally varying strength."
|
rlm@64
|
461 [time]
|
rlm@64
|
462 (let [angle (* Math/PI (/ 9 20))
|
rlm@63
|
463 direction (Vector3f. 0 (Math/sin angle) (Math/cos angle))]
|
rlm@63
|
464 [Vector3f/ZERO
|
rlm@63
|
465 (.mult
|
rlm@63
|
466 direction
|
rlm@63
|
467 (float (* 2 (Math/sin (* Math/PI 2 (/ (rem time 300 ) 300))))))
|
rlm@63
|
468 Vector3f/ZERO
|
rlm@63
|
469 Vector3f/ZERO
|
rlm@63
|
470 Vector3f/ZERO]))
|
rlm@60
|
471
|
rlm@64
|
472 (defn test-motor-control
|
rlm@69
|
473 "Testing motor-control:
|
rlm@69
|
474 You should see a multi-segmented worm-like object fall onto the
|
rlm@64
|
475 table and begin writhing and moving."
|
rlm@60
|
476 []
|
rlm@64
|
477 (let [worm (eve-worm)
|
rlm@60
|
478 time (atom 0)
|
rlm@63
|
479 worm-motor-map (vector-motor-control worm)]
|
rlm@60
|
480 (world
|
rlm@60
|
481 (nodify [worm
|
rlm@60
|
482 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0
|
rlm@60
|
483 :color ColorRGBA/Gray)])
|
rlm@60
|
484 standard-debug-controls
|
rlm@60
|
485 (fn [world]
|
rlm@60
|
486 (enable-debug world)
|
rlm@60
|
487 (light-up-everything world)
|
rlm@63
|
488 (comment
|
rlm@63
|
489 (com.aurellem.capture.Capture/captureVideo
|
rlm@63
|
490 world
|
rlm@63
|
491 (file-str "/home/r/proj/cortex/tmp/moving-worm")))
|
rlm@63
|
492 )
|
rlm@60
|
493
|
rlm@60
|
494 (fn [_ _]
|
rlm@60
|
495 (swap! time inc)
|
rlm@64
|
496 (Thread/sleep 20)
|
rlm@60
|
497 (dorun (worm-motor-map
|
rlm@60
|
498 (worm-pattern @time)))))))
|
rlm@60
|
499
|
rlm@130
|
500
|
rlm@135
|
501
|
rlm@130
|
502 (defn join-at-point [obj-a obj-b world-pivot]
|
rlm@130
|
503 (cortex.silly/joint-dispatch
|
rlm@130
|
504 {:type :point}
|
rlm@130
|
505 (.getControl obj-a RigidBodyControl)
|
rlm@130
|
506 (.getControl obj-b RigidBodyControl)
|
rlm@130
|
507 (cortex.silly/world-to-local obj-a world-pivot)
|
rlm@130
|
508 (cortex.silly/world-to-local obj-b world-pivot)
|
rlm@130
|
509 nil
|
rlm@130
|
510 ))
|
rlm@130
|
511
|
rlm@133
|
512 (import com.jme3.bullet.collision.PhysicsCollisionObject)
|
rlm@130
|
513
|
rlm@130
|
514 (defn blab-* []
|
rlm@130
|
515 (let [hand (box 0.5 0.2 0.2 :position (Vector3f. 0 0 0)
|
rlm@130
|
516 :mass 0 :color ColorRGBA/Green)
|
rlm@130
|
517 finger (box 0.5 0.2 0.2 :position (Vector3f. 2.4 0 0)
|
rlm@130
|
518 :mass 1 :color ColorRGBA/Red)
|
rlm@130
|
519 connection-point (Vector3f. 1.2 0 0)
|
rlm@130
|
520 root (nodify [hand finger])]
|
rlm@130
|
521
|
rlm@130
|
522 (join-at-point hand finger (Vector3f. 1.2 0 0))
|
rlm@130
|
523
|
rlm@130
|
524 (.setCollisionGroup
|
rlm@130
|
525 (.getControl hand RigidBodyControl)
|
rlm@130
|
526 PhysicsCollisionObject/COLLISION_GROUP_NONE)
|
rlm@130
|
527 (world
|
rlm@130
|
528 root
|
rlm@130
|
529 standard-debug-controls
|
rlm@130
|
530 (fn [world]
|
rlm@130
|
531 (enable-debug world)
|
rlm@130
|
532 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))
|
rlm@130
|
533 (set-gravity world Vector3f/ZERO)
|
rlm@130
|
534 )
|
rlm@130
|
535 no-op)))
|
rlm@133
|
536 (comment
|
rlm@133
|
537
|
rlm@133
|
538 (defn proprioception-debug-window
|
rlm@133
|
539 []
|
rlm@133
|
540 (let [time (atom 0)]
|
rlm@133
|
541 (fn [prop-data]
|
rlm@133
|
542 (if (= 0 (rem (swap! time inc) 40))
|
rlm@133
|
543 (println-repl prop-data)))))
|
rlm@133
|
544 )
|
rlm@133
|
545
|
rlm@131
|
546 (comment
|
rlm@131
|
547 (dorun
|
rlm@131
|
548 (map
|
rlm@131
|
549 (comp
|
rlm@131
|
550 println-repl
|
rlm@131
|
551 (fn [[p y r]]
|
rlm@131
|
552 (format
|
rlm@131
|
553 "pitch: %1.2f\nyaw: %1.2f\nroll: %1.2f\n"
|
rlm@131
|
554 p y r)))
|
rlm@131
|
555 prop-data)))
|
rlm@131
|
556
|
rlm@130
|
557
|
rlm@130
|
558
|
rlm@137
|
559
|
rlm@64
|
560 (defn test-proprioception
|
rlm@69
|
561 "Testing proprioception:
|
rlm@69
|
562 You should see two foating bars, and a printout of pitch, yaw, and
|
rlm@64
|
563 roll. Pressing key-r/key-t should move the blue bar up and down and
|
rlm@64
|
564 change only the value of pitch. key-f/key-g moves it side to side
|
rlm@64
|
565 and changes yaw. key-v/key-b will spin the blue segment clockwise
|
rlm@64
|
566 and counterclockwise, and only affect roll."
