Mercurial > cortex
view org/test-creature.org @ 112:128fa71ee188
working on retina design
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 19 Jan 2012 11:29:46 -0700 |
parents | 61d9c0e8d188 |
children | 9d0fe7f54e14 |
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1 #+title: First attempt at a creature!2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description:5 #+keywords: simulation, jMonkeyEngine3, clojure6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org9 * objectives10 - [X] get an overall bitmap-like image for touch11 - [X] write code to visuliaze this bitmap12 - [ ] directly change the UV-pixels to show touch sensor activation13 - [ ] write an explination for why b&w bitmaps for senses is appropiate14 - [ ] clean up touch code and write visulazation test15 - [ ] do the same for eyes17 * Intro18 So far, I've made the following senses --19 - Vision20 - Hearing21 - Touch22 - Proprioception24 And one effector:25 - Movement27 However, the code so far has only enabled these senses, but has not28 actually implemented them. For example, there is still a lot of work29 to be done for vision. I need to be able to create an /eyeball/ in30 simulation that can be moved around and see the world from different31 angles. I also need to determine weather to use log-polar or cartesian32 for the visual input, and I need to determine how/wether to33 disceritise the visual input.35 I also want to be able to visualize both the sensors and the36 effectors in pretty pictures. This semi-retarted creature will be my37 first attempt at bringing everything together.39 * The creature's body41 Still going to do an eve-like body in blender, but due to problems42 importing the joints, etc into jMonkeyEngine3, I'm going to do all43 the connecting here in clojure code, using the names of the individual44 components and trial and error. Later, I'll maybe make some sort of45 creature-building modifications to blender that support whatever46 discreitized senses I'm going to make.48 #+name: body-149 #+begin_src clojure50 (ns cortex.silly51 "let's play!"52 {:author "Robert McIntyre"})54 ;; TODO remove this!55 (require 'cortex.import)56 (cortex.import/mega-import-jme3)57 (use '(cortex world util body hearing touch vision))59 (rlm.rlm-commands/help)60 (import java.awt.image.BufferedImage)61 (import javax.swing.JPanel)62 (import javax.swing.SwingUtilities)63 (import java.awt.Dimension)64 (import javax.swing.JFrame)65 (import java.awt.Dimension)66 (import com.aurellem.capture.RatchetTimer)67 (declare joint-create)68 (use 'clojure.contrib.def)70 (defn view-image71 "Initailizes a JPanel on which you may draw a BufferedImage.72 Returns a function that accepts a BufferedImage and draws it to the73 JPanel."74 []75 (let [image76 (atom77 (BufferedImage. 1 1 BufferedImage/TYPE_4BYTE_ABGR))78 panel79 (proxy [JPanel] []80 (paint81 [graphics]82 (proxy-super paintComponent graphics)83 (.drawImage graphics @image 0 0 nil)))84 frame (JFrame. "Display Image")]85 (SwingUtilities/invokeLater86 (fn []87 (doto frame88 (-> (.getContentPane) (.add panel))89 (.pack)90 (.setLocationRelativeTo nil)91 (.setResizable true)92 (.setVisible true))))93 (fn [#^BufferedImage i]94 (reset! image i)95 (.setSize frame (+ 8 (.getWidth i)) (+ 28 (.getHeight i)))96 (.repaint panel 0 0 (.getWidth i) (.getHeight i)))))98 (defn points->image99 "Take a sparse collection of points and visuliaze it as a100 BufferedImage."102 ;; TODO maybe parallelize this since it's easy104 [points]105 (if (empty? points)106 (BufferedImage. 