Mercurial > cortex
view org/vision.org @ 272:12e6231eae8e
Revised the RenderManager diagram.
author | Dylan Holmes <ocsenave@gmail.com> |
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date | Tue, 14 Feb 2012 23:12:56 -0600 |
parents | aa3641042958 |
children | dbecd276b51a |
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1 #+title: Simulated Sense of Sight2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulated sight for AI research using JMonkeyEngine3 and clojure5 #+keywords: computer vision, jMonkeyEngine3, clojure6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org8 #+babel: :mkdirp yes :noweb yes :exports both10 # SUGGEST: Call functions by their name, without11 # parentheses. e.g. =add-eye!=, not =(add-eye!)=. The reason for this12 # is that it is potentially easy to confuse the /function/ =f= with its13 # /value/ at a particular point =(f x)=. Mathematicians have this14 # problem with their notation; we don't need it in ours.16 * JMonkeyEngine natively supports multiple views of the same world.18 Vision is one of the most important senses for humans, so I need to19 build a simulated sense of vision for my AI. I will do this with20 simulated eyes. Each eye can be independely moved and should see its21 own version of the world depending on where it is.23 Making these simulated eyes a reality is simple bacause jMonkeyEngine24 already conatains extensive support for multiple views of the same 3D25 simulated world. The reason jMonkeyEngine has this support is because26 the support is necessary to create games with split-screen27 views. Multiple views are also used to create efficient28 pseudo-reflections by rendering the scene from a certain perspective29 and then projecting it back onto a surface in the 3D world.31 #+caption: jMonkeyEngine supports multiple views to enable split-screen games, like GoldenEye, which was one of the first games to use split-screen views.32 [[../images/goldeneye-4-player.png]]34 ** =ViewPorts=, =SceneProcessors=, and the =RenderManager=.35 # =Viewports= are cameras; =RenderManger= takes snapshots each frame.36 #* A Brief Description of jMonkeyEngine's Rendering Pipeline38 jMonkeyEngine allows you to create a =ViewPort=, which represents a39 view of the simulated world. You can create as many of these as you40 want. Every frame, the =RenderManager= iterates through each41 =ViewPort=, rendering the scene in the GPU. For each =ViewPort= there42 is a =FrameBuffer= which represents the rendered image in the GPU.44 #+caption: =ViewPorts= are cameras in the world. During each frame, the =Rendermanager= records a snapshot of what each view is currently seeing; these snapshots are =Framebuffer= objects.45 #+ATTR_HTML: width="400"46 [[../images/diagram_rendermanager2.png]]48 Each =ViewPort= can have any number of attached =SceneProcessor=49 objects, which are called every time a new frame is rendered. A50 =SceneProcessor= recieves its =ViewPort's= =FrameBuffer= and can do51 whatever it wants to the data. Often this consists of invoking GPU52 specific operations on the rendered image. The =SceneProcessor= can53 also copy the GPU image data to RAM and process it with the CPU.55 ** From Views to Vision56 # Appropriating Views for Vision.58 Each eye in the simulated creature needs its own =ViewPort= so that59 it can see the world from its own perspective. To this =ViewPort=, I60 add a =SceneProcessor= that feeds the visual data to any arbitray61 continuation function for further processing. That continuation62 function may perform both CPU and GPU operations on the data. To make63 this easy for the continuation function, the =SceneProcessor=64 maintains appropriatly sized buffers in RAM to hold the data. It does65 not do any copying from the GPU to the CPU itself because it is a slow66 operation.68 #+name: pipeline-169 #+begin_src clojure70 (defn