|
rlm@60
|
567 []
|
rlm@145
|
568 (let [hand (box 0.2 1 0.2 :position (Vector3f. 0 0 0)
|
rlm@142
|
569 :mass 0 :color ColorRGBA/Green :name "hand")
|
rlm@145
|
570 finger (box 0.2 1 0.2 :position (Vector3f. 0 2.4 0)
|
rlm@132
|
571 :mass 1 :color ColorRGBA/Red :name "finger")
|
rlm@133
|
572 joint-node (box 0.1 0.05 0.05 :color ColorRGBA/Yellow
|
rlm@145
|
573 :position (Vector3f. 0 1.2 0)
|
rlm@145
|
574 :rotation (doto (Quaternion.)
|
rlm@145
|
575 (.fromAngleAxis
|
rlm@145
|
576 (/ Math/PI 2)
|
rlm@145
|
577 (Vector3f. 0 0 1)))
|
rlm@133
|
578 :physical? false)
|
rlm@145
|
579 joint (join-at-point hand finger (Vector3f. 0 1.2 0 ))
|
rlm@135
|
580 creature (nodify [hand finger joint-node])
|
rlm@145
|
581 finger-control (.getControl finger RigidBodyControl)
|
rlm@145
|
582 hand-control (.getControl hand RigidBodyControl)]
|
rlm@145
|
583
|
rlm@145
|
584
|
rlm@145
|
585 (let
|
rlm@135
|
586 ;; *******************************************
|
rlm@137
|
587
|
rlm@145
|
588 [floor (box 10 10 10 :position (Vector3f. 0 -15 0)
|
rlm@135
|
589 :mass 0 :color ColorRGBA/Gray)
|
rlm@137
|
590
|
rlm@137
|
591 root (nodify [creature floor])
|
rlm@133
|
592 prop (joint-proprioception creature joint-node)
|
rlm@139
|
593 prop-view (proprioception-debug-window)
|
rlm@139
|
594
|
rlm@139
|
595 controls
|
rlm@139
|
596 (merge standard-debug-controls
|
rlm@140
|
597 {"key-o"
|
rlm@139
|
598 (fn [_ _] (.setEnabled finger-control true))
|
rlm@140
|
599 "key-p"
|
rlm@139
|
600 (fn [_ _] (.setEnabled finger-control false))
|
rlm@140
|
601 "key-k"
|
rlm@140
|
602 (fn [_ _] (.setEnabled hand-control true))
|
rlm@140
|
603 "key-l"
|
rlm@140
|
604 (fn [_ _] (.setEnabled hand-control false))
|
rlm@139
|
605 "key-i"
|
rlm@139
|
606 (fn [world _] (set-gravity world (Vector3f. 0 0 0)))
|
rlm@142
|
607 "key-period"
|
rlm@142
|
608 (fn [world _]
|
rlm@142
|
609 (.setEnabled finger-control false)
|
rlm@142
|
610 (.setEnabled hand-control false)
|
rlm@142
|
611 (.rotate creature (doto (Quaternion.)
