Mercurial > cortex
view org/body.org @ 176:026f69582022
organized imports in cortex.body
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 04 Feb 2012 06:52:47 -0700 |
parents | 0b9ae09eaec3 |
children | d5c597a7aed4 |
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1 #+title: The BODY!!!2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3.5 #+SETUPFILE: ../../aurellem/org/setup.org6 #+INCLUDE: ../../aurellem/org/level-0.org8 * Making a solid, connected body.9 #+name: joints10 #+begin_src clojure11 (ns cortex.body12 "Assemble a physical creature using the definitions found in a13 specially prepared blender file. Creates rigid bodies and joints so14 that a creature can have a physical presense in the simulation."15 {:author "Robert McIntyre"}16 (:use (cortex world util sense))17 (:use clojure.contrib.def)18 (:import19 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)20 (com.jme3.bullet.joints21 SixDofJoint Point2PointJoint HingeJoint ConeJoint)22 com.jme3.bullet.control.RigidBodyControl23 com.jme3.collision.CollisionResults24 com.jme3.bounding.BoundingBox25 com.jme3.scene.Node26 com.jme3.scene.Geometry27 com.jme3.bullet.collision.shapes.HullCollisionShape))29 (defn joint-targets30 "Return the two closest two objects to the joint object, ordered31 from bottom to top according to the joint's rotation."32 [#^Node parts #^Node joint]33 (loop [radius (float 0.01)]34 (let [results (CollisionResults.)]35 (.collideWith36 parts37 (BoundingBox. (.getWorldTranslation joint)38 radius radius radius)39 results)40 (let [targets41 (distinct42 (map #(.getGeometry %) results))]43 (if (>= (count targets) 2)44 (sort-by45 #(let [v46 (jme-to-blender47 (.mult48 (.inverse (.getWorldRotation joint))49 (.subtract (.getWorldTranslation %)50 (.getWorldTranslation joint))))]51 (println-repl (.getName %) ":" v)52 (.dot (Vector3f. 1 1 1)53 v))54 (take 2 targets))55 (recur (float (* radius 2))))))))57 (defmulti joint-dispatch58 "Translate blender pseudo-joints into real JME joints."59 (fn [constraints & _]60 (:type constraints)))62 (defmethod joint-dispatch :point63 [constraints control-a control-b pivot-a pivot-b rotation]64 (println-repl "creating POINT2POINT joint")65 ;; bullet's point2point joints are BROKEN, so we must use the66 ;; generic 6DOF joint instead of an actual Point2Point joint!68 ;; should be able to do this:69 (comment70 (Point2PointJoint.71 control-a72 control-b73 pivot-a74 pivot-b))76 ;; but instead we must do this:77 (println-repl "substuting 6DOF joint for POINT2POINT joint!")78 (doto79 (SixDofJoint.80 control-a81 control-b82 pivot-a83 pivot-b84 false)85 (.setLinearLowerLimit Vector3f/ZERO)86 (.setLinearUpperLimit Vector3f/ZERO)87 ;;(.setAngularLowerLimit (Vector3f. 1 1 1))88 ;;(.setAngularUpperLimit (Vector3f. 0 0 0))90 ))93 (defmethod joint-dispatch :hinge94 [constraints control-a control-b pivot-a pivot-b rotation]95 (println-repl "creating HINGE joint")96 (let [axis97 (if-let98 [axis (:axis constraints)]99 axis100 Vector3f/UNIT_X)101 [limit-1 limit-2] (:limit constraints)102 hinge-axis103 (.mult104 rotation105 (blender-to-jme axis))]106 (doto107 (HingeJoint.108 control-a109 control-b110 pivot-a111 pivot-b112 hinge-axis113 hinge-axis)114 (.setLimit limit-1 limit-2))))116 (defmethod joint-dispatch :cone117 [constraints control-a control-b pivot-a pivot-b rotation]118 (let [limit-xz (:limit-xz constraints)119 limit-xy (:limit-xy constraints)120 twist (:twist constraints)]122 (println-repl "creating CONE joint")123 (println-repl rotation)124 (println-repl125 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))126 (println-repl127 