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1 #+title: Simulated Sense of Touch
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2 #+author: Robert McIntyre
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3 #+email: rlm@mit.edu
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4 #+description: Simulated touch for AI research using JMonkeyEngine and clojure.
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5 #+keywords: simulation, tactile sense, 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 * Touch
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12
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13 Touch is critical to navigation and spatial reasoning and as such I
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14 need a simulated version of it to give to my AI creatures.
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15
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16 However, touch in my virtual can not exactly correspond to human touch
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17 because my creatures are made out of completely rigid segments that
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18 don't deform like human skin.
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19
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20 Human skin has a wide array of touch sensors, each of which speciliaze
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21 in detecting different vibrational modes and pressures. These sensors
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22 can integrate a vast expanse of skin (i.e. your entire palm), or a
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23 tiny patch of skin at the tip of your finger. The hairs of the skin
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24 help detect objects before they even come into contact with the skin
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25 proper.
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26
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27 Instead of measuring deformation or vibration, I surround each rigid
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28 part with a plenitude of hair-like objects which do not interact with
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29 the physical world. Physical objects can pass through them with no
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30 effect. The hairs are able to measure contact with other objects, and
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31 constantly report how much of their extent is covered. So, even though
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32 the creature's body parts do not deform, the hairs create a margin
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33 around those body parts which achieves a sense of touch which is a
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34 hybrid between a human's sense of deformation and sense from hairs.
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35
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36 Implementing touch in jMonkeyEngine follows a different techinal route
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37 than vision and hearing. Those two senses piggybacked off
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38 jMonkeyEngine's 3D audio and video rendering subsystems. To simulate
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39 Touch, I use jMonkeyEngine's physics system to execute many small
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40 collision detections, one for each "hair". The placement of the
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41 "hairs" is determined by a UV-mapped image which shows where each hair
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42 should be on the 3D surface of the body.
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43
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44
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45 * Defining Touch Meta-Data in Blender
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46
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47 Each geometry can have a single UV map which describes the position
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48 and length of the "hairs" which will constitute its sense of
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49 touch. This image path is stored under the "touch" key. The image
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50 itself is grayscale, with black meaning a hair length of 0 (no hair is
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51 present) and white meaning a hair length of =scale=, which is a float
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52 stored under the key "scale". If the pixel is gray then the resultant
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53 hair length is linearly interpolated between 0 and =scale=.
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54
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55 #+name: meta-data
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56 #+begin_src clojure
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57 (defn tactile-sensor-profile
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58 "Return the touch-sensor distribution image in BufferedImage format,
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59 or nil if it does not exist."
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60 [#^Geometry obj]
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61 (if-let [image-path (meta-data obj "touch")]
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62 (load-image image-path)))
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63 #+end_src
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64
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65
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66 ** TODO add image showing example touch-uv map
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67 ** TODO add metadata display for worm
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68
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69 * Triangle Manipulation Functions
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70
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71 The rigid bodies which make up a creature have an underlying
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72 =Geometry=, which is a =Mesh= plus a =Material= and other important
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73 data involved with displaying the body.
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74
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75 A =Mesh= is composed of =Triangles=, and each =Triangle= has three
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76 verticies which have coordinates in XYZ space and UV space.
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77
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78 Here, =(triangles)= gets all the triangles which compose a mesh, and
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79 =(triangle-UV-coord)= returns the the UV coordinates of the verticies
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80 of a triangle.
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81
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82 #+name: triangles-1
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83 #+begin_src clojure
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84 (defn triangles
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85 "Return a sequence of all the Triangles which compose a given
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86 Geometry."
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87 [#^Geometry geom]
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88 (let
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89 [mesh (.getMesh geom)
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90 triangles (transient [])]
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91 (dorun
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92 (for [n (range (.getTriangleCount mesh))]
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93 (let [tri (Triangle.)]
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94 (.getTriangle mesh n tri)
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95 ;; (.calculateNormal tri)
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96 ;; (.calculateCenter tri)
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97 (conj! triangles tri))))
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98 (persistent! triangles)))
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99
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100 (defn mesh-triangle
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101 "Get the triangle specified by triangle-index from the mesh within
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102 bounds."
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103 [#^Mesh mesh triangle-index]
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104 (let [scratch (Triangle.)]
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105 (.getTriangle mesh triangle-index scratch)
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106 scratch))
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107
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108 (defn triangle-vertex-indices
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109 "Get the triangle vertex indices of a given triangle from a given
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110 mesh."