1 1 BufferedImage/TYPE_BYTE_BINARY)107 (let [xs (vec (map first points))108 ys (vec (map second points))109 x0 (apply min xs)110 y0 (apply min ys)111 width (- (apply max xs) x0)112 height (- (apply max ys) y0)113 image (BufferedImage. (inc width) (inc height)114 BufferedImage/TYPE_BYTE_BINARY)]115 (dorun116 (for [index (range (count points))]117 (.setRGB image (- (xs index) x0) (- (ys index) y0) -1)))119 image)))121 (defn test-data122 []123 (vec124 (for [a (range 0 1000 2)125 b (range 0 1000 2)]126 (vector a b))127 ))129 (defn average [coll]130 (/ (reduce + coll) (count coll)))132 (defn collapse-1d133 "One dimensional analogue of collapse"134 [center line]135 (let [length (count line)136 num-above (count (filter (partial < center) line))137 num-below (- length num-above)]138 (range (- center num-below)139 (+ center num-above))140 ))142 (defn collapse143 "Take a set of pairs of integers and collapse them into a144 contigous bitmap."145 [points]146 (if (empty? points) []147 (let148 [num-points (count points)149 center (vector150 (int (average (map first points)))151 (int (average (map first points))))152 flattened153 (reduce154 concat155 (map156 (fn [column]157 (map vector158 (map first column)159 (collapse-1d (second center)160 (map second column))))161 (partition-by first (sort-by first points))))162 squeezed163 (reduce164 concat165 (map166 (fn [row]167 (map vector168 (collapse-1d (first center)169 (map first row))170 (map second row)))171 (partition-by second (sort-by second flattened))))172 relocate173 (let [min-x (apply min (map first squeezed))174 min-y (apply min (map second squeezed))]175 (map (fn [[x y]]176 [(- x min-x)177 (- y min-y)])178 squeezed))]179 relocate180 )))182 (defn load-bullet []183 (let [sim (world (Node.) {} no-op no-op)]184 (doto sim185 (.enqueue186 (fn []187 (.stop sim)))188 (.start))))190 (defn load-blender-model191 "Load a .blend file using an asset folder relative path."192 [^String model]193 (.loadModel194 (doto (asset-manager)195 (.registerLoader BlenderModelLoader (into-array String ["blend"])))196 model))198 (defn meta-data [blender-node key]199 (if-let [data (.getUserData blender-node "properties")]200 (.findValue data key)201 nil))203 (defn blender-to-jme204 "Convert from Blender coordinates to JME coordinates"205 [#^Vector3f in]206 (Vector3f. (.getX in)207 (.getZ in)208 (- (.getY in))))210 (defn jme-to-blender211 "Convert from JME coordinates to Blender coordinates"212 [#^Vector3f in]213 (Vector3f. (.getX in)214 (- (.getZ in))215 (.getY in)))217 (defn joint-targets218 "Return the two closest two objects to the joint object, ordered219 from bottom to top according to the joint's rotation."220 [#^Node parts #^Node joint]221 ;;(println (meta-data joint "joint"))222 (.getWorldRotation joint)223 (loop [radius (float 0.01)]224 (let [results (CollisionResults.)]225 (.collideWith226 parts227 (BoundingBox. (.getWorldTranslation joint)228 radius radius radius)229 results)230 (let [targets231 (distinct232 (map #(.getGeometry %) results))]233 (if (>= (count targets) 2)234 (sort-by235 #(let [v236 (jme-to-blender237 (.mult238 (.inverse (.getWorldRotation joint))239 (.subtract (.getWorldTranslation %)240 (.getWorldTranslation joint))))]241 (println-repl (.getName %) ":" v)242 (.dot (Vector3f. 1 1 1)243 v))244 (take 2 targets))245 (recur (float (* radius 2))))))))247 (defn world-to-local248 "Convert the world coordinates into coordinates relative to the249 object (i.e. local coordinates), taking into account the rotation250 of object."251 [#^Spatial object world-coordinate]252 (let [out (Vector3f.)]253 (.worldToLocal object world-coordinate out) out))255 (defn local-to-world256 "Convert the local coordinates into coordinates into world relative257 coordinates"258 [#^Spatial object local-coordinate]259 (let [world-coordinate (Vector3f.)]260 (.localToWorld object local-coordinate world-coordinate)261 world-coordinate))264 (defmulti joint-dispatch265 "Translate blender pseudo-joints into real JME joints."266 (fn [constraints & _]267 (:type constraints)))269 (defmethod joint-dispatch :point270 [constraints control-a control-b pivot-a pivot-b rotation]271 (println-repl "creating POINT2POINT joint")272 (Point2PointJoint.273 control-a274 control-b275 pivot-a276 pivot-b))278 (defmethod joint-dispatch :hinge279 [constraints control-a control-b pivot-a pivot-b rotation]280 (println-repl "creating HINGE joint")281 (let [axis282 (if-let283 [axis (:axis constraints)]284 axis285 Vector3f/UNIT_X)286 [limit-1 limit-2] (:limit constraints)287 hinge-axis288 (.mult289 rotation290 (blender-to-jme axis))]291 (doto292 (HingeJoint.293 control-a294 control-b295 pivot-a296 pivot-b297 hinge-axis298 