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))128 (println-repl129 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))130 (doto131 (ConeJoint.132 control-a133 control-b134 pivot-a135 pivot-b136 rotation137 rotation)138 (.setLimit (float limit-xz)139 (float limit-xy)140 (float twist)))))142 (defn connect143 "Create a joint between 'obj-a and 'obj-b at the location of144 'joint. The type of joint is determined by the metadata on 'joint.146 Here are some examples:147 {:type :point}148 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}149 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)151 {:type :cone :limit-xz 0]152 :limit-xy 0]153 :twist 0]} (use XZY rotation mode in blender!)"154 [#^Node obj-a #^Node obj-b #^Node joint]155 (let [control-a (.getControl obj-a RigidBodyControl)156 control-b (.getControl obj-b RigidBodyControl)157 joint-center (.getWorldTranslation joint)158 joint-rotation (.toRotationMatrix (.getWorldRotation joint))159 pivot-a (world-to-local obj-a joint-center)160 pivot-b (world-to-local obj-b joint-center)]162 (if-let [constraints163 (map-vals164 eval165 (read-string166 (meta-data joint "joint")))]167 ;; A side-effect of creating a joint registers168 ;; it with both physics objects which in turn169 ;; will register the joint with the physics system170 ;; when the simulation is started.171 (do172 (println-repl "creating joint between"173 (.getName obj-a) "and" (.getName obj-b))174 (joint-dispatch constraints175 control-a control-b176 pivot-a pivot-b177 joint-rotation))178 (println-repl "could not find joint meta-data!"))))180 (defvar181 ^{:arglists '([creature])}182 joints183 (sense-nodes "joints")184 "Return the children of the creature's \"joints\" node.")186 (defn physical!187 "Iterate through the nodes in creature and make them real physical188 objects in the simulation."189 [#^Node creature]190 (dorun191 (map192 (fn [geom]193 (let [physics-control194 (RigidBodyControl.195 (HullCollisionShape.196 (.getMesh geom))197 (if-let [mass (meta-data geom "mass")]198 (do199 (println-repl200 "setting" (.getName geom) "mass to" (float mass))201 (float mass))202 (float 1)))]204 (.addControl geom physics-control)))205 (filter #(isa? (class %) Geometry )206 (node-seq creature)))))208 (defn joints!209 "Connect the solid parts of the creature with physical joints. The210 joints are taken from the \"joints\" node in the creature."211 [#^Node creature]212 (dorun213 (map214 (fn [joint]215 (let [[obj-a obj-b] (joint-targets creature joint)]216 (connect obj-a obj-b joint)))217 (joints creature))))219 (defn body!220 "Endow the creature with a physical body connected with joints. The221 particulars of the joints and the masses of each pody part are222 determined in blender."223 [#^Node creature]224 (physical! creature)225 (joints! creature))226 #+end_src228 #+results: joints229 : #'cortex.body/body!231 #+results: proprioception232 : #'cortex.body/proprioception-debug-window234 * Examples236 #+name: test-body237 #+begin_src clojure238 (ns cortex.test.body239 (:use (cortex world util body))240 (:require cortex.silly)241 (:import242 com.jme3.math.Vector3f243 com.jme3.math.ColorRGBA244 com.jme3.bullet.joints.Point2PointJoint245 com.jme3.bullet.control.RigidBodyControl246 com.jme3.system.NanoTimer247 com.jme3.math.Quaternion))249 (defn worm-segments250 "Create multiple evenly spaced box segments. They're fabulous!"251 [segment-length num-segments interstitial-space radius]252 (letfn [(nth-segment253 [n]254 (box segment-length radius radius :mass 0.1255 :position256 (Vector3f.257 (* 2 n (+ interstitial-space segment-length)) 0 