|
rlm@142
|
612 (.fromAngleAxis
|
rlm@142
|
613 (float (/ Math/PI 15))
|
rlm@142
|
614 (Vector3f. 0 0 -1))))
|
rlm@142
|
615
|
rlm@142
|
616 (.setEnabled finger-control true)
|
rlm@142
|
617 (.setEnabled hand-control true)
|
rlm@142
|
618 (set-gravity world (Vector3f. 0 0 0))
|
rlm@142
|
619 )
|
rlm@142
|
620
|
rlm@142
|
621
|
rlm@139
|
622 }
|
rlm@139
|
623 )
|
rlm@130
|
624
|
rlm@139
|
625 ]
|
rlm@139
|
626 (comment
|
rlm@139
|
627 (.setCollisionGroup
|
rlm@139
|
628 (.getControl hand RigidBodyControl)
|
rlm@139
|
629 PhysicsCollisionObject/COLLISION_GROUP_NONE)
|
rlm@139
|
630 )
|
rlm@140
|
631 (apply
|
rlm@140
|
632 world
|
rlm@140
|
633 (with-movement
|
rlm@140
|
634 hand
|
rlm@140
|
635 ["key-y" "key-u" "key-h" "key-j" "key-n" "key-m"]
|
rlm@140
|
636 [10 10 10 10 1 1]
|
rlm@140
|
637 (with-movement
|
rlm@140
|
638 finger
|
rlm@140
|
639 ["key-r" "key-t" "key-f" "key-g" "key-v" "key-b"]
|
rlm@145
|
640 [1 1 10 10 10 10]
|
rlm@140
|
641 [root
|
rlm@140
|
642 controls
|
rlm@140
|
643 (fn [world]
|
rlm@140
|
644 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))
|
rlm@140
|
645 (set-gravity world (Vector3f. 0 0 0))
|
rlm@140
|
646 (light-up-everything world))
|
rlm@145
|
647 (fn [_ _] (prop-view (list (prop))))]))))))
|
rlm@138
|
648
|
rlm@64
|
649 #+end_src
|
rlm@56
|
650
|
rlm@130
|
651 #+results: test-body
|
rlm@130
|
652 : #'cortex.test.body/test-proprioception
|
rlm@130
|
653
|
rlm@60
|
654
|
rlm@63
|
655 * COMMENT code-limbo
|
rlm@61
|
656 #+begin_src clojure
|
rlm@61
|
657 ;;(.loadModel
|
rlm@61
|
658 ;; (doto (asset-manager)
|
rlm@61
|
659 ;; (.registerLoader BlenderModelLoader (into-array String ["blend"])))
|
rlm@61
|
660 ;; "Models/person/person.blend")
|
rlm@61
|
661
|
rlm@64
|
662
|
rlm@64
|
663 (defn load-blender-model
|
rlm@64
|
664 "Load a .blend file using an asset folder relative path."
|
rlm@64
|
665 [^String model]
|
rlm@64
|
666 (.loadModel
|
rlm@64
|
667 (doto (asset-manager)
|
rlm@64
|
668 (.registerLoader BlenderModelLoader (into-array String ["blend"])))
|
rlm@64
|
669 model))
|
rlm@64
|
670
|
rlm@64
|
671
|
rlm@61
|
672 (defn view-model [^String model]
|
rlm@61
|
673 (view
|
rlm@61
|
674 (.loadModel
|
rlm@61
|
675 (doto (asset-manager)
|
rlm@61
|
676 (.registerLoader BlenderModelLoader (into-array String ["blend"])))
|
rlm@61
|
677 model)))
|
rlm@61
|
678
|
rlm@61
|
679 (defn load-blender-scene [^String model]
|
rlm@61
|
680 (.loadModel
|
rlm@61
|
681 (doto (asset-manager)
|
rlm@61
|
682 (.registerLoader BlenderLoader (into-array String ["blend"])))
|
rlm@61
|
683 model))
|
rlm@61
|
684
|
rlm@61
|
685 (defn worm
|
rlm@61
|
686 []
|
rlm@61
|
687 (.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml"))
|
rlm@61
|
688
|
rlm@61
|
689 (defn oto
|
rlm@61
|
690 []
|
rlm@61
|
691 (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml"))
|
rlm@61
|
692
|
rlm@61
|
693 (defn sinbad
|
rlm@61
|
694 []
|
rlm@61
|
695 (.loadModel (asset-manager) "Models/Sinbad/Sinbad.mesh.xml"))
|
rlm@61
|
696
|
rlm@61
|
697 (defn worm-blender
|
rlm@61
|
698 []
|
rlm@61
|
699 (first (seq (.getChildren (load-blender-model
|
rlm@61
|
700 "Models/anim2/simple-worm.blend")))))
|
rlm@61
|
701
|
rlm@61
|
702 (defn body
|
rlm@61
|
703 "given a node with a SkeletonControl, will produce a body sutiable
|
rlm@61
|
704 for AI control with movement and proprioception."
|
rlm@61
|
705 [node]
|
rlm@61
|
706 (let [skeleton-control (.getControl node SkeletonControl)
|
rlm@61
|
707 krc (KinematicRagdollControl.)]
