Mercurial > cortex
comparison org/body.org @ 276:54ec231dec4c
I changed Capture Video, then merged with Robert.
author | Dylan Holmes <ocsenave@gmail.com> |
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date | Wed, 15 Feb 2012 01:16:54 -0600 |
parents | c39b8b29a79e |
children | 23aadf376e9d |
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275:da4de661c5d9 | 276:54ec231dec4c |
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1 #+title: Building a Body | 1 #+title: Building a Body |
2 #+author: Robert McIntyre | 2 #+author: Robert McIntyre |
3 #+email: rlm@mit.edu | 3 #+email: rlm@mit.edu |
4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3. | 4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3. |
5 #+SETUPFILE: ../../aurellem/org/setup.org | 5 #+SETUPFILE: ../../aurellem/org/setup.org |
6 #+INCLUDE: ../../aurellem/org/level-0.org | 6 #+INCLUDE: ../../aurellem/org/level-0.org |
7 | 7 |
8 * Design Constraints | 8 * Design Constraints |
16 ** Bag of Bones | 16 ** Bag of Bones |
17 | 17 |
18 How to create such a body? One option I ultimately rejected is to use | 18 How to create such a body? One option I ultimately rejected is to use |
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 | 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 |
20 which describes the creature's entire body. To this you add an | 20 which describes the creature's entire body. To this you add an |
21 (skeleton) which deforms this mesh. This technique is used extensively | 21 skeleton which deforms this mesh. This technique is used extensively |
22 to model humans and create realistic animations. It is hard to use for | 22 to model humans and create realistic animations. It is hard to use for |
23 my purposes because it is difficult to update the creature's Physics | 23 my purposes because it is difficult to update the creature's Physics |
24 Collision Mesh in tandem with its Geometric Mesh under the influence | 24 Collision Mesh in tandem with its Geometric Mesh under the influence |
25 of the armature. Withouth this the creature will not be able to grab | 25 of the armature. Withouth this the creature will not be able to grab |
26 things in its environment, and it won't be able to tell where its | 26 things in its environment, and it won't be able to tell where its |
138 (.addControl geom physics-control))) | 138 (.addControl geom physics-control))) |
139 (filter #(isa? (class %) Geometry ) | 139 (filter #(isa? (class %) Geometry ) |
140 (node-seq creature))))) | 140 (node-seq creature))))) |
141 #+end_src | 141 #+end_src |
142 | 142 |
143 =(physical!)= iterates through a creature's node structure, creating | 143 =physical!)= iterates through a creature's node structure, creating |
144 CollisionShapes for each geometry with the mass specified in that | 144 CollisionShapes for each geometry with the mass specified in that |
145 geometry's meta-data. | 145 geometry's meta-data. |
146 | 146 |
147 #+name: test-2 | 147 #+name: test-2 |
148 #+begin_src clojure | 148 #+begin_src clojure |
218 - Determine the two spatials the joint it meant to connect. | 218 - Determine the two spatials the joint it meant to connect. |
219 - Create the joint based on the meta-data of the empty node. | 219 - Create the joint based on the meta-data of the empty node. |
220 | 220 |
221 ** Finding the Joints | 221 ** Finding the Joints |
222 | 222 |
223 The higher order function =(sense-nodes)= from =cortex.sense= simplifies | 223 The higher order function =sense-nodes= from =cortex.sense= simplifies |
224 the first task. | 224 the first task. |
225 | 225 |
226 #+name: joints-2 | 226 #+name: joints-2 |
227 #+begin_src clojure | 227 #+begin_src clojure |
228 (defvar | 228 (defvar |
230 joints | 230 joints |
231 (sense-nodes "joints") | 231 (sense-nodes "joints") |