vision-pipeline71 "Create a SceneProcessor object which wraps a vision processing72 continuation function. The continuation is a function that takes73 [#^Renderer r #^FrameBuffer fb #^ByteBuffer b #^BufferedImage bi],74 each of which has already been appropiately sized."75 [continuation]76 (let [byte-buffer (atom nil)77 renderer (atom nil)78 image (atom nil)]79 (proxy [SceneProcessor] []80 (initialize81 [renderManager viewPort]82 (let [cam (.getCamera viewPort)83 width (.getWidth cam)84 height (.getHeight cam)]85 (reset! renderer (.getRenderer renderManager))86 (reset! byte-buffer87 (BufferUtils/createByteBuffer88 (* width height 4)))89 (reset! image (BufferedImage.90 width height91 BufferedImage/TYPE_4BYTE_ABGR))))92 (isInitialized [] (not (nil? @byte-buffer)))93 (reshape [_ _ _])94 (preFrame [_])95 (postQueue [_])96 (postFrame97 [#^FrameBuffer fb]98 (.clear @byte-buffer)99 (continuation @renderer fb @byte-buffer @image))100 (cleanup []))))101 #+end_src103 The continuation function given to =(vision-pipeline)= above will be104 given a =Renderer= and three containers for image data. The105 =FrameBuffer= references the GPU image data, but the pixel data can106 not be used directly on the CPU. The =ByteBuffer= and =BufferedImage=107 are initially "empty" but are sized to hold the data in the108 =FrameBuffer=. I call transfering the GPU image data to the CPU109 structures "mixing" the image data. I have provided three functions to110 do this mixing.112 #+name: pipeline-2113 #+begin_src clojure114 (defn frameBuffer->byteBuffer!115 "Transfer the data in the graphics card (Renderer, FrameBuffer) to116 the CPU (ByteBuffer)."117 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb]118 (.readFrameBuffer r fb bb) bb)120 (defn byteBuffer->bufferedImage!121 "Convert the C-style BGRA image data in the ByteBuffer bb to the AWT122 style ABGR image data and place it in BufferedImage bi."123 [#^ByteBuffer bb #^BufferedImage bi]124 (Screenshots/convertScreenShot bb bi) bi)126 (defn BufferedImage!127 "Continuation which will grab the buffered image from the materials128 provided by (vision-pipeline)."129 [#^Renderer r #^FrameBuffer fb #^ByteBuffer bb #^BufferedImage bi]130 (byteBuffer->bufferedImage!131 (frameBuffer->byteBuffer! r fb bb) bi))132 #+end_src134 Note that it is possible to write vision processing algorithms135 entirely in terms of =BufferedImage= inputs. Just compose that136 =BufferedImage= algorithm with =(BufferedImage!)=. However, a vision137 processing algorithm that is entirely hosted on the GPU does not have138 to pay for this convienence.140 * Optical sensor arrays are described with images and referenced with metadata141 The vision pipeline described above handles the flow of rendered142 images. Now, we need simulated eyes to serve as the source of these143 images.145 An eye is described in blender in the same way as a joint. They are146 zero dimensional empty objects with no geometry whose local coordinate147 system determines the orientation of the resulting eye. All eyes are148 childern of a parent node named "eyes" just as all joints have a149 parent named "joints". An eye binds to the nearest physical object150 with =(bind-sense=).152 #+name: add-eye153 #+begin_src clojure154 (in-ns 'cortex.vision)156 (defn add-eye!157 "Create a Camera centered on the current position of 'eye which158 follows the closest physical node in 'creature and sends visual159 data to 'continuation. The camera will point in the X direction and160 use the Z vector as up as determined by the rotation of these161 vectors in blender coordinate space. Use XZY rotation for the node162 in blender."163 [#^Node creature #^Spatial eye]164 (let [target (closest-node creature eye)165 [cam-width cam-height] (eye-dimensions eye)166 cam (Camera. cam-width cam-height)167 rot (.getWorldRotation eye)]168 (.setLocation cam (.getWorldTranslation