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111 [#^Mesh mesh triangle-index]
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112 (let [indices (int-array 3)]
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113 (.getTriangle mesh triangle-index indices)
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114 (vec indices)))
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115
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116 (defn vertex-UV-coord
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117 "Get the UV-coordinates of the vertex named by vertex-index"
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118 [#^Mesh mesh vertex-index]
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119 (let [UV-buffer
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120 (.getData
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121 (.getBuffer
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122 mesh
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123 VertexBuffer$Type/TexCoord))]
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124 [(.get UV-buffer (* vertex-index 2))
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125 (.get UV-buffer (+ 1 (* vertex-index 2)))]))
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126
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127 (defn triangle-UV-coord
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128 "Get the UV-cooridnates of the triangle's verticies."
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129 [#^Mesh mesh width height triangle-index]
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130 (map (fn [[u v]] (vector (* width u) (* height v)))
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131 (map (partial vertex-UV-coord mesh)
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132 (triangle-vertex-indices mesh triangle-index))))
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133 #+end_src
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134
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135 * Schrapnel Conversion Functions
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136
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137 It is convienent to treat a =Triangle= as a sequence of verticies, and
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138 a =Vector2f= and =Vector3f= as a sequence of floats. These conversion
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139 functions make this easy. If these classes implemented =Iterable= then
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140 this code would not be necessary. Hopefully they will in the future.
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141
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142 #+name: triangles-2
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143 #+begin_src clojure
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144 (defn triangle-seq [#^Triangle tri]
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145 [(.get1 tri) (.get2 tri) (.get3 tri)])
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146
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147 (defn vector3f-seq [#^Vector3f v]
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148 [(.getX v) (.getY v) (.getZ v)])
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149
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150 (defn point->vector2f [[u v]]
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151 (Vector2f. u v))
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152
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153 (defn vector2f->vector3f [v]
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154 (Vector3f. (.getX v) (.getY v) 0))
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155
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156 (defn map-triangle [f #^Triangle tri]
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157 (Triangle.
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158 (f 0 (.get1 tri))
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159 (f 1 (.get2 tri))
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160 (f 2 (.get3 tri))))
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161
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162 (defn points->triangle
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163 "Convert a list of points into a triangle."
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164 [points]
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165 (apply #(Triangle. %1 %2 %3)
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166 (map (fn [point]
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167 (let [point (vec point)]
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168 (Vector3f. (get point 0 0)
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169 (get point 1 0)
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170 (get point 2 0))))
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171 (take 3 points))))
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172 #+end_src
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173
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174 * Triangle Affine Transforms
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175
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176 The position of each hair is stored in a 2D image in UV
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177 coordinates. To place the hair in 3D space we must convert from UV
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178 coordinates to XYZ coordinates. Each =Triangle= has coordinates in
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179 both UV-space and XYZ-space, which defines a unique [[http://mathworld.wolfram.com/AffineTransformation.html ][Affine Transform]]
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180 for translating any coordinate within the UV triangle to the
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181 cooresponding coordinate in the XYZ triangle.
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182
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183 #+name: triangles-3
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184 #+begin_src clojure
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185 (defn triangle->matrix4f
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186 "Converts the triangle into a 4x4 matrix: The first three columns
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187 contain the vertices of the triangle; the last contains the unit
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188 normal of the triangle. The bottom row is filled with 1s."
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189 [#^Triangle t]
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190 (let [mat (Matrix4f.)
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191 [vert-1 vert-2 vert-3]
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192 ((comp vec map) #(.get t %) (range 3))
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193 unit-normal (do (.calculateNormal t)(.getNormal t))
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194 vertices [vert-1 vert-2 vert-3 unit-normal]]
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195 (dorun
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196 (for [row (range 4) col (range 3)]
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197 (do
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198 (.set mat col row (.get (vertices row)col))
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199 (.set mat 3 row 1))))
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200 mat))
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201
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202 (defn triangle-transformation
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203 "Returns the affine transformation that converts each vertex in the
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204 first triangle into the corresponding vertex in the second
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205 triangle."
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206 [#^Triangle tri-1 #^Triangle tri-2]
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207 (.mult
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208 (triangle->matrix4f tri-2)
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209 (.invert (triangle->matrix4f tri-1))))
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210 #+end_src
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211
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212 * Triangle Boundaries
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213
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214 For efficiency's sake I will divide the UV-image into small squares
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215 which inscribe each UV-triangle, then extract the points which lie
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216 inside the triangle and map them to 3D-space using
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217 =(triangle-transform)= above. To do this I need a function,
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218 =(inside-triangle?)=, which determines whether a point is inside a
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219 triangle in 2D UV-space.