|
rlm@61
|
708 (comment
|
rlm@61
|
709 (dorun
|
rlm@61
|
710 (map #(.addBoneName krc %)
|
rlm@61
|
711 ["mid2" "tail" "head" "mid1" "mid3" "mid4" "Dummy-Root" ""]
|
rlm@61
|
712 ;;"mid2" "mid3" "tail" "head"]
|
rlm@61
|
713 )))
|
rlm@61
|
714 (.addControl node krc)
|
rlm@61
|
715 (.setRagdollMode krc)
|
rlm@61
|
716 )
|
rlm@61
|
717 node
|
rlm@61
|
718 )
|
rlm@61
|
719 (defn show-skeleton [node]
|
rlm@61
|
720 (let [sd
|
rlm@61
|
721
|
rlm@61
|
722 (doto
|
rlm@61
|
723 (SkeletonDebugger. "aurellem-skel-debug"
|
rlm@61
|
724 (skel node))
|
rlm@61
|
725 (.setMaterial (green-x-ray)))]
|
rlm@61
|
726 (.attachChild node sd)
|
rlm@61
|
727 node))
|
rlm@61
|
728
|
rlm@61
|
729
|
rlm@61
|
730
|
rlm@61
|
731 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
732
|
rlm@61
|
733 ;; this could be a good way to give objects special properties like
|
rlm@61
|
734 ;; being eyes and the like
|
rlm@61
|
735
|
rlm@61
|
736 (.getUserData
|
rlm@61
|
737 (.getChild
|
rlm@61
|
738 (load-blender-model "Models/property/test.blend") 0)
|
rlm@61
|
739 "properties")
|
rlm@61
|
740
|
rlm@61
|
741 ;; the properties are saved along with the blender file.
|
rlm@61
|
742 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
743
|
rlm@61
|
744
|
rlm@61
|
745
|
rlm@61
|
746
|
rlm@61
|
747 (defn init-debug-skel-node
|
rlm@61
|
748 [f debug-node skeleton]
|
rlm@61
|
749 (let [bones
|
rlm@61
|
750 (map #(.getBone skeleton %)
|
rlm@61
|
751 (range (.getBoneCount skeleton)))]
|
rlm@61
|
752 (dorun (map #(.setUserControl % true) bones))
|
rlm@61
|
753 (dorun (map (fn [b]
|
rlm@61
|
754 (println (.getName b)
|
rlm@61
|
755 " -- " (f b)))
|
rlm@61
|
756 bones))
|
rlm@61
|
757 (dorun
|
rlm@61
|
758 (map #(.attachChild
|
rlm@61
|
759 debug-node
|
rlm@61
|
760 (doto
|
rlm@61
|
761 (sphere 0.1
|
rlm@61
|
762 :position (f %)
|
rlm@61
|
763 :physical? false)
|
rlm@61
|
764 (.setMaterial (green-x-ray))))
|
rlm@61
|
765 bones)))
|
rlm@61
|
766 debug-node)
|
rlm@61
|
767
|
rlm@61
|
768 (import jme3test.bullet.PhysicsTestHelper)
|
rlm@61
|
769
|
rlm@61
|
770
|
rlm@61
|
771 (defn test-zzz [the-worm world value]
|
rlm@61
|
772 (if (not value)
|
rlm@61
|
773 (let [skeleton (skel the-worm)]
|
rlm@61
|
774 (println-repl "enabling bones")
|
rlm@61
|
775 (dorun
|
rlm@61
|
776 (map
|
rlm@61
|
777 #(.setUserControl (.getBone skeleton %) true)
|
rlm@61
|
778 (range (.getBoneCount skeleton))))
|
rlm@61
|
779
|
rlm@61
|
780
|
rlm@61
|
781 (let [b (.getBone skeleton 2)]
|
rlm@61
|
782 (println-repl "moving " (.getName b))
|
rlm@61
|
783 (println-repl (.getLocalPosition b))
|
rlm@61
|
784 (.setUserTransforms b
|
rlm@61
|
785 Vector3f/UNIT_X
|
rlm@61
|
786 Quaternion/IDENTITY
|
rlm@61
|
787 ;;(doto (Quaternion.)
|
rlm@61
|
788 ;; (.fromAngles (/ Math/PI 2)
|
rlm@61
|
789 ;; 0
|
rlm@61
|
790 ;; 0
|
rlm@61
|
791
|
rlm@61
|
792 (Vector3f. 1 1 1))
|
rlm@61
|
793 )
|
rlm@61
|
794
|
rlm@61
|
795 (println-repl "hi! <3"))))
|
rlm@61
|
796
|
rlm@61
|
797
|
rlm@61
|
798 (defn test-ragdoll []
|
rlm@61
|
799
|
rlm@61
|
800 (let [the-worm
|
rlm@61
|
801
|
rlm@61
|
802 ;;(.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml")
|
rlm@61
|
803 (doto (show-skeleton (worm-blender))
|
rlm@61
|
804 (.setLocalTranslation (Vector3f. 0 10 0))
|
rlm@61
|
805 ;;(worm)
|
rlm@61
|
806 ;;(oto)
|
rlm@61
|
807 ;;(sinbad)
|
rlm@61
|
808 )
|
rlm@61
|
809 ]
|
rlm@61
|
810
|
rlm@61
|
811
|
rlm@61
|
812 (.start
|
rlm@61
|
813 (world
|
rlm@61
|
814 (doto (Node.)