eye))169 (.lookAtDirection170 cam ; this part is not a mistake and171 (.mult rot Vector3f/UNIT_X) ; is consistent with using Z in172 (.mult rot Vector3f/UNIT_Y)) ; blender as the UP vector.173 (.setFrustumPerspective174 cam 45 (/ (.getWidth cam) (.getHeight cam)) 1 1000)175 (bind-sense target cam) cam))176 #+end_src178 Here, the camera is created based on metadata on the eye-node and179 attached to the nearest physical object with =(bind-sense)=180 ** The Retina182 An eye is a surface (the retina) which contains many discrete sensors183 to detect light. These sensors have can have different light-sensing184 properties. In humans, each discrete sensor is sensitive to red,185 blue, green, or gray. These different types of sensors can have186 different spatial distributions along the retina. In humans, there is187 a fovea in the center of the retina which has a very high density of188 color sensors, and a blind spot which has no sensors at all. Sensor189 density decreases in proportion to distance from the fovea.191 I want to be able to model any retinal configuration, so my eye-nodes192 in blender contain metadata pointing to images that describe the193 percise position of the individual sensors using white pixels. The194 meta-data also describes the percise sensitivity to light that the195 sensors described in the image have. An eye can contain any number of196 these images. For example, the metadata for an eye might look like197 this:199 #+begin_src clojure200 {0xFF0000 "Models/test-creature/retina-small.png"}201 #+end_src203 #+caption: The retinal profile image "Models/test-creature/retina-small.png". White pixels are photo-sensitive elements. The distribution of white pixels is denser in the middle and falls off at the edges and is inspired by the human retina.204 [[../assets/Models/test-creature/retina-small.png]]206 Together, the number 0xFF0000 and the image image above describe the207 placement of red-sensitive sensory elements.209 Meta-data to very crudely approximate a human eye might be something210 like this:212 #+begin_src clojure213 (let [retinal-profile "Models/test-creature/retina-small.png"]214 {0xFF0000 retinal-profile215 0x00FF00 retinal-profile216 0x0000FF retinal-profile217 0xFFFFFF retinal-profile})218 #+end_src220 The numbers that serve as keys in the map determine a sensor's221 relative sensitivity to the channels red, green, and blue. These222 sensitivity values are packed into an integer in the order =|_|R|G|B|=223 in 8-bit fields. The RGB values of a pixel in the image are added224 together with these sensitivities as linear weights. Therfore,225 0xFF0000 means sensitive to red only while 0xFFFFFF means sensitive to226 all colors equally (gray).228 For convienence I've defined a few symbols for the more common229 sensitivity values.231 #+name: sensitivity232 #+begin_src clojure233 (defvar sensitivity-presets234 {:all 0xFFFFFF235 :red 0xFF0000236 :blue 0x0000FF237 :green 0x00FF00}238 "Retinal sensitivity presets for sensors that extract one channel239 (:red :blue :green) or average all channels (:all)")240 #+end_src242 ** Metadata Processing244 =(retina-sensor-profile)= extracts a map from the eye-node in the same245 format as the example maps above. =(eye-dimensions)= finds the246 dimensions of the smallest image required to contain all the retinal247 sensor maps.249 #+name: retina250 #+begin_src clojure251 (defn retina-sensor-profile252 "Return a map of pixel sensitivity numbers to BufferedImages253 describing the distribution of light-sensitive components of this254 eye. :red, :green, :blue, :gray are already defined as extracting255 the red, green, blue, and average components respectively."256 [#^Spatial eye]257 (if-let [eye-map (meta-data eye "eye")]258 (map-vals259 load-image260 (eval (read-string eye-map)))))262 (defn eye-dimensions263 "Returns [width, height] determined by the metadata of the eye."264 [#^Spatial eye]265 (let [dimensions266 (map #(vector (.getWidth %) (.getHeight %))267 (vals (retina-sensor-profile eye)))]268 [(apply max (map first dimensions))269 (apply max (map second dimensions))]))270 #+end_src272 * Importing and parsing descriptions of eyes.273 First off, get the children of the "eyes" empty node to find all the274 eyes the creature has.275 #+name: eye-node276 #+begin_src clojure277 (defvar278 ^{:arglists '([creature])}279 eyes280 (sense-nodes "eyes")281 "Return the children of the creature's \"eyes\" node.")282 #+end_src284 Then, add the camera created by =(add-eye!)= to the simulation by285 creating a new viewport.287 #+name: add-camera288 #+begin_src clojure289 (defn add-camera!290 "Add a camera to the world, calling continuation on every frame291 produced."292 [#^Application world camera continuation]293 (let [width (.getWidth camera)294 height (.getHeight camera)295 render-manager (.getRenderManager world)296 viewport (.createMainView render-manager "eye-view" camera)]297 (doto viewport298 (.setClearFlags true true true)299 (.setBackgroundColor ColorRGBA/Black)300 (.addProcessor (vision-pipeline continuation))301 (.attachScene (.getRootNode world)))))302 #+end_src305 The eye's continuation function should register the viewport with the306 simulation the first time it is called, use the CPU to extract the307 appropriate pixels from the rendered image and weight them by each308 sensor's sensitivity. I have the option to do this processing in309 native code for a slight gain in speed. I could also do it in the GPU310 for a massive gain in speed. =(vision-kernel)= generates a list of311 such continuation functions, one for each channel of the eye.313 #+name: kernel314 #+begin_src clojure315 (in-ns 'cortex.vision)317 (defrecord attached-viewport [vision-fn viewport-fn]318 clojure.lang.IFn319 (invoke [this world] (vision-fn world))320 (applyTo [this args] (apply vision-fn args)))322 (defn pixel-sense [sensitivity pixel]323 (let [s-r (bit-shift-right (bit-and 0xFF0000 sensitivity) 16)324 s-g (bit-shift-right (bit-and 0x00FF00 sensitivity) 8)325 s-b (bit-and 0x0000FF sensitivity)327 p-r (bit-shift-right (bit-and 0xFF0000 pixel) 16)328 p-g (bit-shift-right (bit-and 0x00FF00 pixel) 8)329 p-b (bit-and 0x0000FF pixel)331 total-sensitivity (* 255 (+ s-r s-g s-b))]332 (float (/ (+ (* s-r p-r)333 (* s-g p-g)334 (* s-b p-b))335 total-sensitivity))))337 (defn vision-kernel338 "Returns a list of functions, each of which will return a color339 channel's worth of visual information when called inside a running340 simulation."341 [#^Node creature #^Spatial eye & {skip :skip :or {skip 0}}]342 (let [retinal-map (retina-sensor-profile eye)343 camera (add-eye! creature eye)344 vision-image345 (atom346 (BufferedImage. (.getWidth camera)347 (.getHeight camera)348 BufferedImage/TYPE_BYTE_BINARY))349 register-eye!350 (runonce351 (fn [world]352 (add-camera!353 world camera354 (let [counter (atom 0)]355 (fn [r fb bb bi]356 (if (zero? (rem (swap! counter inc) (inc skip)))357 (reset! vision-image358 (BufferedImage! r fb bb bi))))))))]359 (vec360 (map361 (fn [[key image]]362 (let [whites (white-coordinates image)363 topology (vec (collapse whites))364 sensitivity (sensitivity-presets key key)]365 (attached-viewport.366 (fn [world]367 (register-eye! world)368 (vector369 topology370 (vec371 (for [[x y] whites]372 (pixel-sense373 sensitivity374 (.getRGB @vision-image x y))))))375 register-eye!)))376 retinal-map))))378 (defn gen-fix-display379 "Create a function to call to restore a simulation's display when it380 is disrupted by a Viewport."381 []382 (runonce383 (fn [world]384 (add-camera! world (.getCamera world) no-op))))385 #+end_src387 Note that since each of the functions generated by =(vision-kernel)=388 shares the same =(register-eye!)