0)258 :name (str "worm-segment" n)259 :color (ColorRGBA/randomColor)))]260 (map nth-segment (range num-segments))))262 (defn connect-at-midpoint263 "Connect two physics objects with a Point2Point joint constraint at264 the point equidistant from both objects' centers."265 [segmentA segmentB]266 (let [centerA (.getWorldTranslation segmentA)267 centerB (.getWorldTranslation segmentB)268 midpoint (.mult (.add centerA centerB) (float 0.5))269 pivotA (.subtract midpoint centerA)270 pivotB (.subtract midpoint centerB)272 ;; A side-effect of creating a joint registers273 ;; it with both physics objects which in turn274 ;; will register the joint with the physics system275 ;; when the simulation is started.276 joint (Point2PointJoint.277 (.getControl segmentA RigidBodyControl)278 (.getControl segmentB RigidBodyControl)279 pivotA280 pivotB)]281 segmentB))283 (defn eve-worm284 "Create a worm-like body bound by invisible joint constraints."285 []286 (let [segments (worm-segments 0.2 5 0.1 0.1)]287 (dorun (map (partial apply connect-at-midpoint)288 (partition 2 1 segments)))289 (nodify "worm" segments)))291 (defn worm-pattern292 "This is a simple, mindless motor control pattern that drives the293 second segment of the worm's body at an offset angle with294 sinusoidally varying strength."295 [time]296 (let [angle (* Math/PI (/ 9 20))297 direction (Vector3f. 0 (Math/sin angle) (Math/cos angle))]298 [Vector3f/ZERO299 (.mult300 direction301 (float (* 2 (Math/sin (* Math/PI 2 (/ (rem time 300 ) 300))))))302 Vector3f/ZERO303 Vector3f/ZERO304 Vector3f/ZERO]))306 (defn test-motor-control307 "Testing motor-control:308 You should see a multi-segmented worm-like object fall onto the309 table and begin writhing and moving."310 []311 (let [worm (eve-worm)312 time (atom 0)313 worm-motor-map (vector-motor-control worm)]314 (world315 (nodify [worm316 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0317 :color ColorRGBA/Gray)])318 standard-debug-controls319 (fn [world]320 (enable-debug world)321 (light-up-everything world)322 (comment323 (com.aurellem.capture.Capture/captureVideo324 world325 (file-str "/home/r/proj/cortex/tmp/moving-worm")))326 )328 (fn [_ _]329 (swap! time inc)330 (Thread/sleep 20)331 (dorun (worm-motor-map332 (worm-pattern @time)))))))336 (defn join-at-point [obj-a obj-b world-pivot]337 (cortex.silly/joint-dispatch338 {:type :point}339 (.getControl obj-a RigidBodyControl)340 (.getControl obj-b RigidBodyControl)341 (cortex.silly/world-to-local obj-a world-pivot)342 (cortex.silly/world-to-local obj-b world-pivot)343 nil344 ))346 (import com.jme3.bullet.collision.PhysicsCollisionObject)348 (defn blab-* []349 (let [hand (box 0.5 0.2 0.2 :position (Vector3f. 0 0 0)350 :mass 0 :color ColorRGBA/Green)351 finger (box 0.5 0.2 0.2 :position (Vector3f. 2.4 0 0)352 :mass 1 :color ColorRGBA/Red)353 connection-point (Vector3f. 1.2 0 0)354 root (nodify [hand finger])]356 (join-at-point hand finger (Vector3f. 1.2 0 0))358 (.setCollisionGroup359 (.getControl hand RigidBodyControl)360 PhysicsCollisionObject/COLLISION_GROUP_NONE)361 (world362 root363 standard-debug-controls364 (fn [world]365 (enable-debug world)366 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))367 (set-gravity world Vector3f/ZERO)368 )369 no-op)))370 (comment372 (defn proprioception-debug-window373 []374 (let [time (atom 0)]375 (fn [prop-data]376 (if (= 0 (rem (swap! time inc) 40))377 (println-repl prop-data)))))378 )380 (comment381 (dorun382 (map383 (comp384 println-repl385 (fn [[p y r]]386 (format387 "pitch: %1.2f\nyaw: %1.2f\nroll: %1.2f\n"388 p y r)))389 prop-data)))394 (defn