|
rlm@61
|
815 (.attachChild the-worm))
|
rlm@61
|
816 {"key-return" (fire-cannon-ball)
|
rlm@61
|
817 "key-space" (partial test-zzz the-worm)
|
rlm@61
|
818 }
|
rlm@61
|
819 (fn [world]
|
rlm@61
|
820 (light-up-everything world)
|
rlm@61
|
821 (PhysicsTestHelper/createPhysicsTestWorld
|
rlm@61
|
822 (.getRootNode world)
|
rlm@61
|
823 (asset-manager)
|
rlm@61
|
824 (.getPhysicsSpace
|
rlm@61
|
825 (.getState (.getStateManager world) BulletAppState)))
|
rlm@61
|
826 (set-gravity world Vector3f/ZERO)
|
rlm@61
|
827 ;;(.setTimer world (NanoTimer.))
|
rlm@61
|
828 ;;(org.lwjgl.input.Mouse/setGrabbed false)
|
rlm@61
|
829 )
|
rlm@61
|
830 no-op
|
rlm@61
|
831 )
|
rlm@61
|
832
|
rlm@61
|
833
|
rlm@61
|
834 )))
|
rlm@61
|
835
|
rlm@61
|
836
|
rlm@61
|
837 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
838 ;;; here is the ragdoll stuff
|
rlm@61
|
839
|
rlm@61
|
840 (def worm-mesh (.getMesh (.getChild (worm-blender) 0)))
|
rlm@61
|
841 (def mesh worm-mesh)
|
rlm@61
|
842
|
rlm@61
|
843 (.getFloatBuffer mesh VertexBuffer$Type/Position)
|
rlm@61
|
844 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)
|
rlm@61
|
845 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))
|
rlm@61
|
846
|
rlm@61
|
847
|
rlm@61
|
848 (defn position [index]
|
rlm@61
|
849 (.get
|
rlm@61
|
850 (.getFloatBuffer worm-mesh VertexBuffer$Type/Position)
|
rlm@61
|
851 index))
|
rlm@61
|
852
|
rlm@61
|
853 (defn bones [index]
|
rlm@61
|
854 (.get
|
rlm@61
|
855 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))
|
rlm@61
|
856 index))
|
rlm@61
|
857
|
rlm@61
|
858 (defn bone-weights [index]
|
rlm@61
|
859 (.get
|
rlm@61
|
860 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)
|
rlm@61
|
861 index))
|
rlm@61
|
862
|
rlm@61
|
863
|
rlm@61
|
864
|
rlm@61
|
865 (defn vertex-bones [vertex]
|
rlm@61
|
866 (vec (map (comp int bones) (range (* vertex 4) (+ (* vertex 4) 4)))))
|
rlm@61
|
867
|
rlm@61
|
868 (defn vertex-weights [vertex]
|
rlm@61
|
869 (vec (map (comp float bone-weights) (range (* vertex 4) (+ (* vertex 4) 4)))))
|
rlm@61
|
870
|
rlm@61
|
871 (defn vertex-position [index]
|
rlm@61
|
872 (let [offset (* index 3)]
|
rlm@61
|
873 (Vector3f. (position offset)
|
rlm@61
|
874 (position (inc offset))
|
rlm@61
|
875 (position (inc(inc offset))))))
|
rlm@61
|
876
|
rlm@61
|
877 (def vertex-info (juxt vertex-position vertex-bones vertex-weights))
|
rlm@61
|
878
|
rlm@61
|
879 (defn bone-control-color [index]
|
rlm@61
|
880 (get {[1 0 0 0] ColorRGBA/Red
|
rlm@61
|
881 [1 2 0 0] ColorRGBA/Magenta
|
rlm@61
|
882 [2 0 0 0] ColorRGBA/Blue}
|
rlm@61
|
883 (vertex-bones index)
|
rlm@61
|
884 ColorRGBA/White))
|
rlm@61
|
885
|
rlm@61
|
886 (defn influence-color [index bone-num]
|
rlm@61
|
887 (get
|
rlm@61
|
888 {(float 0) ColorRGBA/Blue
|
rlm@61
|
889 (float 0.5) ColorRGBA/Green
|
rlm@61
|
890 (float 1) ColorRGBA/Red}
|
rlm@61
|
891 ;; find the weight of the desired bone
|
rlm@61
|
892 ((zipmap (vertex-bones index)(vertex-weights index))
|
rlm@61
|
893 bone-num)
|
rlm@61
|
894 ColorRGBA/Blue))
|
rlm@61
|
895
|
rlm@61
|
896 (def worm-vertices (set (map vertex-info (range 60))))
|
rlm@61
|
897
|
rlm@61
|
898
|
rlm@61
|
899 (defn test-info []
|
rlm@61
|
900 (let [points (Node.)]