hinge-axis)299 (.setLimit limit-1 limit-2))))301 (defmethod joint-dispatch :cone302 [constraints control-a control-b pivot-a pivot-b rotation]303 (let [limit-xz (:limit-xz constraints)304 limit-xy (:limit-xy constraints)305 twist (:twist constraints)]307 (println-repl "creating CONE joint")308 (println-repl rotation)309 (println-repl310 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))311 (println-repl312 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))313 (println-repl314 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))315 (doto316 (ConeJoint.317 control-a318 control-b319 pivot-a320 pivot-b321 rotation322 rotation)323 (.setLimit (float limit-xz)324 (float limit-xy)325 (float twist)))))327 (defn connect328 "here are some examples:329 {:type :point}330 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}331 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)333 {:type :cone :limit-xz 0]334 :limit-xy 0]335 :twist 0]} (use XZY rotation mode in blender!)"336 [#^Node obj-a #^Node obj-b #^Node joint]337 (let [control-a (.getControl obj-a RigidBodyControl)338 control-b (.getControl obj-b RigidBodyControl)339 joint-center (.getWorldTranslation joint)340 joint-rotation (.toRotationMatrix (.getWorldRotation joint))341 pivot-a (world-to-local obj-a joint-center)342 pivot-b (world-to-local obj-b joint-center)]344 (if-let [constraints345 (map-vals346 eval347 (read-string348 (meta-data joint "joint")))]349 ;; A side-effect of creating a joint registers350 ;; it with both physics objects which in turn351 ;; will register the joint with the physics system352 ;; when the simulation is started.353 (do354 (println-repl "creating joint between"355 (.getName obj-a) "and" (.getName obj-b))356 (joint-dispatch constraints357 control-a control-b358 pivot-a pivot-b359 joint-rotation))360 (println-repl "could not find joint meta-data!"))))362 (defn assemble-creature [#^Node pieces joints]363 (dorun364 (map365 (fn [geom]366 (let [physics-control367 (RigidBodyControl.368 (HullCollisionShape.369 (.getMesh geom))370 (if-let [mass (meta-data geom "mass")]371 (do372 (println-repl373 "setting" (.getName geom) "mass to" (float mass))374 (float mass))375 (float 1)))]377 (.addControl geom physics-control)))378 (filter #(isa? (class %) Geometry )379 (node-seq pieces))))380 (dorun381 (map382 (fn [joint]383 (let [[obj-a obj-b]384 (joint-targets pieces joint)]385 (connect obj-a obj-b joint)))386 joints))387 pieces)389 (defn blender-creature [blender-path]390 (let [model (load-blender-model blender-path)391 joints392 (if-let [joint-node (.getChild model "joints")]393 (seq (.getChildren joint-node))394 (do (println-repl "could not find joints node")395 []))]396 (assemble-creature model joints)))398 (def hand "Models/creature1/one.blend")400 (def worm "Models/creature1/try-again.blend")402 (def touch "Models/creature1/touch.blend")404 (defn worm-model [] (load-blender-model worm))406 (defn x-ray [#^ColorRGBA color]407 (doto (Material. (asset-manager)408 "Common/MatDefs/Misc/Unshaded.j3md")409 (.setColor "Color" color)410 (-> (.getAdditionalRenderState)411 (.setDepthTest false))))413 (defn colorful []414 (.getChild (worm-model) "worm-21"))416 (import jme3tools.converters.ImageToAwt)418 (import ij.ImagePlus)420 ;; Every Mesh has many triangles, each with its own index.421 ;; Every vertex has its own index as well.423 (defn tactile-sensor-image424 "Return the touch-sensor distribution image in BufferedImage format,425 or nil if it does not exist."426 [#^Geometry obj]427 (if-let [image-path (meta-data obj "touch")]428 (ImageToAwt/convert429 (.getImage430 (.loadTexture431 (asset-manager)432 image-path))433 false false 0)))435 (import ij.process.ImageProcessor)436 (import java.awt.image.BufferedImage)438 (def white -1)440 (defn filter-pixels441 "List the coordinates of all pixels matching pred, within the bounds442 provided. Bounds -> [x0 y0 width height]"443 {:author "Dylan Holmes"}444 ([pred #^BufferedImage image]445 (filter-pixels pred image [0 0 (.getWidth image) (.getHeight image)]))446 ([pred #^BufferedImage image [x0 y0 width height]]447 ((fn accumulate [x y matches]448 (cond449 (>= y (+ height y0)) matches450 (>= x (+ width x0)) (recur 0 (inc y) matches)451 (pred (.getRGB image x y))452 (recur (inc x) y (conj matches [x y]))453 :else (recur (inc x) y matches)))454 x0 y0 [])))456 (defn white-coordinates457 "Coordinates of all the white pixels in a subset of the image."458 ([#^BufferedImage image bounds]459 (filter-pixels #(= % white) image bounds))460 ([#^BufferedImage image]461 (filter-pixels #(= % white) image)))463 (defn triangle464 "Get the triangle specified by triangle-index from the mesh within465 bounds."466 [#^Mesh mesh triangle-index]467 (let [scratch (Triangle.)]468 (.getTriangle mesh triangle-index scratch)469 scratch))471 (defn triangle-vertex-indices472 "Get the triangle vertex indices of a given triangle from a given473 mesh."474 [#^Mesh mesh triangle-index]475 (let [indices (int-array 3)]476 (.getTriangle mesh triangle-index indices)477 (vec indices)))479 (defn vertex-UV-coord480 "Get the uv-coordinates of the vertex named by vertex-index"481 [#^Mesh mesh vertex-index]482 (let [UV-buffer483 (.getData484 (.getBuffer485 mesh486 VertexBuffer$Type/TexCoord))]487 [(.get UV-buffer (* vertex-index 2))488 (.get UV-buffer (+ 1 (* vertex-index 2)))]))490 (defn triangle-UV-coord491 "Get the uv-cooridnates of the triangle's verticies."492 [#^Mesh mesh width height triangle-index]493 (map (fn [[u v]] (vector (* width u) (* height v)))494 (map (partial vertex-UV-coord mesh)495 (triangle-vertex-indices mesh triangle-index))))497 (defn same-side?498 "Given the points p1 and p2 and the reference point ref, is point p499 on the same side of the line that goes through p1 and p2 as ref is?"500 [p1 p2 ref p]501 (<=502 0503 (.dot504 (.cross (.subtract p2 p1) (.subtract p p1))505 (.cross (.subtract p2 p1) (.subtract ref p1)))))507 (defn triangle-seq [#^Triangle tri]508 [(.get1 tri) (.get2 tri) (.get3 tri)])510 (defn vector3f-seq [#^Vector3f v]511 [(.getX v) (.getY v) (.getZ v)])513 (defn inside-triangle?514 "Is the point inside the triangle?"515 {:author "Dylan Holmes"}516 [#^Triangle tri #^Vector3f p]517 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]518 (and519 (same-side? vert-1 vert-2 vert-3 p)520 (same-side? vert-2 vert-3 vert-1 p)521 (same-side? vert-3 vert-1 vert-2 p))))523 (defn triangle->matrix4f524 "Converts the triangle into a 4x4 matrix: The first three columns525 contain the vertices of the triangle; the last contains the unit526 normal of the triangle. The bottom row is filled with 1s."527 [#^Triangle t]528 (let [mat (Matrix4f.)529 [vert-1 vert-2 vert-3]530 ((comp vec map) #(.get t %) (range 3))531 unit-normal (do (.calculateNormal t)(.getNormal t))532 vertices [vert-1 vert-2 vert-3 unit-normal]]533 (dorun534 (for [row (range 4) col (range 3)]535 (do536 (.set mat col row (.get (vertices row)col))537 (.set mat 3 row 1))))538 mat))540 (defn triangle-transformation541 "Returns the affine transformation that converts each vertex in the542 first triangle into the corresponding vertex in the second543 triangle."544 [#^Triangle tri-1 #^Triangle tri-2]545 (.mult546 (triangle->matrix4f tri-2)547 (.invert (triangle->matrix4f tri-1))))549 (defn point->vector2f [[u v]]550 (Vector2f. u v))552 (defn vector2f->vector3f [v]553 (Vector3f. (.getX v) (.getY v) 0))555 (defn map-triangle [f #^Triangle tri]556 (Triangle.557 (f 0 (.get1 tri))558 (f 1 (.get2 tri))559 (f 2 (.get3 tri))))561 (defn points->triangle562 "Convert a list of points into a triangle."563 [points]564 (apply #(Triangle. %1 %2 %3)565 (map (fn [point]566 (let [point (vec point)]567 (Vector3f. (get point 0 0)568 (get point 1 0)569 (get point 2 0))))570 (take 3 points))))572 (defn convex-bounds573 "Dimensions of the smallest integer bounding square of the list of574 2D verticies in the form: [x y width height]."575 [uv-verts]576 (let [xs (map first uv-verts)577 ys (map second uv-verts)578 x0 (Math/floor (apply min xs))579 y0 (Math/floor (apply min ys))580 x1 (Math/ceil (apply max xs))581 y1 (Math/ceil (apply max ys))]582 [x0 y0 (- x1 x0) (- y1 y0)]))584 (defn sensors-in-triangle585 "Find the locations of the touch sensors