test-proprioception395 "Testing proprioception:396 You should see two foating bars, and a printout of pitch, yaw, and397 roll. Pressing key-r/key-t should move the blue bar up and down and398 change only the value of pitch. key-f/key-g moves it side to side399 and changes yaw. key-v/key-b will spin the blue segment clockwise400 and counterclockwise, and only affect roll."401 []402 (let [hand (box 0.2 1 0.2 :position (Vector3f. 0 0 0)403 :mass 0 :color ColorRGBA/Green :name "hand")404 finger (box 0.2 1 0.2 :position (Vector3f. 0 2.4 0)405 :mass 1 :color ColorRGBA/Red :name "finger")406 joint-node (box 0.1 0.05 0.05 :color ColorRGBA/Yellow407 :position (Vector3f. 0 1.2 0)408 :rotation (doto (Quaternion.)409 (.fromAngleAxis410 (/ Math/PI 2)411 (Vector3f. 0 0 1)))412 :physical? false)413 joint (join-at-point hand finger (Vector3f. 0 1.2 0 ))414 creature (nodify [hand finger joint-node])415 finger-control (.getControl finger RigidBodyControl)416 hand-control (.getControl hand RigidBodyControl)]419 (let420 ;; *******************************************422 [floor (box 10 10 10 :position (Vector3f. 0 -15 0)423 :mass 0 :color ColorRGBA/Gray)425 root (nodify [creature floor])426 prop (joint-proprioception creature joint-node)427 prop-view (proprioception-debug-window)429 controls430 (merge standard-debug-controls431 {"key-o"432 (fn [_ _] (.setEnabled finger-control true))433 "key-p"434 (fn [_ _] (.setEnabled finger-control false))435 "key-k"436 (fn [_ _] (.setEnabled hand-control true))437 "key-l"438 (fn [_ _] (.setEnabled hand-control false))439 "key-i"440 (fn [world _] (set-gravity world (Vector3f. 0 0 0)))441 "key-period"442 (fn [world _]443 (.setEnabled finger-control false)444 (.setEnabled hand-control false)445 (.rotate creature (doto (Quaternion.)446 (.fromAngleAxis447 (float (/ Math/PI 15))448 (Vector3f. 0 0 -1))))450 (.setEnabled finger-control true)451 (.setEnabled hand-control true)452 (set-gravity world (Vector3f. 0 0 0))453 )456 }457 )459 ]460 (comment461 (.setCollisionGroup462 (.getControl hand RigidBodyControl)463 PhysicsCollisionObject/COLLISION_GROUP_NONE)464 )465 (apply466 world467 (with-movement468 hand469 ["key-y" "key-u" "key-h" "key-j" "key-n" "key-m"]470 [10 10 10 10 1 1]471 (with-movement472 finger473 ["key-r" "key-t" "key-f" "key-g" "key-v" "key-b"]474 [1 1 10 10 10 10]475 [root476 controls477 (fn [world]478 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))479 (set-gravity world (Vector3f. 0 0 0))480 (light-up-everything world))481 (fn [_ _] (prop-view (list (prop))))]))))))483 #+end_src485 #+results: test-body486 : #'cortex.test.body/test-proprioception489 * COMMENT code-limbo490 #+begin_src clojure491 ;;(.loadModel492 ;; (doto (asset-manager)493 ;; (.registerLoader BlenderModelLoader (into-array String ["blend"])))494 ;; "Models/person/person.blend")497 (defn load-blender-model498 "Load a .blend file using an asset folder relative path."499 [^String model]500 (.loadModel501 (doto (asset-manager)502 (.registerLoader BlenderModelLoader (into-array String ["blend"])))503 model))506 (defn view-model [^String model]507 (view508 (.loadModel509 (doto (asset-manager)510 (.registerLoader BlenderModelLoader (into-array String ["blend"])))511 model)))513 (defn load-blender-scene [^String model]514 (.loadModel515 (doto (asset-manager)516 (.registerLoader BlenderLoader (into-array String ["blend"])))517 model))519 (defn worm520 []521 (.