view org/util.org @ 160:33278bf028e7

refactored joints
author Robert McIntyre <rlm@mit.edu>
date Fri, 03 Feb 2012 06:47:05 -0700
parents c95179907951
children c33a8e5fe7bc
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1 #+title: Clojure Utilities for jMonkeyEngine3
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description:
5 #+keywords: JME3, clojure, import, utilities
6 #+SETUPFILE: ../../aurellem/org/setup.org
7 #+INCLUDE: ../../aurellem/org/level-0.org
9 [TABLE-OF-CONTENTS]
11 These are a collection of functions to make programming jMonkeyEngine
12 in clojure easier.
14 * Imports
16 #+name: import
17 #+begin_src clojure :results silent
18 (ns cortex.import
19 (:require swank.util.class-browse))
21 (defn permissive-import
22 [classname]
23 (eval `(try (import '~classname)
24 (catch java.lang.Exception e#
25 (println "couldn't import " '~classname))))
26 classname)
28 (defn jme-class? [classname]
29 (and
30 (.startsWith classname "com.jme3.")
31 ;; Don't import the Lwjgl stuff since it can throw exceptions
32 ;; upon being loaded.
33 (not (re-matches #".*Lwjgl.*" classname))))
35 (defn jme-classes
36 "returns a list of all jme3 classes"
37 []
38 (filter
39 jme-class?
40 (map :name
41 swank.util.class-browse/available-classes)))
43 (defn mega-import-jme3
44 "Import ALL the jme classes. For REPL use."
45 []
46 (doall
47 (map (comp permissive-import symbol) (jme-classes))))
48 #+end_src
50 jMonkeyEngine3 has a plethora of classes which can be overwhelming to
51 manage. This code uses reflection to import all of them. Once I'm
52 happy with the general structure of a namespace I can deal with
53 importing only the classes it actually needs.
55 The =mega-import-jme3= is quite usefull for debugging purposes since
56 it allows completion for almost all of JME's classes from the REPL.
58 Out of curiousity, let's see just how many classes =mega-import-jme3=
59 imports:
61 #+begin_src clojure :exports both :results output
62 (println (clojure.core/count (cortex.import/jme-classes)) "classes")
63 #+end_src
65 #+results:
66 : 955 classes
69 * Utilities
71 The utilities here come in three main groups:
72 - Changing settings in a running =Application=
73 - Creating objects
74 - Debug Actions
75 - Visualizing objects
77 *** Changing Settings
79 #+name: util
80 #+begin_src clojure
81 (ns cortex.util
82 "Utility functions for making jMonkeyEngine3 easier to program from
83 clojure."
84 {:author "Robert McIntyre"}
85 (:use cortex.world)
86 (:use clojure.contrib.def)
87 (:import com.jme3.math.Vector3f)
88 (:import com.jme3.math.Quaternion)
89 (:import com.jme3.asset.TextureKey)
90 (:import com.jme3.bullet.control.RigidBodyControl)
91 (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape)
92 (:import com.jme3.scene.shape.Box)
93 (:import com.jme3.scene.Node)
94 (:import com.jme3.scene.shape.Sphere)
95 (:import com.jme3.light.AmbientLight)
96 (:import com.jme3.light.DirectionalLight)
97 (:import (com.jme3.math Triangle ColorRGBA))
98 (:import com.jme3.bullet.BulletAppState)
99 (:import com.jme3.material.Material)
100 (:import com.jme3.scene.Geometry)
101 (:import java.awt.image.BufferedImage)
102 (:import javax.swing.JPanel)
103 (:import javax.swing.JFrame)
104 (:import javax.swing.SwingUtilities)
106 (:import (java.util.logging Level Logger)))
108 (defvar println-repl
109 (bound-fn [& args] (apply println args))
110 "println called from the LWJGL thread will not go to the REPL, but
111 instead to whatever terminal started the JVM process. This function
112 will always output to the REPL")
114 (defn position-camera
115 "Change the position of the in-world camera."
116 ([world position direction up]
117 (doto (.getCamera world)
118 (.setLocation )
119 (.lookAt direction up)))
120 ([world position direction]
121 (position-camera
122 world position direction Vector3f/UNIT_Y)))
124 (defn enable-debug
125 "Turn on debug wireframes for every object in this simulation."
126 [world]
127 (.enableDebug
128 (.getPhysicsSpace
129 (.getState
130 (.getStateManager world)
131 BulletAppState))
132 (asset-manager)))
134 (defn speed-up
135 "Increase the dismally slow speed of the world's camera."