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220
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221 #+name: triangles-4
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222 #+begin_src clojure
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223 (defn convex-bounds
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224 "Returns the smallest square containing the given vertices, as a
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225 vector of integers [left top width height]."
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226 [uv-verts]
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227 (let [xs (map first uv-verts)
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228 ys (map second uv-verts)
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229 x0 (Math/floor (apply min xs))
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230 y0 (Math/floor (apply min ys))
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231 x1 (Math/ceil (apply max xs))
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232 y1 (Math/ceil (apply max ys))]
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233 [x0 y0 (- x1 x0) (- y1 y0)]))
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234
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235 (defn same-side?
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236 "Given the points p1 and p2 and the reference point ref, is point p
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237 on the same side of the line that goes through p1 and p2 as ref is?"
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238 [p1 p2 ref p]
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239 (<=
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240 0
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241 (.dot
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242 (.cross (.subtract p2 p1) (.subtract p p1))
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243 (.cross (.subtract p2 p1) (.subtract ref p1)))))
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244
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245 (defn inside-triangle?
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246 "Is the point inside the triangle?"
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247 {:author "Dylan Holmes"}
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248 [#^Triangle tri #^Vector3f p]
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249 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]
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250 (and
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251 (same-side? vert-1 vert-2 vert-3 p)
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252 (same-side? vert-2 vert-3 vert-1 p)
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253 (same-side? vert-3 vert-1 vert-2 p))))
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254 #+end_src
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255
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256
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257
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258 * Sensor Related Functions
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259
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260 These functions analyze the touch-sensor-profile image convert the
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261 location of each touch sensor from pixel coordinates to UV-coordinates
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262 and XYZ-coordinates.
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263
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264 #+name: sensors
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265 #+begin_src clojure
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266 (defn sensors-in-triangle
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267 "Locate the touch sensors in the triangle, returning a map of their
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268 UV and geometry-relative coordinates."
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269 [image mesh tri-index]
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270 (let [width (.getWidth image)
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271 height (.getHeight image)
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272 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)
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273 bounds (convex-bounds UV-vertex-coords)
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274
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275 cutout-triangle (points->triangle UV-vertex-coords)
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276 UV-sensor-coords
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277 (filter (comp (partial inside-triangle? cutout-triangle)
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278 (fn [[u v]] (Vector3f. u v 0)))
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279 (white-coordinates image bounds))
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280 UV->geometry (triangle-transformation
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281 cutout-triangle
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282 (mesh-triangle mesh tri-index))
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283 geometry-sensor-coords
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284 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))
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285 UV-sensor-coords)]
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286 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))
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287
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288 (defn-memo locate-feelers
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289 "Search the geometry's tactile UV profile for touch sensors,
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290 returning their positions in geometry-relative coordinates."
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291 [#^Geometry geo]
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292 (let [mesh (.getMesh geo)
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293 num-triangles (.getTriangleCount mesh)]
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294 (if-let [image (tactile-sensor-profile geo)]
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295 (map
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296 (partial sensors-in-triangle image mesh)
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297 (range num-triangles))
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298 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))
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299
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300 (defn-memo touch-topology
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301 "Return a sequence of vectors of the form [x y] describing the
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302 \"topology\" of the tactile sensors. Points that are close together
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303 in the touch-topology are generally close together in the simulation."
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304 [#^Gemoetry geo]
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305 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))
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306
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307 (defn-memo feeler-coordinates
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308 "The location of the touch sensors in world-space coordinates."
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309 [#^Geometry geo]
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310 (vec (map :geometry (locate-feelers geo))))
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311 #+end_src
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312
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313 * Physics Collision Objects
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314
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315 The "hairs" are actually rays which extend from a point on a
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316 =Triangle= in the =Mesh= normal to the =Triangle's= surface.
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317
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318 #+name: rays
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319 #+begin_src clojure
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320 (defn get-ray-origin
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321 "Return the origin which a Ray would have to have to be in the exact
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322 center of a particular Triangle in the Geometry in World
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323 Coordinates."
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324 [geom tri]
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325 (let [new (Vector3f.)]
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326 (.calculateCenter tri)
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327 (.localToWorld geom (.getCenter tri) new) new))
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328
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329 (defn get-ray-direction
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330 "Return the direction which a Ray would have to have to be to point
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331 normal to the Triangle, in coordinates relative to the center of the
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332 Triangle."
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333 [geom tri]
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334 (let [n+c (Vector3f.)]