|
rlm@61
|
901 (dorun
|
rlm@61
|
902 (map #(.attachChild points %)
|
rlm@61
|
903 (map #(sphere 0.01
|
rlm@61
|
904 :position (vertex-position %)
|
rlm@61
|
905 :color (influence-color % 1)
|
rlm@61
|
906 :physical? false)
|
rlm@61
|
907 (range 60))))
|
rlm@61
|
908 (view points)))
|
rlm@61
|
909
|
rlm@61
|
910
|
rlm@61
|
911 (defrecord JointControl [joint physics-space]
|
rlm@61
|
912 PhysicsControl
|
rlm@61
|
913 (setPhysicsSpace [this space]
|
rlm@61
|
914 (dosync
|
rlm@61
|
915 (ref-set (:physics-space this) space))
|
rlm@61
|
916 (.addJoint space (:joint this)))
|
rlm@61
|
917 (update [this tpf])
|
rlm@61
|
918 (setSpatial [this spatial])
|
rlm@61
|
919 (render [this rm vp])
|
rlm@61
|
920 (getPhysicsSpace [this] (deref (:physics-space this)))
|
rlm@61
|
921 (isEnabled [this] true)
|
rlm@61
|
922 (setEnabled [this state]))
|
rlm@61
|
923
|
rlm@61
|
924 (defn add-joint
|
rlm@61
|
925 "Add a joint to a particular object. When the object is added to the
|
rlm@61
|
926 PhysicsSpace of a simulation, the joint will also be added"
|
rlm@61
|
927 [object joint]
|
rlm@61
|
928 (let [control (JointControl. joint (ref nil))]
|
rlm@61
|
929 (.addControl object control))
|
rlm@61
|
930 object)
|
rlm@61
|
931
|
rlm@61
|
932
|
rlm@61
|
933 (defn hinge-world
|
rlm@61
|
934 []
|
rlm@61
|
935 (let [sphere1 (sphere)
|
rlm@61
|
936 sphere2 (sphere 1 :position (Vector3f. 3 3 3))
|
rlm@61
|
937 joint (Point2PointJoint.
|
rlm@61
|
938 (.getControl sphere1 RigidBodyControl)
|
rlm@61
|
939 (.getControl sphere2 RigidBodyControl)
|
rlm@61
|
940 Vector3f/ZERO (Vector3f. 3 3 3))]
|
rlm@61
|
941 (add-joint sphere1 joint)
|
rlm@61
|
942 (doto (Node. "hinge-world")
|
rlm@61
|
943 (.attachChild sphere1)
|
rlm@61
|
944 (.attachChild sphere2))))
|
rlm@61
|
945
|
rlm@61
|
946
|
rlm@61
|
947 (defn test-joint []
|
rlm@61
|
948 (view (hinge-world)))
|
rlm@61
|
949
|
rlm@61
|
950 ;; (defn copier-gen []
|
rlm@61
|
951 ;; (let [count (atom 0)]
|
rlm@61
|
952 ;; (fn [in]
|
rlm@61
|
953 ;; (swap! count inc)
|
rlm@61
|
954 ;; (clojure.contrib.duck-streams/copy
|
rlm@61
|
955 ;; in (File. (str "/home/r/tmp/mao-test/clojure-images/"
|
rlm@61
|
956 ;; ;;/home/r/tmp/mao-test/clojure-images
|
rlm@61
|
957 ;; (format "%08d.png" @count)))))))
|
rlm@61
|
958 ;; (defn decrease-framerate []
|
rlm@61
|
959 ;; (map
|
rlm@61
|
960 ;; (copier-gen)
|
rlm@61
|
961 ;; (sort
|
rlm@61
|
962 ;; (map first
|
rlm@61
|
963 ;; (partition
|
rlm@61
|
964 ;; 4
|
rlm@61
|
965 ;; (filter #(re-matches #".*.png$" (.getCanonicalPath %))
|
rlm@61
|
966 ;; (file-seq
|
rlm@61
|
967 ;; (file-str
|
rlm@61
|
968 ;; "/home/r/media/anime/mao-temp/images"))))))))
|
rlm@61
|
969
|
rlm@61
|
970
|
rlm@61
|
971
|
rlm@61
|
972 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
rlm@61
|
973
|
rlm@61
|
974 (defn proprioception
|
rlm@61
|
975 "Create a proprioception map that reports the rotations of the
|
rlm@61
|
976 various limbs of the creature's body"
|
rlm@61
|
977 [creature]
|
rlm@61
|
978 [#^Node creature]
|
rlm@61
|
979 (let [
|
rlm@61
|
980 nodes (node-seq creature)
|
rlm@61
|
981 joints
|
rlm@61
|
982 (map
|
rlm@61
|
983 :joint
|
rlm@61
|
984 (filter
|
rlm@61
|
985 #(isa? (class %) JointControl)
|
rlm@61
|
986 (reduce
|
rlm@61
|
987 concat
|
rlm@61
|
988 (map (fn [node]
|
rlm@61
|
989 (map (fn [num] (.getControl node num))
|
rlm@61
|
990 (range (.getNumControls node))))
|
rlm@61
|
991 nodes))))]
|
rlm@61
|
992 (fn []
|
rlm@61
|
993 (reduce concat (map relative-positions (list (first joints)))))))
|
rlm@61
|
994
|
rlm@61
|
995
|
rlm@63
|
996 (defn skel [node]
|
rlm@63
|
997 (doto
|
rlm@63
|
998 (.getSkeleton
|
rlm@63
|
999 (.getControl node SkeletonControl))
|
rlm@63
|
1000 ;; this is necessary to force the skeleton to have accurate world
|
rlm@63
|
1001 ;; transforms before it is rendered to the screen.
