Mercurial > cortex
view org/depth-map.org @ 458:42ddfe406c0a
working on depth maps for the lulz.
author | Robert McIntyre <rlm@mit.edu> |
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date | Tue, 11 Jun 2013 07:13:42 -0400 |
parents | |
children | a86555b02916 |
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2 #+begin_src clojure3 (ns cortex.depth-map4 "lol depth maps."5 {:author "Robert McIntyre"}6 (:use (cortex world util body sense vision touch))7 (:import (com.jme3.scene Geometry Node Mesh))8 (:import com.jme3.collision.CollisionResults)9 (:import com.jme3.scene.VertexBuffer$Type)11 (:import (com.jme3.math Triangle Vector3f Vector2f Ray Matrix4f)))13 (cortex.import/mega-import-jme3)15 (defn convert-pixel-to-ray16 [camera x y]17 (let [pixel-arrow18 (.getWorldCoordinates19 camera20 (Vector2f. (float x) (float y))21 ;; this is the "z depth" and can be anything, since22 ;; we only care about direction23 (float 1))24 ;; now that we have the direction of a pixel, subtract25 ray (Ray.)]26 (set-ray ray Matrix4f/IDENTITY (.getLocation camera)27 pixel-arrow) ray))30 (defn generate-depth-map-points31 "Generate a data structure representating the depth of the first32 object to collide with a ray from the camera's current position."33 [world camera]34 (let [width (.getWidth camera)35 height (.getHeight camera)36 pixels (for [x (range width) y (range height)]37 [x y])39 depths40 (for [[x y] pixels]41 (let [ray (convert-pixel-to-ray camera x y)42 results (CollisionResults.)]43 (.collideWith world ray results)44 (.getDistance (.getClosestCollision results))))]45 (zipmap pixels depths)))47 (defn test-world []48 (nodify [(floor*) (brick-wall*)]))50 (defn run-depth-map-test []51 #+end_src