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335 (.calculateNormal tri)
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336 (.calculateCenter tri)
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337 (.localToWorld
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338 geom
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339 (.add (.getCenter tri) (.getNormal tri)) n+c)
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340 (.subtract n+c (get-ray-origin geom tri))))
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341 #+end_src
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342
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343
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344 * Skin Creation
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345 #+name: kernel
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346 #+begin_src clojure
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347 (defn touch-fn
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348 "Returns a function which returns tactile sensory data when called
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349 inside a running simulation."
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350 [#^Geometry geo]
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351 (let [feeler-coords (feeler-coordinates geo)
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352 tris (triangles geo)
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353 limit 0.1
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354 ;;results (CollisionResults.)
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355 ]
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356 (if (empty? (touch-topology geo))
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357 nil
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358 (fn [node]
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359 (let [sensor-origins
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360 (map
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361 #(map (partial local-to-world geo) %)
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362 feeler-coords)
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363 triangle-normals
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364 (map (partial get-ray-direction geo)
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365 tris)
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366 rays
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367 (flatten
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368 (map (fn [origins norm]
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369 (map #(doto (Ray. % norm)
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370 (.setLimit limit)) origins))
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371 sensor-origins triangle-normals))]
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372 (vector
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373 (touch-topology geo)
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374 (vec
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375 (for [ray rays]
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376 (do
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377 (let [results (CollisionResults.)]
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378 (.collideWith node ray results)
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379 (let [touch-objects
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380 (filter #(not (= geo (.getGeometry %)))
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381 results)]
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382 (- 255
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383 (if (empty? touch-objects) 255
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384 (rem
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385 (int
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386 (* 255 (/ (.getDistance
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387 (first touch-objects)) limit)))
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388 256))))))))))))))
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389
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390 (defn touch!
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391 "Endow the creature with the sense of touch. Returns a sequence of
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392 functions, one for each body part with a tactile-sensor-proile,
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393 each of which when called returns sensory data for that body part."
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394 [#^Node creature]
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395 (filter
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396 (comp not nil?)
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397 (map touch-fn
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398 (filter #(isa? (class %) Geometry)
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399 (node-seq creature)))))
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400 #+end_src
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401
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402 * Visualizing Touch
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403 #+name: visualization
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404 #+begin_src clojure
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405 (defn view-touch
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406 "Creates a function which accepts a list of touch sensor-data and
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407 displays each element to the screen."
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408 []
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409 (view-sense
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410 (fn
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411 [[coords sensor-data]]
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412 (let [image (points->image coords)]
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413 (dorun
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414 (for [i (range (count coords))]
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415 (.setRGB image ((coords i) 0) ((coords i) 1)
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416 (gray (sensor-data i)))))
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417 image))))
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418 #+end_src
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419
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rlm@226
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420 * Headers
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421
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422 #+name: touch-header
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423 #+begin_src clojure
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rlm@226
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424 (ns cortex.touch
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425 "Simulate the sense of touch in jMonkeyEngine3. Enables any Geometry
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426 to be outfitted with touch sensors with density determined by a UV
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427 image. In this way a Geometry can know what parts of itself are
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428 touching nearby objects. Reads specially prepared blender files to
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429 construct this sense automatically."
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430 {:author "Robert McIntyre"}
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431 (:use (cortex world util sense))
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432 (:use clojure.contrib.def)
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433 (:import (com.jme3.scene Geometry Node Mesh))
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434 (:import com.jme3.collision.CollisionResults)
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435 (:import com.jme3.scene.VertexBuffer$Type)
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436 (:import (com.jme3.math Triangle Vector3f Vector2f Ray Matrix4f)))
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437 #+end_src
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rlm@37
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438
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rlm@228
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439
|
rlm@228
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440 * Source Listing
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rlm@228
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441 * Next
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442
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rlm@228
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443
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444 * COMMENT Code Generation
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rlm@39
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445 #+begin_src clojure :tangle ../src/cortex/touch.clj
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rlm@231
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446 <<touch-header>>
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rlm@231
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447 <<meta-data>>
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rlm@231
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448 <<triangles-1>>
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449 <<triangles-2>>
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450 <<triangles-3>>
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451 <<triangles-4>>
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rlm@231
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452 <<sensors>>
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453 <<rays>>
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rlm@231
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454 <<kernel>>
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455 <<visualization>>
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rlm@0
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456 #+end_src
|
rlm@0
|
457
|
rlm@68
|
458 #+begin_src clojure :tangle ../src/cortex/test/touch.clj
|
rlm@39
|
459 #+end_src
|
rlm@39
|
460
|
rlm@0
|
461
|
rlm@0
|
462
|
rlm@0
|
463
|
rlm@32
|
464
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rlm@32
|
465
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|
466
|