within a triangle in both586 UV and gemoetry relative coordinates."587 [image mesh tri-index]588 (let [width (.getWidth image)589 height (.getHeight image)590 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)591 bounds (convex-bounds UV-vertex-coords)593 cutout-triangle (points->triangle UV-vertex-coords)594 UV-sensor-coords595 (filter (comp (partial inside-triangle? cutout-triangle)596 (fn [[u v]] (Vector3f. u v 0)))597 (white-coordinates image bounds))598 UV->geometry (triangle-transformation599 cutout-triangle600 (triangle mesh tri-index))601 geometry-sensor-coords602 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))603 UV-sensor-coords)]604 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))606 (defn-memo locate-feelers607 "Search the geometry's tactile UV image for touch sensors, returning608 their positions in geometry-relative coordinates."609 [#^Geometry geo]610 (let [mesh (.getMesh geo)611 num-triangles (.getTriangleCount mesh)]612 (if-let [image (tactile-sensor-image geo)]613 (map614 (partial sensors-in-triangle image mesh)615 (range num-triangles))616 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))618 (use 'clojure.contrib.def)620 (defn-memo touch-topology [#^Gemoetry geo]621 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))623 (defn-memo feeler-coordinates [#^Geometry geo]624 (vec (map :geometry (locate-feelers geo))))626 (defn enable-touch [#^Geometry geo]627 (let [feeler-coords (feeler-coordinates geo)628 tris (triangles geo)629 limit 0.1630 ;;results (CollisionResults.)631 ]632 (if (empty? (touch-topology geo))633 nil634 (fn [node]635 (let [sensor-origins636 (map637 #(map (partial local-to-world geo) %)638 feeler-coords)639 triangle-normals640 (map (partial get-ray-direction geo)641 tris)642 rays643 (flatten644 (map (fn [origins norm]645 (map #(doto (Ray. % norm)646 (.setLimit limit)) origins))647 sensor-origins triangle-normals))]648 (vector649 (touch-topology geo)650 (vec651 (for [ray rays]652 (do653 (let [results (CollisionResults.)]654 (.collideWith node ray results)655 (let [touch-objects656 (set657 (filter #(not (= geo %))658 (map #(.getGeometry %) results)))]659 (if (> (count touch-objects) 0)660 1 0))))))))))))662 (defn touch [#^Node pieces]663 (filter (comp not nil?)664 (map enable-touch665 (filter #(isa? (class %) Geometry)666 (node-seq pieces)))))669 ;; human eye transmits 62kb/s to brain Bandwidth is 8.75 Mb/s670 ;; http://en.wikipedia.org/wiki/Retina672 (defn test-eye []673 (.getChild (worm-model) "worm-11"))676 (defn retina-sensor-image677 "Return a map of pixel selection functions to BufferedImages678 describing the distribution of light-sensitive components on this679 geometry's surface. Each function creates an integer from the rgb680 values found in the pixel. :red, :green, :blue, :gray are already681 defined as extracting the red green blue and average components682 respectively."683 [#^Geometry eye]684 (if-let [eye-map (meta-data eye "eye")]685 (map-vals686 #(ImageToAwt/convert687 (.getImage (.loadTexture (asset-manager) %))688 false false 0)689 (read-string690 eye-map))))693 (defn enable-vision695 ;; need to create a camera based on uv image,696 ;; update this camera every frame based on the position of this697 ;; geometry. (maybe can get cam to follow the object)699 ;; use a stack for the continuation to grab the image.702 [#^Geometry eye]705 ;; Here's how vision will work.707 ;; Make the continuation in scene-processor take FrameBuffer,708 ;; byte-buffer, BufferedImage already sized to the correct709 ;; dimensions. the continuation will decide wether to "mix" them710 ;; into the BufferedImage, lazily ignore them, or mix them halfway711 ;; and call c/graphics card routines.713 ;; (vision creature) will take an optional :skip argument which will714 ;; inform the continuations in scene processor to skip the given715 ;; number of cycles; 0 means that no cycles will be skipped.717 ;; (vision creature) will return [init-functions sensor-functions].718 ;; The init-functions are each single-arg functions that take the719 ;; world and register the cameras and must each be called