|
rlm@63
|
1002 (.resetAndUpdate)))
|
rlm@63
|
1003
|
rlm@63
|
1004 (defn green-x-ray []
|
rlm@63
|
1005 (doto (Material. (asset-manager)
|
rlm@63
|
1006 "Common/MatDefs/Misc/Unshaded.j3md")
|
rlm@63
|
1007 (.setColor "Color" ColorRGBA/Green)
|
rlm@63
|
1008 (-> (.getAdditionalRenderState)
|
rlm@63
|
1009 (.setDepthTest false))))
|
rlm@63
|
1010
|
rlm@63
|
1011 (defn test-worm []
|
rlm@63
|
1012 (.start
|
rlm@63
|
1013 (world
|
rlm@63
|
1014 (doto (Node.)
|
rlm@63
|
1015 ;;(.attachChild (point-worm))
|
rlm@63
|
1016 (.attachChild (load-blender-model
|
rlm@63
|
1017 "Models/anim2/joint-worm.blend"))
|
rlm@63
|
1018
|
rlm@63
|
1019 (.attachChild (box 10 1 10
|
rlm@63
|
1020 :position (Vector3f. 0 -2 0) :mass 0
|
rlm@63
|
1021 :color (ColorRGBA/Gray))))
|
rlm@63
|
1022 {
|
rlm@63
|
1023 "key-space" (fire-cannon-ball)
|
rlm@63
|
1024 }
|
rlm@63
|
1025 (fn [world]
|
rlm@63
|
1026 (enable-debug world)
|
rlm@63
|
1027 (light-up-everything world)
|
rlm@63
|
1028 ;;(.setTimer world (NanoTimer.))
|
rlm@63
|
1029 )
|
rlm@63
|
1030 no-op)))
|
rlm@63
|
1031
|
rlm@63
|
1032
|
rlm@63
|
1033
|
rlm@63
|
1034 ;; defunct movement stuff
|
rlm@63
|
1035 (defn torque-controls [control]
|
rlm@63
|
1036 (let [torques
|
rlm@63
|
1037 (concat
|
rlm@63
|
1038 (map #(Vector3f. 0 (Math/sin %) (Math/cos %))
|
rlm@63
|
1039 (range 0 (* Math/PI 2) (/ (* Math/PI 2) 20)))
|
rlm@63
|
1040 [Vector3f/UNIT_X])]
|
rlm@63
|
1041 (map (fn [torque-axis]
|
rlm@63
|
1042 (fn [torque]
|
rlm@63
|
1043 (.applyTorque
|
rlm@63
|
1044 control
|
rlm@63
|
1045 (.mult (.mult (.getPhysicsRotation control)
|
rlm@63
|
1046 torque-axis)
|
rlm@63
|
1047 (float
|
rlm@63
|
1048 (* (.getMass control) torque))))))
|
rlm@63
|
1049 torques)))
|
rlm@63
|
1050
|
rlm@63
|
1051 (defn motor-map
|
rlm@63
|
1052 "Take a creature and generate a function that will enable fine
|
rlm@63
|
1053 grained control over all the creature's limbs."
|
rlm@63
|
1054 [#^Node creature]
|
rlm@63
|
1055 (let [controls (keep #(.getControl % RigidBodyControl)
|
rlm@63
|
1056 (node-seq creature))
|
rlm@63
|
1057 limb-controls (reduce concat (map torque-controls controls))
|
rlm@63
|
1058 body-control (partial map #(%1 %2) limb-controls)]
|
rlm@63
|
1059 body-control))
|
rlm@63
|
1060
|
rlm@63
|
1061 (defn test-motor-map
|
rlm@63
|
1062 "see how torque works."