= function, the eye will be registered389 only once the first time any of the functions from the list returned390 by =(vision-kernel)= is called. Each of the functions returned by391 =(vision-kernel)= also allows access to the =Viewport= through which392 it recieves images.394 The in-game display can be disrupted by all the viewports that the395 functions greated by =(vision-kernel)= add. This doesn't affect the396 simulation or the simulated senses, but can be annoying.397 =(gen-fix-display)= restores the in-simulation display.399 ** The =vision!= function creates sensory probes.401 All the hard work has been done; all that remains is to apply402 =(vision-kernel)= to each eye in the creature and gather the results403 into one list of functions.405 #+name: main406 #+begin_src clojure407 (defn vision!408 "Returns a function which returns visual sensory data when called409 inside a running simulation."410 [#^Node creature & {skip :skip :or {skip 0}}]411 (reduce412 concat413 (for [eye (eyes creature)]414 (vision-kernel creature eye))))415 #+end_src417 ** Displaying visual data for debugging.418 # Visualization of Vision. Maybe less alliteration would be better.419 It's vital to have a visual representation for each sense. Here I use420 =(view-sense)= to construct a function that will create a display for421 visual data.423 #+name: display424 #+begin_src clojure425 (in-ns 'cortex.vision)427 (defn view-vision428 "Creates a function which accepts a list of visual sensor-data and429 displays each element of the list to the screen."430 []431 (view-sense432 (fn433 [[coords sensor-data]]434 (let [image (points->image coords)]435 (dorun436 (for [i (range (count coords))]437 (.setRGB image ((coords i) 0) ((coords i) 1)438 (gray (int (* 255 (sensor-data i)))))))439 image))))440 #+end_src442 * Demonstrations443 ** Demonstrating the vision pipeline.445 This is a basic test for the vision system. It only tests the446 vision-pipeline and does not deal with loading eyes from a blender447 file. The code creates two videos of the same rotating cube from448 different angles.450 #+name: test-1451 #+begin_src clojure452 (in-ns 'cortex.test.vision)454 (defn test-pipeline455 "Testing vision:456 Tests the vision system by creating two views of the same rotating457 object from different angles and displaying both of those views in458 JFrames.460 You should see a rotating cube, and two windows,461 each displaying a different view of the cube."462 []463 (let [candy464 (box 1 1 1 :physical? false :color ColorRGBA/Blue)]465 (world466 (doto (Node.)467 (.attachChild candy))468 {}469 (fn [world]470 (let [cam (.clone (.getCamera world))471 width (.getWidth cam)472 height (.getHeight cam)]473 (add-camera! world cam474 (comp475 (view-image476 (File. "/home/r/proj/cortex/render/vision/1"))477 BufferedImage!))478 (add-camera! world479 (doto (.clone cam)480 (.setLocation (Vector3f. -10 0 0))481 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y))482 (comp483 (view-image484 (File. "/home/r/proj/cortex/render/vision/2"))485 BufferedImage!))486 ;; This is here to restore the main view487 ;; after the other views have completed processing488 (add-camera! world (.getCamera world) no-op)))489 (fn [world tpf]490 (.rotate candy (* tpf 0.2) 0 0)))))491 #+end_src493 #+begin_html494 <div class="figure">495 <video controls="controls" width="755">496 <source src="../video/spinning-cube.ogg" type="video/ogg"497 preload="none" poster="../images/aurellem-1280x480.png" />498 </video>499 <p>A rotating cube viewed from two different perspectives.