136 [world]
137 (.setMoveSpeed (.getFlyByCamera world)
138 (float 60))
139 (.setRotationSpeed (.getFlyByCamera world)
140 (float 3))
141 world)
144 (defn no-logging
145 "Disable all of jMonkeyEngine's logging."
146 []
147 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))
149 (defn set-accuracy
150 "Change the accuracy at which the World's Physics is calculated."
151 [world new-accuracy]
152 (let [physics-manager
153 (.getState
154 (.getStateManager world) BulletAppState)]
155 (.setAccuracy
156 (.getPhysicsSpace physics-manager)
157 (float new-accuracy))))
160 (defn set-gravity
161 "In order to change the gravity of a scene, it is not only necessary
162 to set the gravity variable, but to \"tap\" every physics object in
163 the scene to reactivate physics calculations."
164 [world gravity]
165 (traverse
166 (fn [geom]
167 (if-let
168 ;; only set gravity for physical objects.
169 [control (.getControl geom RigidBodyControl)]
170 (do
171 (.setGravity control gravity)
172 ;; tappsies!
173 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO))))
174 (.getRootNode world)))
176 (defn add-element
177 "Add the Spatial to the world's environment"
178 ([world element node]
179 (.addAll
180 (.getPhysicsSpace
181 (.getState
182 (.getStateManager world)
183 BulletAppState))
184 element)
185 (.attachChild node element))
186 ([world element]
187 (add-element world element (.getRootNode world))))
189 (defn apply-map
190 "Like apply, but works for maps and functions that expect an
191 implicit map and nothing else as in (fn [& {}]).
192 ------- Example -------
193 (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}]
194 (println www))
195 (apply-map demo {:www \"hello!\"})
196 -->\"hello\""
197 [fn m]
198 (apply fn (reduce #(into %1 %2) [] m)))
200 (defn map-vals
201 "Transform a map by applying a function to its values,
202 keeping the keys the same."
203 [f m] (zipmap (keys m) (map f (vals m))))
206 #+end_src
208 #+results: util
209 : #'cortex.util/apply-map
212 *** Creating Basic Shapes
214 #+name: shapes
215 #+begin_src clojure :results silent
216 (in-ns 'cortex.util)
218 (defn load-bullet
219 "Runnig this function unpacks the native bullet libraries and makes
220 them available."
221 []
222 (let [sim (world (Node.) {} no-op no-op)]
223 (doto sim
224 (.enqueue
225 (fn []
226 (.stop sim)))
227 (.start))))
230 (defrecord shape-description
231 [name
232 color
233 mass
234 friction
235 texture
236 material
237 position
238 rotation
239 shape
240 physical?
241 GImpact?
242 ])
244 (defvar base-shape
245 (shape-description.
246 "default-shape"
247 false
248 ;;ColorRGBA/Blue
249 1.0 ;; mass
250 1.0 ;; friction
251 ;; texture
252 "Textures/Terrain/BrickWall/BrickWall.jpg"
253 ;; material
254 "Common/MatDefs/Misc/Unshaded.j3md"
255 Vector3f/ZERO
256 Quaternion/IDENTITY
257 (Box. Vector3f/ZERO 0.5 0.5 0.5)
258 true
259 false)
260 "Basic settings for shapes.")
262 (defn make-shape
263 [#^shape-description d]
264 (let [asset-manager (asset-manager)
265 mat (Material. asset-manager (:material d))
266 geom (Geometry. (:name d) (:shape d))]
267 (if (:texture d)
268 (let [key (TextureKey. (:texture d))]
269 ;;(.setGenerateMips key true)
270 ;;(.setTexture mat "ColorMap" (.loadTexture asset-manager key))
271 ))
272 (if (:color d) (.setColor mat "Color" (:color d)))
273 (.setMaterial geom mat)
274 (if-let [rotation (:rotation d)] (.rotate geom rotation))
275 (.setLocalTranslation geom (:position d))
276 (if (:physical? d)
277 (let [physics-control
278 (if (:GImpact d)
279 ;; Create an accurate mesh collision shape if desired.
280 (RigidBodyControl.
281 (doto (GImpactCollisionShape.