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml"))523 (defn oto524 []525 (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml"))527 (defn sinbad528 []529 (.loadModel (asset-manager) "Models/Sinbad/Sinbad.mesh.xml"))531 (defn worm-blender532 []533 (first (seq (.getChildren (load-blender-model534 "Models/anim2/simple-worm.blend")))))536 (defn body537 "given a node with a SkeletonControl, will produce a body sutiable538 for AI control with movement and proprioception."539 [node]540 (let [skeleton-control (.getControl node SkeletonControl)541 krc (KinematicRagdollControl.)]542 (comment543 (dorun544 (map #(.addBoneName krc %)545 ["mid2" "tail" "head" "mid1" "mid3" "mid4" "Dummy-Root" ""]546 ;;"mid2" "mid3" "tail" "head"]547 )))548 (.addControl node krc)549 (.setRagdollMode krc)550 )551 node552 )553 (defn show-skeleton [node]554 (let [sd556 (doto557 (SkeletonDebugger. "aurellem-skel-debug"558 (skel node))559 (.setMaterial (green-x-ray)))]560 (.attachChild node sd)561 node))565 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;567 ;; this could be a good way to give objects special properties like568 ;; being eyes and the like570 (.getUserData571 (.getChild572 (load-blender-model "Models/property/test.blend") 0)573 "properties")575 ;; the properties are saved along with the blender file.576 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;581 (defn init-debug-skel-node582 [f debug-node skeleton]583 (let [bones584 (map #(.getBone skeleton %)585 (range (.getBoneCount skeleton)))]586 (dorun (map #(.setUserControl % true) bones))587 (dorun (map (fn [b]588 (println (.getName b)589 " -- " (f b)))590 bones))591 (dorun592 (map #(.attachChild593 debug-node594 (doto595 (sphere 0.1596 :position (f %)597 :physical? false)598 (.setMaterial (green-x-ray))))599 bones)))600 debug-node)602 (import jme3test.bullet.PhysicsTestHelper)605 (defn test-zzz [the-worm world value]606 (if (not value)607 (let [skeleton (skel the-worm)]608 (println-repl "enabling bones")609 (dorun610 (map611 #(.setUserControl (.getBone skeleton %) true)612 (range (.getBoneCount skeleton))))615 (let [b (.getBone skeleton 2)]616 (println-repl "moving " (.getName b))617 (println-repl (.getLocalPosition b))618 (.setUserTransforms b619 Vector3f/UNIT_X620 Quaternion/IDENTITY621 ;;(doto (Quaternion.)622 ;; (.fromAngles (/ Math/PI 2)623 ;; 0624 ;; 0626 (Vector3f. 1 1 1))627 )629 (println-repl "hi! <3"))))632 (defn test-ragdoll []634 (let [the-worm636 ;;(.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml")637 (doto (show-skeleton (worm-blender))638 (.setLocalTranslation (Vector3f. 0 10 0))639 ;;(worm)640 ;;(oto)641 ;;(sinbad)642 )643 ]646 (.start647 (world648 (doto (Node.)649 (.attachChild the-worm))650 {"key-return" (fire-cannon-ball)651 "key-space" (partial test-zzz the-worm)652 }653 (fn [world]654 (light-up-everything world)655 (PhysicsTestHelper/createPhysicsTestWorld656 (.getRootNode world)657 (asset-manager)658 (.getPhysicsSpace659 (.getState (.getStateManager world) BulletAppState)))660 (set-gravity world Vector3f/ZERO)661 ;;(.setTimer world (NanoTimer.))662 ;;(org.lwjgl.input.Mouse/setGrabbed false)663 )664 no-op665 )668 )))671 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;672 ;;; here is the ragdoll stuff674 (def worm-mesh (.getMesh (.getChild (worm-blender) 0)))675 (def mesh worm-mesh)677 (.getFloatBuffer mesh VertexBuffer$Type/Position)678 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)679 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))682 (defn position [index]683 (.get684 (.getFloatBuffer worm-mesh VertexBuffer$Type/Position)685 index))687 (defn bones [index]688 (.get689 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))690 index))692 (defn bone-weights [index]693 (.get694 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)695 