before the720 ;; corresponding sensor-functions. Each init-function returns the721 ;; viewport for that eye which can be manipulated, saved, etc. Each722 ;; sensor-function is a thunk and will return data in the same723 ;; format as the tactile-sensor functions; the structure is724 ;; [topology, sensor-data]. Internally, these sensor-functions725 ;; maintain a reference to sensor-data which is periodically updated726 ;; by the continuation function established by its init-function.727 ;; They can be queried every cycle, but their information may not728 ;; necessairly be different every cycle.730 ;; Each eye in the creature in blender will work the same way as731 ;; joints -- a one dimensional object with no geometry whose local732 ;; coordinate system determines the orientation of the resulting733 ;; eye. All eyes will have a parent named "eyes" just as all joints734 ;; have a parent named "joints". The resulting camera will be a735 ;; ChaseCamera or a CameraNode bound to the geo that is closest to736 ;; the eye marker. The eye marker will contain the metadata for the737 ;; eye, and will be moved by it's bound geometry. The dimensions of738 ;; the eye's camera are equal to the dimensions of the eye's "UV"739 ;; map.742 )744 (defn debug-window745 "creates function that offers a debug view of sensor data"746 []747 (let [vi (view-image)]748 (fn749 [[coords sensor-data]]750 (let [image (points->image coords)]751 (dorun752 (for [i (range (count coords))]753 (.setRGB image ((coords i) 0) ((coords i) 1)754 ({0 -16777216755 1 -1} (sensor-data i)))))756 (vi image)))))759 ;;(defn test-touch [world creature]762 (defn test-creature [thing]763 (let [x-axis764 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red)765 y-axis766 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green)767 z-axis768 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue)769 creature (blender-creature thing)770 touch-nerves (touch creature)771 touch-debug-windows (map (fn [_] (debug-window)) touch-nerves)772 ]773 (world774 (nodify [creature775 (box 10 2 10 :position (Vector3f. 0 -9 0)776 :color ColorRGBA/Gray :mass 0)777 x-axis y-axis z-axis778 ])779 standard-debug-controls780 (fn [world]781 (light-up-everything world)782 (enable-debug world)783 ;;(com.aurellem.capture.Capture/captureVideo784 ;; world (file-str "/home/r/proj/ai-videos/hand"))785 ;;(.setTimer world (RatchetTimer. 60))786 ;;(speed-up world)787 ;;(set-gravity world (Vector3f. 0 0 0))788 )789 (fn [world tpf]790 ;;(dorun791 ;; (map #(%1 %2) touch-nerves (repeat (.getRootNode world))))793 (dorun794 (map #(%1 (%2 (.getRootNode world)))795 touch-debug-windows touch-nerves)796 )798 )799 ;;(let [timer (atom 0)]800 ;; (fn [_ _]801 ;; (swap! timer inc)802 ;; (if (= (rem @timer 60) 0)803 ;; (println-repl (float (/ @timer 60))))))804 )))814 ;;; experiments in collisions818 (defn collision-test []819 (let [b-radius 1820 b-position (Vector3f. 0 0 0)821 obj-b (box 1 1 1 :color ColorRGBA/Blue822 :position b-position823 :mass 0)824 node (nodify [obj-b])825 bounds-b826 (doto (Picture.)827 (.setHeight 50)828 (.setWidth 50)829 (.setImage (asset-manager)830 "Models/creature1/hand.png"831 false832 ))834 ;;(Ray. (Vector3f. 0 -5 0) (.normalize (Vector3f. 0 1 0)))836 collisions837 (let [cr (CollisionResults.)]838 (.collideWith node bounds-b cr)839 (println (map #(.getContactPoint %) cr))840 cr)842 ;;collision-points843 ;;(map #(sphere 0.1 :position (.getContactPoint %))844 ;; collisions)846 ;;node (nodify (conj collision-points obj-b))848 sim849 (world node850 {"key-space"851 (fn [_ value]852 (if value853 (let [cr (CollisionResults.)]854 (.collideWith node bounds-b cr)855 (println-repl (map #(.getContactPoint %) cr))856 cr)))}857 no-op858 no-op)860 ]861 sim863 ))868 #+end_src870 #+results: body-1871 : #'cortex.silly/test-creature874 * COMMENT purgatory875 #+begin_src clojure876 (defn bullet-trans []877 (let [obj-a (sphere 0.5 :color ColorRGBA/Red878 :position (Vector3f. -10 5 0))879 obj-b (sphere 0.5 :color ColorRGBA/Blue880 :position (Vector3f. -10 -5 0)881 :mass 0)882 control-a (.getControl obj-a RigidBodyControl)883 