|
rlm@63
|
1063 []
|
rlm@63
|
1064 (let [finger (box 3 0.5 0.5 :position (Vector3f. 0 2 0)
|
rlm@63
|
1065 :mass 1 :color ColorRGBA/Green)
|
rlm@63
|
1066 motor-map (motor-map finger)]
|
rlm@63
|
1067 (world
|
rlm@63
|
1068 (nodify [finger
|
rlm@63
|
1069 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0
|
rlm@63
|
1070 :color ColorRGBA/Gray)])
|
rlm@63
|
1071 standard-debug-controls
|
rlm@63
|
1072 (fn [world]
|
rlm@63
|
1073 (set-gravity world Vector3f/ZERO)
|
rlm@63
|
1074 (light-up-everything world)
|
rlm@63
|
1075 (.setTimer world (NanoTimer.)))
|
rlm@63
|
1076 (fn [_ _]
|
rlm@145
|
1077 (dorun (motor-map [0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0
|
rlm@145
|
1078 0]))))))
|
rlm@145
|
1079
|
rlm@145
|
1080 (defn joint-proprioception [#^Node parts #^Node joint]
|
rlm@145
|
1081 (let [[obj-a obj-b] (joint-targets parts joint)
|
rlm@145
|
1082 joint-rot (.getWorldRotation joint)
|
rlm@145
|
1083 pre-inv-a (.inverse (.getWorldRotation obj-a))
|
rlm@145
|
1084 x (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_X))
|
rlm@145
|
1085 y (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Y))
|
rlm@145
|
1086 z (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Z))
|
rlm@145
|
1087
|
rlm@145
|
1088 x Vector3f/UNIT_Y
|
rlm@145
|
1089 y Vector3f/UNIT_Z
|
rlm@145
|
1090 z Vector3f/UNIT_X
|
rlm@145
|
1091
|
rlm@145
|
1092
|
rlm@145
|
1093 tmp-rot-a (.getWorldRotation obj-a)]
|
rlm@145
|
1094 (println-repl "x:" (.mult tmp-rot-a x))
|
rlm@145
|
1095 (println-repl "y:" (.mult tmp-rot-a y))
|
rlm@145
|
1096 (println-repl "z:" (.mult tmp-rot-a z))
|
rlm@145
|
1097 (println-repl "rot-a" (.getWorldRotation obj-a))
|
rlm@145
|
1098 (println-repl "rot-b" (.getWorldRotation obj-b))
|
rlm@145
|
1099 (println-repl "joint-rot" joint-rot)
|
rlm@145
|
1100 ;; this function will report proprioceptive information for the
|
rlm@145
|
1101 ;; joint.
|
rlm@145
|
1102 (fn []
|
rlm@145
|
1103 ;; x is the "twist" axis, y and z are the "bend" axes
|
rlm@145
|
1104 (let [rot-a (.getWorldRotation obj-a)
|
rlm@145
|
1105 ;;inv-a (.inverse rot-a)
|
rlm@145
|
1106 rot-b (.getWorldRotation obj-b)
|
rlm@145
|
1107 ;;relative (.mult rot-b inv-a)
|
rlm@145
|
1108 basis (doto (Matrix3f.)
|
rlm@145
|
1109 (.setColumn 0 (.mult rot-a x))
|
rlm@145
|
1110 (.setColumn 1 (.mult rot-a y))
|
rlm@145
|
1111 (.setColumn 2 (.mult rot-a z)))
|
rlm@145
|
1112 rotation-about-joint
|
rlm@145
|
1113 (doto (Quaternion.)
|
rlm@145
|
1114 (.fromRotationMatrix
|
rlm@145
|
1115 (.mult (.invert basis)
|
rlm@145
|
1116 (.toRotationMatrix rot-b))))
|
rlm@145
|
1117 [yaw roll pitch]
|
rlm@145
|
1118 (seq (.toAngles rotation-about-joint nil))]
|
rlm@145
|
1119 ;;return euler angles of the quaternion around the new basis
|
rlm@145
|
1120 [yaw roll pitch]))))
|
rlm@145
|
1121
|
rlm@61
|
1122 #+end_src
|
rlm@0
|
1123
|
rlm@0
|
1124
|
rlm@0
|
1125
|
rlm@0
|
1126
|
rlm@0
|
1127
|
rlm@0
|
1128
|
rlm@0
|
1129
|
rlm@73
|
1130 * COMMENT generate Source
|
rlm@44
|
1131 #+begin_src clojure :tangle ../src/cortex/body.clj
|
rlm@175
|
1132 <<joints>>
|
rlm@0
|
1133 #+end_src
|
rlm@64
|
1134
|
rlm@69
|
1135 #+begin_src clojure :tangle ../src/cortex/test/body.clj
|
rlm@202
|
1136 <<test-0>>
|
rlm@64
|
1137 #+end_src
|
rlm@64
|
1138
|
rlm@64
|
1139
|
rlm@0
|
1140
|