</p>500 </div>501 #+end_html503 Creating multiple eyes like this can be used for stereoscopic vision504 simulation in a single creature or for simulating multiple creatures,505 each with their own sense of vision.506 ** Demonstrating eye import and parsing.508 To the worm from the last post, I add a new node that describes its509 eyes.511 #+attr_html: width=755512 #+caption: The worm with newly added empty nodes describing a single eye.513 [[../images/worm-with-eye.png]]515 The node highlighted in yellow is the root level "eyes" node. It has516 a single child, highlighted in orange, which describes a single517 eye. This is the "eye" node. It is placed so that the worm will have518 an eye located in the center of the flat portion of its lower519 hemispherical section.521 The two nodes which are not highlighted describe the single joint of522 the worm.524 The metadata of the eye-node is:526 #+begin_src clojure :results verbatim :exports both527 (cortex.sense/meta-data528 (.getChild (.getChild (cortex.test.body/worm) "eyes") "eye") "eye")529 #+end_src531 #+results:532 : "(let [retina \"Models/test-creature/retina-small.png\"]533 : {:all retina :red retina :green retina :blue retina})"535 This is the approximation to the human eye described earlier.537 #+name: test-2538 #+begin_src clojure539 (in-ns 'cortex.test.vision)541 (defn change-color [obj color]542 (println-repl obj)543 (if obj544 (.setColor (.getMaterial obj) "Color" color)))546 (defn colored-cannon-ball [color]547 (comp #(change-color % color)548 (fire-cannon-ball)))550 (defn test-worm-vision [record]551 (let [the-worm (doto (worm)(body!))552 vision (vision! the-worm)553 vision-display (view-vision)554 fix-display (gen-fix-display)555 me (sphere 0.5 :color ColorRGBA/Blue :physical? false)556 x-axis557 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red558 :position (Vector3f. 0 -5 0))559 y-axis560 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green561 :position (Vector3f. 0 -5 0))562 z-axis563 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue564 :position (Vector3f. 0 -5 0))565 timer (RatchetTimer. 60)]567 (world (nodify [(floor) the-worm x-axis y-axis z-axis me])568 (assoc standard-debug-controls569 "key-r" (colored-cannon-ball ColorRGBA/Red)570 "key-b" (colored-cannon-ball ColorRGBA/Blue)571 "key-g" (colored-cannon-ball ColorRGBA/Green))572 (fn [world]573 (light-up-everything world)574 (speed-up world)575 (.setTimer world timer)576 (display-dialated-time world timer)577 ;; add a view from the worm's perspective578 (if record579 (Capture/captureVideo580 world581 (File.582 "/home/r/proj/cortex/render/worm-vision/main-view")))584 (add-camera!585 world586 (add-eye! the-worm587 (.getChild588 (.getChild the-worm "eyes") "eye"))589 (comp590 (view-image591 (if record592 (File.593 "/home/r/proj/cortex/render/worm-vision/worm-view")))594 BufferedImage!))596 (set-gravity world Vector3f/ZERO))598 (fn [world _ ]599 (.setLocalTranslation me (.getLocation (.getCamera world)))600 (vision-display601 (map #(% world) vision)602 (if record (File. "/home/r/proj/cortex/render/worm-vision")))603 (fix-display world)))))604 #+end_src606 The world consists of the worm and a flat gray floor. I can shoot red,607 green, blue and white cannonballs at the worm. The worm is initially608 looking down at the floor, and there is no gravity. My perspective609 (the Main View), the worm's perspective (Worm View) and the 4 sensor610 channels that comprise the worm's eye are all saved frame-by-frame to611 disk.613 * Demonstration of Vision614 #+begin_html615 <div class="figure">616 <video controls="controls" width="755">617 <source src="../video/worm-vision.ogg" type="video/ogg"618 preload="none" poster="../images/aurellem-1280x480.png" />619 </video>620 <p>Simulated Vision in a Virtual Environment</p>621 </div>622 #+end_html624 ** Generate the Worm Video from Frames625 #+name: magick2626 #+begin_src clojure627 (ns cortex.video.magick2628 (:import java.io.File)629 (:use clojure.contrib.shell-out))631 (defn images [path]632 (sort (rest (file-seq (File. path)))))634 (def base "/home/r/proj/cortex/render/worm-vision/")636 (defn pics [file]637 (images (str base file)))639 (defn combine-images []640 (let [main-view (pics "main-view")641 worm-view (pics "worm-view")642 blue (pics "0")643 green (pics "1")644 red (pics "2")645 gray (pics "3")646 blender (let [b-pics (pics "blender")]647 (concat b-pics (repeat 9001 (last b-pics))))648 background (repeat 9001 (File. (str base "background.png")))649 targets (map650 #(File. (str base "out/" (format "%07d.png" %)))651 (range 0 (count main-view)))]652 (dorun653 (pmap654 (comp655 (fn [[background main-view worm-view red green blue gray blender target]]656 (println target)657 (sh "convert"658 background659 main-view "-geometry" "+18+17" "-composite"660 worm-view "-geometry" "+677+17" "-composite"661 green "-geometry" "+685+430" "-composite"662 red "-geometry" "+788+430" "-composite"663 blue "-geometry" "+894+430" "-composite"664 gray "-geometry" "+1000+430" "-composite"665 blender "-geometry" "+0+0" "-composite"666 target))667 (fn [& args] (map #(.getCanonicalPath %) args)))668 background main-view worm-view red green blue gray blender targets))))669 #+end_src671 #+begin_src sh :results silent672 cd /home/r/proj/cortex/render/worm-vision673 ffmpeg -r 25 -b 9001k -i out/%07d.png -vcodec libtheora worm-vision.ogg674 #+end_src676 * Onward!677 - As a neat bonus, this idea behind simulated vision also enables one678 to [[../../cortex/html/capture-video.html][capture live video feeds from jMonkeyEngine]].679 - Now that we have vision, it's time to tackle [[./hearing.org][hearing]].682 #+appendix684 * Headers686 #+name: vision-header687 #+begin_src clojure688 (ns cortex.vision689 "Simulate the sense of vision in jMonkeyEngine3. Enables multiple690 eyes from different positions to observe the same world, and pass691 the observed data to any arbitray function. Automatically reads692 eye-nodes from specially prepared blender files and instantiates693 them in the world as actual eyes."694 {:author "Robert McIntyre"}695 (:use (cortex world sense util))696 (:use clojure.contrib.def)697 (:import com.jme3.post.SceneProcessor)698 (:import (com.jme3.util BufferUtils Screenshots))699 (:import java.nio.ByteBuffer)700 (:import java.awt.image.BufferedImage)701 (:import (com.jme3.renderer ViewPort Camera))702 (:import (com.jme3.math ColorRGBA Vector3f Matrix3f))703 (:import com.jme3.renderer.Renderer)704 (:import com.jme3.app.Application)705 (:import com.jme3.texture.FrameBuffer)706 (:import (com.jme3.scene Node Spatial)))707 #+end_src709 #+name: test-header710 #+begin_src clojure711 (ns cortex.test.vision712 (:use (cortex world sense util body vision))713 (:use cortex.test.body)714 (:import java.awt.image.BufferedImage)715 (:import javax.swing.JPanel)716 (:import javax.swing.SwingUtilities)717 (:import java.awt.Dimension)718 (:import javax.swing.JFrame)719 (:import com.jme3.math.ColorRGBA)720 (:import com.jme3.scene.Node)721 (:import com.jme3.math.Vector3f)722 (:import java.io.File)723 (:import (com.aurellem.capture Capture RatchetTimer)))724 #+end_src725 * Source Listing726 - [[../src/cortex/vision.clj][cortex.vision]]727 - [[../src/cortex/test/vision.clj][cortex.test.vision]]728 - [[../src/cortex/video/magick2.clj][cortex.video.magick2]]729 - [[../assets/Models/subtitles/worm-vision-subtitles.blend][worm-vision-subtitles.blend]]730 #+html: <ul> <li> <a href="../org/sense.org">This org file</a> </li> </ul>731 - [[http://hg.bortreb.com ][source-repository]]735 * COMMENT Generate Source736 #+begin_src clojure :tangle ../src/cortex/vision.clj737 <<vision-header>>738 <<pipeline-1>>739 <<pipeline-2>>740 <<retina>>741 <<add-eye>>742 <<sensitivity>>743 <<eye-node>>744 <<add-camera>>745 <<kernel>>746 <<main>>747 <<display>>748 #+end_src750 #+begin_src clojure :tangle ../src/cortex/test/vision.clj751 <<test-header>>752 <<test-1>>753 <<test-2>>754 #+end_src756 #+begin_src clojure :tangle ../src/cortex/video/magick2.clj757 <<magick2>>758 #+end_src