control-b (.getControl obj-b RigidBodyControl)884 swivel885 (.toRotationMatrix886 (doto (Quaternion.)887 (.fromAngleAxis (/ Math/PI 2)888 Vector3f/UNIT_X)))]889 (doto890 (ConeJoint.891 control-a control-b892 (Vector3f. 0 5 0)893 (Vector3f. 0 -5 0)894 swivel swivel)895 (.setLimit (* 0.6 (/ Math/PI 4))896 (/ Math/PI 4)897 (* Math/PI 0.8)))898 (world (nodify899 [obj-a obj-b])900 standard-debug-controls901 enable-debug902 no-op)))905 (defn bullet-trans* []906 (let [obj-a (box 1.5 0.5 0.5 :color ColorRGBA/Red907 :position (Vector3f. 5 0 0)908 :mass 90)909 obj-b (sphere 0.5 :color ColorRGBA/Blue910 :position (Vector3f. -5 0 0)911 :mass 0)912 control-a (.getControl obj-a RigidBodyControl)913 control-b (.getControl obj-b RigidBodyControl)914 move-up? (atom nil)915 move-down? (atom nil)916 move-left? (atom nil)917 move-right? (atom nil)918 roll-left? (atom nil)919 roll-right? (atom nil)920 force 100921 swivel922 (.toRotationMatrix923 (doto (Quaternion.)924 (.fromAngleAxis (/ Math/PI 2)925 Vector3f/UNIT_X)))926 x-move927 (doto (Matrix3f.)928 (.fromStartEndVectors Vector3f/UNIT_X929 (.normalize (Vector3f. 1 1 0))))931 timer (atom 0)]932 (doto933 (ConeJoint.934 control-a control-b935 (Vector3f. -8 0 0)936 (Vector3f. 2 0 0)937 ;;swivel swivel938 ;;Matrix3f/IDENTITY Matrix3f/IDENTITY939 x-move Matrix3f/IDENTITY940 )941 (.setCollisionBetweenLinkedBodys false)942 (.setLimit (* 1 (/ Math/PI 4)) ;; twist943 (* 1 (/ Math/PI 4)) ;; swing span in X-Y plane944 (* 0 (/ Math/PI 4)))) ;; swing span in Y-Z plane945 (world (nodify946 [obj-a obj-b])947 (merge standard-debug-controls948 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))949 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))950 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))951 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))952 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))953 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})955 (fn [world]956 (enable-debug world)957 (set-gravity world Vector3f/ZERO)958 )960 (fn [world _]962 (if @move-up?963 (.applyForce control-a964 (Vector3f. force 0 0)965 (Vector3f. 0 0 0)))966 (if @move-down?967 (.applyForce control-a968 (Vector3f. (- force) 0 0)969 (Vector3f. 0 0 0)))970 (if @move-left?971 (.applyForce control-a972 (Vector3f. 0 force 0)973 (Vector3f. 0 0 0)))974 (if @move-right?975 (.applyForce control-a976 (Vector3f. 0 (- force) 0)977 (Vector3f. 0 0 0)))979 (if @roll-left?980 (.applyForce control-a981 (Vector3f. 0 0 force)982 (Vector3f. 0 0 0)))983 (if @roll-right?984 (.applyForce control-a985 (Vector3f. 0 0 (- force))986 (Vector3f. 0 0 0)))988 (if (zero? (rem (swap! timer inc) 100))989 (.attachChild990 (.getRootNode world)991 (sphere 0.05 :color ColorRGBA/Yellow992 :physical? false :position993 (.getWorldTranslation obj-a)))))994 )995 ))997 (defn transform-trianglesdsd998 "Transform that converts each vertex in the first triangle999 into the corresponding vertex in the second triangle."1000 [#^Triangle tri-1 #^Triangle tri-2]1001 (let [in [(.get1 tri-1)1002 (.get2 tri-1)1003 (.get3 tri-1)]1004 out [(.get1 tri-2)1005 (.get2 tri-2)1006 (.get3 tri-2)]]1007 (let [translate (doto (Matrix4f.) (.setTranslation (.negate (in 0))))1008 in* [(.mult translate (in 0))1009 (.mult translate (in 1))1010 (.mult translate (in 2))]1011 final-translation1012 (doto (Matrix4f.)1013 (.setTranslation (out 1)))1015 rotate-11016 (doto (Matrix3f.)1017 (.fromStartEndVectors1018 (.normalize1019 (.subtract1020 (in* 1) (in* 0)))1021 (.normalize1022 (.subtract1023 (out 1) (out 0)))))1024 in** [(.mult rotate-1 (in* 0))1025 (.mult rotate-1 (in* 1))1026 (.mult rotate-1 (in* 2))]1027 scale-factor-11028 (.mult1029 (.normalize1030 (.subtract1031 (out 1)1032 (out 0)))1033 (/ (.length1034 (.subtract (out 1)1035 (out 0)))1036 (.length1037 (.subtract (in** 1)1038 (in** 0)))))1039 scale-1 (doto (Matrix4f.) (.setScale scale-factor-1))1040 in*** [(.mult scale-1 (in** 0))1041 (.mult scale-1 (in** 1))1042 (.mult scale-1 (in** 2))]1048 ]1050 (dorun (map println in))1051 (println)1052 (dorun (map println in*))1053 (println)1054 (dorun (map println in**))1055 (println)1056 (dorun (map println in***))1057 (println)1059 ))))1062 (defn world-setup [joint]1063 (let [joint-position (Vector3f. 0 0 0)1064 joint-rotation1065 (.toRotationMatrix1066 (.mult1067 (doto (Quaternion.)1068 (.fromAngleAxis1069 (* 1 (/ Math/PI 4))1070 (Vector3f. -1 0 0)))1071 (doto (Quaternion.)1072 (.fromAngleAxis1073 (* 1 (/ Math/PI 2))1074 (Vector3f. 0 0 1)))))1075 top-position (.mult joint-rotation (Vector3f. 8 0 0))1077 origin (doto1078 (sphere 0.1 :physical? false :color ColorRGBA/Cyan1079 :position top-position))1080 top (doto1081 (sphere 0.1 :physical? false :color ColorRGBA/Yellow1082 :position top-position)1084 (.addControl1085 (RigidBodyControl.1086 (CapsuleCollisionShape. 0.5 1.5 1) (float 20))))1087 bottom (doto1088 (sphere 0.1 :physical? false :color ColorRGBA/DarkGray1089 :position (Vector3f. 0 0 0))1090 (.addControl1091 (RigidBodyControl.1092 (CapsuleCollisionShape. 0.5 1.5 1) (float 0))))1093 table (box 10 2 10 :position (Vector3f. 0 -20 0)1094 :color ColorRGBA/Gray :mass 0)1095 a (.getControl top RigidBodyControl)1096 b (.getControl bottom RigidBodyControl)]1098 (cond1099 (= joint :cone)1101 (doto (ConeJoint.1102 a b1103 (world-to-local top joint-position)1104 (world-to-local bottom joint-position)1105 joint-rotation1106 joint-rotation1107 )1110 (.setLimit (* (/ 10) Math/PI)1111 (* (/ 4) Math/PI)1112 0)))1113 [origin top bottom table]))1115 (defn test-joint [joint]1116 (let [[origin top bottom floor] (world-setup joint)1117 control (.getControl top RigidBodyControl)1118 move-up? (atom false)1119 move-down? (atom false)1120 move-left? (atom false)1121 move-right? (atom false)1122 roll-left? (atom false)1123 roll-right? (atom false)1124 timer (atom 0)]1126 (world1127 (nodify [top bottom floor origin])1128 (merge standard-debug-controls1129 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))1130 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))1131 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))1132 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))1133 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))1134 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})1136 (fn [world]1137 (light-up-everything world)1138 (enable-debug world)1139 (set-gravity world (Vector3f. 0 0 0))1140 )1142 (fn [world _]1143 (if (zero? (rem (swap! timer inc) 100))1144 (do1145 ;; (println-repl @timer)1146 (.attachChild (.getRootNode world)1147 (sphere 0.05 :color ColorRGBA/Yellow1148 :position (.getWorldTranslation top)1149 :physical? false))1150 (.attachChild (.getRootNode world)1151 (sphere 0.05 :color ColorRGBA/LightGray1152 :position (.getWorldTranslation bottom)1153 :physical? false))))1155 (if @move-up?1156 (.applyTorque control1157 (.mult (.getPhysicsRotation control)1158 (Vector3f. 0 0 10))))1159 (if @move-down?1160 (.applyTorque control1161 (.mult (.getPhysicsRotation control)1162 (Vector3f. 0 0 -10))))1163 (if @move-left?1164 (.applyTorque control1165 (.mult (.getPhysicsRotation control)1166 (Vector3f. 0 10 0))))1167 (if @move-right?1168 (.applyTorque control1169 (.mult (.getPhysicsRotation control)1170 (Vector3f. 0 -10 0))))1171 (if @roll-left?1172 (.applyTorque control1173 (.mult (.getPhysicsRotation control)1174 (Vector3f. -1 0 0))))1175 (if @roll-right?1176 (.applyTorque control1177 (.mult (.getPhysicsRotation control)1178 (Vector3f. 1 0 0))))))))1182 (defprotocol Frame1183 (frame [this]))1185 (extend-type BufferedImage1186 Frame1187 (frame [image]1188 (merge1189 (apply1190 hash-map1191 (interleave1192 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]1193 (vector x y)))1194 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]1195 (let [data (.getRGB image x y)]1196 (hash-map :r (bit-shift-right (bit-and 0xff0000 data) 16)1197 :g (bit-shift-right (bit-and 0x00ff00 data) 8)1198 :b (bit-and 0x0000ff data)))))))1199 {:width (.getWidth image) :height (.getHeight image)})))1202 (extend-type ImagePlus1203 Frame1204 (frame [image+]1205 (frame (.getBufferedImage image+))))1208 #+end_src1211 * COMMENT generate source1212 #+begin_src clojure :tangle ../src/cortex/silly.clj1213 <<body-1>>1214 #+end_src