232 "Return the children of the creature's \"joints\" node.") | 232 "Return the children of the creature's \"joints\" node.") |
233 #+end_src | 233 #+end_src |
234 | 234 |
235 | |
236 ** Joint Targets and Orientation | 235 ** Joint Targets and Orientation |
237 | 236 |
238 This technique for finding a joint's targets is very similiar to | 237 This technique for finding a joint's targets is very similiar to |
239 =(cortex.sense/closest-node)=. A small cube, centered around the | 238 =cortex.sense/closest-node=. A small cube, centered around the |
240 empty-node, grows exponentially until it intersects two /physical/ | 239 empty-node, grows exponentially until it intersects two /physical/ |
241 objects. The objects are ordered according to the joint's rotation, | 240 objects. The objects are ordered according to the joint's rotation, |
242 with the first one being the object that has more negative coordinates | 241 with the first one being the object that has more negative coordinates |
243 in the joint's reference frame. Since the objects must be physical, | 242 in the joint's reference frame. Since the objects must be physical, |
244 the empty-node itself escapes detection. Because the objects must be | 243 the empty-node itself escapes detection. Because the objects must be |
245 physical, =(joint-targets)= must be called /after/ =(physical!)= is | 244 physical, =joint-targets= must be called /after/ =physical!= is |
246 called. | 245 called. |
247 | 246 |
248 #+name: joints-3 | 247 #+name: joints-3 |
249 #+begin_src clojure | 248 #+begin_src clojure |
250 (defn joint-targets | 249 (defn joint-targets |
398 pivot-a pivot-b | 397 pivot-a pivot-b |
399 joint-rotation)) | 398 joint-rotation)) |
400 (println-repl "could not find joint meta-data!")))) | 399 (println-repl "could not find joint meta-data!")))) |
401 #+end_src | 400 #+end_src |
402 | 401 |
403 Creating joints is now a matter of applying =(connect)= to each joint | 402 Creating joints is now a matter of applying =connect= to each joint |
404 node. | 403 node. |
405 | 404 |
406 #+name: joints-5 | 405 #+name: joints-5 |
407 #+begin_src clojure | 406 #+begin_src clojure |
408 (defn joints! | 407 (defn joints! |
414 (fn [joint] | 413 (fn [joint] |
415 (let [[obj-a obj-b] (joint-targets creature joint)] | 414 (let [[obj-a obj-b] (joint-targets creature joint)] |
416 (connect obj-a obj-b joint))) | 415 (connect obj-a obj-b joint))) |
417 (joints creature)))) | 416 (joints creature)))) |
418 #+end_src | 417 #+end_src |
419 | |
420 | 418 |
421 ** Round 3 | 419 ** Round 3 |
422 | 420 |
423 Now we can test the hand in all its glory. | 421 Now we can test the hand in all its glory. |
424 | 422 |
444 #(do (set-gravity % Vector3f/ZERO) %) | 442 #(do (set-gravity % Vector3f/ZERO) %) |
445 setup) | 443 setup) |
446 no-op)) | 444 no-op)) |
447 #+end_src | 445 #+end_src |
448 | 446 |
449 =(physical!)= makes the hand solid, then =(joints!)= connects each | 447 =physical!= makes the hand solid, then =joints!= connects each |
450 piece together. | 448 piece together. |
451 | 449 |
452 #+begin_html | 450 #+begin_html |
453 <div class="figure"> | 451 <div class="figure"> |
454 <center> | 452 <center> |
465 for debug purposes. You can see that they correspond to the empty | 463 for debug purposes. You can see that they correspond to the empty |
466 nodes in the blender file. | 464 nodes in the blender file. |
467 | 465 |
468 * Wrap-Up! | 466 * Wrap-Up! |
469 | 467 |
470 It is convienent to combine =(physical!)= and =(joints!)= into one | 468 It is convienent to combine =physical!= and =joints!= into one |
471 function that completely creates the creature's physical body. | 469 function that completely creates the creature's physical body. |
472 | 470 |
473 #+name: joints-6 | 471 #+name: joints-6 |
474 #+begin_src clojure | 472 #+begin_src clojure |
475 (defn body! | 473 (defn body! |