282 (.getMesh geom))
283 (.createJmeMesh)
284 ;;(.setMargin 0)
285 )
286 (float (:mass d)))
287 ;; otherwise use jme3's default
288 (RigidBodyControl. (float (:mass d))))]
289 (.addControl geom physics-control)
290 ;;(.setSleepingThresholds physics-control (float 0) (float 0))
291 (.setFriction physics-control (:friction d))))
292 geom))
294 (defn box
295 ([l w h & {:as options}]
296 (let [options (merge base-shape options)]
297 (make-shape (assoc options
298 :shape (Box. l w h)))))
299 ([] (box 0.5 0.5 0.5)))
301 (defn sphere
302 ([r & {:as options}]
303 (let [options (merge base-shape options)]
304 (make-shape (assoc options
305 :shape (Sphere. 32 32 (float r))))))
306 ([] (sphere 0.5)))
308 (defn green-x-ray
309 "A usefull material for debuging -- it can be seen no matter what
310 object occuldes it."
311 []
312 (doto (Material. (asset-manager)
313 "Common/MatDefs/Misc/Unshaded.j3md")
314 (.setColor "Color" ColorRGBA/Green)
315 (-> (.getAdditionalRenderState)
316 (.setDepthTest false))))
318 (defn node-seq
319 "Take a node and return a seq of all its children
320 recursively. There will be no nodes left in the resulting
321 structure"
322 [#^Node node]
323 (tree-seq #(isa? (class %) Node) #(.getChildren %) node))
325 (defn nodify
326 "Take a sequence of things that can be attached to a node and return
327 a node with all of them attached"
328 ([name children]
329 (let [node (Node. name)]
330 (dorun (map #(.attachChild node %) children))
331 node))
332 ([children] (nodify "" children)))
335 #+end_src
338 *** Debug Actions
339 #+name: debug-actions
340 #+begin_src clojure :results silent
341 (in-ns 'cortex.util)
343 (defn basic-light-setup
344 "returns a sequence of lights appropiate for fully lighting a scene"
345 []
346 (conj
347 (doall
348 (map
349 (fn [direction]
350 (doto (DirectionalLight.)
351 (.setDirection direction)
352 (.setColor ColorRGBA/White)))
353 [;; six faces of a cube
354 Vector3f/UNIT_X
355 Vector3f/UNIT_Y
356 Vector3f/UNIT_Z
357 (.mult Vector3f/UNIT_X (float -1))
358 (.mult Vector3f/UNIT_Y (float -1))
359 (.mult Vector3f/UNIT_Z (float -1))]))
360 (doto (AmbientLight.)
361 (.setColor ColorRGBA/White))))
363 (defn light-up-everything
364 "Add lights to a world appropiate for quickly seeing everything
365 in the scene. Adds six DirectionalLights facing in orthogonal
366 directions, and one AmbientLight to provide overall lighting
367 coverage."
368 [world]
369 (dorun
370 (map
371 #(.addLight (.getRootNode world) %)
372 (basic-light-setup))))
374 (defn fire-cannon-ball
375 "Creates a function that fires a cannon-ball from the current game's
376 camera. The cannon-ball will be attached to the node if provided, or
377 to the game's RootNode if no node is provided."
378 ([node]
379 (fn [game value]
380 (if (not value)
381 (let [camera (.getCamera game)
382 cannon-ball
383 (sphere 0.7
384 :material "Common/MatDefs/Misc/Unshaded.j3md"
385 :texture "Textures/PokeCopper.jpg"
386 :position
387 (.add (.getLocation camera)
388 (.mult (.getDirection camera) (float 1)))
389 :mass 3)] ;200 0.05
390 (.setLinearVelocity
391 (.getControl cannon-ball RigidBodyControl)
392 (.mult (.getDirection camera) (float 50))) ;50
393 (add-element game cannon-ball (if node node (.getRootNode game)))))))
394 ([]
395 (fire-cannon-ball false)))
397 (def standard-debug-controls
398 {"key-space" (fire-cannon-ball)})
401 (defn tap [obj direction force]
402 (let [control (.getControl obj RigidBodyControl)]
403 (.applyTorque
404 control
405 (.mult (.getPhysicsRotation control)
406 (.mult (.normalize direction) (float force))))))
409 (defn with-movement
410 [object
411 [up down left right roll-up roll-down :as keyboard]
412 forces
413 [root-node
414 keymap
415 intilization
416 world-loop]]
417 (let [add-keypress
418 (fn [state keymap key]
419 (merge keymap
420 {key
421 (fn [_ pressed?]
422 (reset! state pressed?))}))
423 move-up? (atom false)
424 move-down? (atom false)
425 move-left? (atom false)
426 move-right? (atom false)
427 roll-left? (atom false)
428 roll-right? (atom false)
430 directions [(Vector3f. 0 1 0)(Vector3f. 0 -1 0)
431 (Vector3f. 0 0 1)(Vector3f. 0 0 -1)
432 (Vector3f. -1 0 0)(Vector3f. 1 0 0)]
433 atoms [move-left? move-right? move-up? move-down?