index))699 (defn vertex-bones [vertex]700 (vec (map (comp int bones) (range (* vertex 4) (+ (* vertex 4) 4)))))702 (defn vertex-weights [vertex]703 (vec (map (comp float bone-weights) (range (* vertex 4) (+ (* vertex 4) 4)))))705 (defn vertex-position [index]706 (let [offset (* index 3)]707 (Vector3f. (position offset)708 (position (inc offset))709 (position (inc(inc offset))))))711 (def vertex-info (juxt vertex-position vertex-bones vertex-weights))713 (defn bone-control-color [index]714 (get {[1 0 0 0] ColorRGBA/Red715 [1 2 0 0] ColorRGBA/Magenta716 [2 0 0 0] ColorRGBA/Blue}717 (vertex-bones index)718 ColorRGBA/White))720 (defn influence-color [index bone-num]721 (get722 {(float 0) ColorRGBA/Blue723 (float 0.5) ColorRGBA/Green724 (float 1) ColorRGBA/Red}725 ;; find the weight of the desired bone726 ((zipmap (vertex-bones index)(vertex-weights index))727 bone-num)728 ColorRGBA/Blue))730 (def worm-vertices (set (map vertex-info (range 60))))733 (defn test-info []734 (let [points (Node.)]735 (dorun736 (map #(.attachChild points %)737 (map #(sphere 0.01738 :position (vertex-position %)739 :color (influence-color % 1)740 :physical? false)741 (range 60))))742 (view points)))745 (defrecord JointControl [joint physics-space]746 PhysicsControl747 (setPhysicsSpace [this space]748 (dosync749 (ref-set (:physics-space this) space))750 (.addJoint space (:joint this)))751 (update [this tpf])752 (setSpatial [this spatial])753 (render [this rm vp])754 (getPhysicsSpace [this] (deref (:physics-space this)))755 (isEnabled [this] true)756 (setEnabled [this state]))758 (defn add-joint759 "Add a joint to a particular object. When the object is added to the760 PhysicsSpace of a simulation, the joint will also be added"761 [object joint]762 (let [control (JointControl. joint (ref nil))]763 (.addControl object control))764 object)767 (defn hinge-world768 []769 (let [sphere1 (sphere)770 sphere2 (sphere 1 :position (Vector3f. 3 3 3))771 joint (Point2PointJoint.772 (.getControl sphere1 RigidBodyControl)773 (.getControl sphere2 RigidBodyControl)774 Vector3f/ZERO (Vector3f. 3 3 3))]775 (add-joint sphere1 joint)776 (doto (Node. "hinge-world")777 (.attachChild sphere1)778 (.attachChild sphere2))))781 (defn test-joint []782 (view (hinge-world)))784 ;; (defn copier-gen []785 ;; (let [count (atom 0)]786 ;; (fn [in]787 ;; (swap! count inc)788 ;; (clojure.contrib.duck-streams/copy789 ;; in (File. (str "/home/r/tmp/mao-test/clojure-images/"790 ;; ;;/home/r/tmp/mao-test/clojure-images791 ;; (format "%08d.png" @count)))))))792 ;; (defn decrease-framerate []793 ;; (map794 ;; (copier-gen)795 ;; (sort796 ;; (map first797 ;; (partition798 ;; 4799 ;; (filter #(re-matches #".*.png$" (.getCanonicalPath %))800 ;; (file-seq801 ;; (file-str802 ;; "/home/r/media/anime/mao-temp/images"))))))))806 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;808 (defn proprioception809 "Create a proprioception map that reports the rotations of the810 various limbs of the creature's body"811 [creature]812 [#^Node creature]813 (let [814 nodes (node-seq creature)815 joints816 (map817 :joint818 (filter819 #(isa? (class %) JointControl)820 (reduce821 concat822 (map (fn [node]823 (map (fn [num] (.getControl node num))824 (range (.getNumControls node))))825 nodes))))]826 (fn []827 (reduce concat (map relative-positions (list (first joints)))))))830 (defn skel [node]831 (doto832 (.getSkeleton833 (.getControl node SkeletonControl))834 ;; this is necessary to force the skeleton to have accurate world835 ;; transforms before it is rendered to the screen.836 (.resetAndUpdate)))838 (defn green-x-ray []839 (doto (Material. (asset-manager)840 "Common/MatDefs/Misc/Unshaded.j3md")841 (.setColor "Color" ColorRGBA/Green)842 (-> (.getAdditionalRenderState)843 (.setDepthTest false))))845 (defn test-worm []846 (.start847 (world848 (doto (Node.)849 ;;(.attachChild (point-worm))850 (.attachChild (load-blender-model851 "Models/anim2/joint-worm.blend"))853 (.attachChild (box 10 1 10854 :position (Vector3f. 0 -2 0) :mass 0855 :color (ColorRGBA/Gray))))856 {857 "key-space" (fire-cannon-ball)858 }859 (fn [world]860 (enable-debug world)861 (light-up-everything world)862 ;;(.setTimer world (NanoTimer.))863 )864 no-op)))868 ;; defunct movement stuff869 (defn torque-controls [control]870 (let [torques871 (concat872 (map #(Vector3f. 0 (Math/sin %) (Math/cos %))873 (range 0 (* Math/PI 2) (/ (* Math/PI 2) 20)))874 [Vector3f/UNIT_X])]875 (map (fn [torque-axis]876 (fn [torque]877 (.applyTorque878 control879 (.mult (.mult (.getPhysicsRotation control)880 torque-axis)881 (float882 (* (.getMass control) torque))))))883 torques)))885 (defn motor-map886 "Take a creature and generate a function that will enable fine887 grained control over all the creature's limbs."888 [#^Node creature]889 (let [controls (keep #(.getControl % RigidBodyControl)890 (node-seq creature))891 limb-controls (reduce concat (map torque-controls controls))892 body-control (partial map #(%1 %2) limb-controls)]893 body-control))895 (defn test-motor-map896 "see how torque works."897 []898 (let [finger (box 3 0.5 0.5 :position (Vector3f. 0 2 0)899 :mass 1 :color ColorRGBA/Green)900 motor-map (motor-map finger)]901 (world902 (nodify [finger903 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0904 :color ColorRGBA/Gray)])905 standard-debug-controls906 (fn [world]907 (set-gravity world Vector3f/ZERO)908 (light-up-everything world)909 (.setTimer world (NanoTimer.)))910 (fn [_ _]911 (dorun (motor-map [0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0912 0]))))))914 (defn joint-proprioception [#^Node parts #^Node joint]915 (let [[obj-a obj-b] (joint-targets parts joint)916 joint-rot (.getWorldRotation joint)917 pre-inv-a (.inverse (.getWorldRotation obj-a))918 x (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_X))919 y (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Y))920 z (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Z))922 x Vector3f/UNIT_Y923 y Vector3f/UNIT_Z924 z Vector3f/UNIT_X927 tmp-rot-a (.getWorldRotation obj-a)]928 (println-repl "x:" (.mult tmp-rot-a x))929 (println-repl "y:" (.mult tmp-rot-a y))930 (println-repl "z:" (.mult tmp-rot-a z))931 (println-repl "rot-a" (.getWorldRotation obj-a))932 (println-repl "rot-b" (.getWorldRotation obj-b))933 (println-repl "joint-rot" joint-rot)934 ;; this function will report proprioceptive information for the935 ;; joint.936 (fn []937 ;; x is the "twist" axis, y and z are the "bend" axes938 (let [rot-a (.getWorldRotation obj-a)939 ;;inv-a (.inverse rot-a)940 rot-b (.getWorldRotation obj-b)941 ;;relative (.mult rot-b inv-a)942 basis (doto (Matrix3f.)943 (.setColumn 0 (.mult rot-a x))944 (.setColumn 1 (.mult rot-a y))945 (.setColumn 2 (.mult rot-a z)))946 rotation-about-joint947 (doto (Quaternion.)948 (.fromRotationMatrix949 (.mult (.invert basis)950 (.toRotationMatrix rot-b))))951 [yaw roll pitch]952 (seq (.toAngles rotation-about-joint nil))]953 ;;return euler angles of the quaternion around the new basis954 [yaw roll pitch]))))956 #+end_src964 * COMMENT generate Source965 #+begin_src clojure :tangle ../src/cortex/body.clj966 <<joints>>967 #+end_src969 #+begin_src clojure :tangle ../src/cortex/test/body.clj970 <<test-body>>971 #+end_src