434 roll-left? roll-right?]
436 keymap* (reduce merge
437 (map #(add-keypress %1 keymap %2)
438 atoms
439 keyboard))
441 splice-loop (fn []
442 (dorun
443 (map
444 (fn [sym direction force]
445 (if @sym
446 (tap object direction force)))
447 atoms directions forces)))
449 world-loop* (fn [world tpf]
450 (world-loop world tpf)
451 (splice-loop))]
452 [root-node
453 keymap*
454 intilization
455 world-loop*]))
459 #+end_src
462 *** Viewing Objects
464 #+name: world-view
465 #+begin_src clojure :results silent
466 (in-ns 'cortex.util)
468 (defn view-image
469 "Initailizes a JPanel on which you may draw a BufferedImage.
470 Returns a function that accepts a BufferedImage and draws it to the
471 JPanel."
472 []
473 (let [image
474 (atom
475 (BufferedImage. 1 1 BufferedImage/TYPE_4BYTE_ABGR))
476 panel
477 (proxy [JPanel] []
478 (paint
479 [graphics]
480 (proxy-super paintComponent graphics)
481 (.drawImage graphics @image 0 0 nil)))
482 frame (JFrame. "Display Image")]
483 (SwingUtilities/invokeLater
484 (fn []
485 (doto frame
486 (-> (.getContentPane) (.add panel))
487 (.pack)
488 (.setLocationRelativeTo nil)
489 (.setResizable true)
490 (.setVisible true))))
491 (fn [#^BufferedImage i]
492 (reset! image i)
493 (.setSize frame (+ 8 (.getWidth i)) (+ 28 (.getHeight i)))
494 (.repaint panel 0 0 (.getWidth i) (.getHeight i)))))
496 (defprotocol Viewable
497 (view [something]))
499 (extend-type com.jme3.scene.Geometry
500 Viewable
501 (view [geo]
502 (view (doto (Node.)(.attachChild geo)))))
504 (extend-type com.jme3.scene.Node
505 Viewable
506 (view
507 [node]
508 (.start
509 (world
510 node
511 {}
512 (fn [world]
513 (enable-debug world)
514 (set-gravity world Vector3f/ZERO)
515 (light-up-everything world))
516 no-op))))
518 (extend-type com.jme3.math.ColorRGBA
519 Viewable
520 (view
521 [color]
522 (view (doto (Node.)
523 (.attachChild (box 1 1 1 :color color))))))
525 (defprotocol Textual
526 (text [something]
527 "Display a detailed textual analysis of the given object."))
529 (extend-type com.jme3.scene.Node
530 Textual
531 (text [node]
532 (println "Total Vertexes: " (.getVertexCount node))
533 (println "Total Triangles: " (.getTriangleCount node))
534 (println "Controls :")
535 (dorun (map #(text (.getControl node %)) (range (.getNumControls node))))
536 (println "Has " (.getQuantity node) " Children:")
537 (doall (map text (.getChildren node)))))
539 (extend-type com.jme3.animation.AnimControl
540 Textual
541 (text [control]
542 (let [animations (.getAnimationNames control)]
543 (println "Animation Control with " (count animations) " animation(s):")
544 (dorun (map println animations)))))
546 (extend-type com.jme3.animation.SkeletonControl
547 Textual
548 (text [control]
549 (println "Skeleton Control with the following skeleton:")
550 (println (.getSkeleton control))))
552 (extend-type com.jme3.bullet.control.KinematicRagdollControl
553 Textual
554 (text [control]
555 (println "Ragdoll Control")))
557 (extend-type com.jme3.scene.Geometry
558 Textual
559 (text [control]
560 (println "...geo...")))
562 (extend-type Triangle
563 Textual
564 (text [t]
565 (println "Triangle: " \newline (.get1 t) \newline
566 (.get2 t) \newline (.get3 t))))
568 #+end_src
570 Here I make the =Viewable= protocol and extend it to JME's types. Now
571 JME3's =hello-world= can be written as easily as:
573 #+begin_src clojure :results silent
574 (cortex.util/view (cortex.util/box))
575 #+end_src
578 * COMMENT code generation
579 #+begin_src clojure :tangle ../src/cortex/import.clj
580 <<import>>
581 #+end_src
584 #+begin_src clojure :tangle ../src/cortex/util.clj :noweb yes
585 <<util>>
586 <<shapes>>
587 <<debug-actions>>
588 <<world-view>>
589 #+end_src