Mercurial > cortex
view org/cortex.org @ 4:50c92af2018e
fixed headers, make compat symlink
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 20 Oct 2011 15:10:38 -0700 |
parents | 92f8d83b5d0b |
children | e3c6d1c1cb00 |
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1 #+title: Simulated Senses2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulating senses for AI research using JMonkeyEngine35 #+SETUPFILE: ../../aurellem/org/setup.org6 #+INCLUDE: ../../aurellem/org/level-0.org9 * Background10 Artificial Intelligence has tried and failed for more than half a11 century to produce programs as flexible, creative, and “intelligent”12 as the human mind itself. Clearly, we are still missing some important13 ideas concerning intelligent programs or we would have strong AI14 already. What idea could be missing?16 When Turing first proposed his famous “Turing Test” in the17 groundbreaking paper [[./sources/turing.pdf][/Computing Machines and Intelligence/]], he gave18 little importance to how a computer program might interact with the19 world:21 #+BEGIN_QUOTE22 \ldquo{}We need not be too concerned about the legs, eyes, etc. The example of23 Miss Helen Keller shows that education can take place provided that24 communication in both directions between teacher and pupil can take25 place by some means or other.\rdquo{}26 #+END_QUOTE28 And from the example of Hellen Keller he went on to assume that the29 only thing a fledgling AI program could need by way of communication30 is a teletypewriter. But Hellen Keller did possess vision and hearing31 for the first few months of her life, and her tactile sense was far32 more rich than any text-stream could hope to achieve. She possessed a33 body she could move freely, and had continual access to the real world34 to learn from her actions.36 I believe that our programs are suffering from too little sensory37 input to become really intelligent. Imagine for a moment that you38 lived in a world completely cut off form all sensory stimulation. You39 have no eyes to see, no ears to hear, no mouth to speak. No body, no40 taste, no feeling whatsoever. The only sense you get at all is a41 single point of light, flickering on and off in the void. If this was42 your life from birth, you would never learn anything, and could never43 become intelligent. Actual humans placed in sensory deprivation44 chambers experience hallucinations and can begin to loose their sense45 of reality in as little as 15 minutes[sensory-deprivation]. Most of46 the time, the programs we write are in exactly this situation. They do47 not interface with cameras and microphones, and they do not control a48 real or simulated body or interact with any sort of world.51 * Simulation vs. Reality52 I want demonstrate that multiple senses are what enable53 intelligence. There are two ways of playing around with senses and54 computer programs:56 The first is to go entirely with simulation: virtual world, virtual57 character, virtual senses. The advantages are that when everything is58 a simulation, experiments in that simulation are absolutely59 reproducible. It's also easier to change the character and world to60 explore new situations and different sensory combinations.63 ** Issues with Simulation65 If the world is to be simulated on a computer, then not only do you66 have to worry about whether the character's senses are rich enough to67 learn from the world, but whether the world itself is rendered with68 enough detail and realism to give enough working material to the69 character's senses. To name just a few difficulties facing modern70 physics simulators: destructibility of the environment, simulation of71 water/other fluids, large areas, nonrigid bodies, lots of objects,72 smoke. I don't know of any computer simulation that would allow a73 character to take a rock and grind it into fine dust, then use that74 dust to make a clay sculpture, at least not without spending years75 calculating the interactions of every single small grain of76 dust. Maybe a simulated world with today's limitations doesn't provide77 enough richness for real intelligence to evolve.79 ** Issues with Reality81 The other approach for playing with senses is to hook your software up82 to real cameras, microphones, robots, etc., and let it loose in the83 real world. This has the advantage of eliminating concerns about84 simulating the world at the expense of increasing the complexity of85 implementing the senses. Instead of just grabbing the current rendered86 frame for processing, you have to use an actual camera with real87 lenses and interact with photons to get an image. It is much harder to88 change the character, which is now partly a physical robot of some89 sort, since doing so involves changing things around in the real world90 instead of modifying lines of code. While the real world is very rich91 and definitely provides enough stimulation for intelligence to develop92 as evidenced by our own existence, it is also uncontrollable in the93 sense that a particular situation cannot be recreated perfectly or94 saved for later use. It is harder to conduct science because it is95 harder to repeat an experiment. The worst thing about using the real96 world instead of a simulation is the matter of time. Instead of97 simulated time you get the constant and unstoppable flow of real98 time. This severely limits the sorts of software you can use to99 program the AI because all sense inputs must be handled in real100 time. Complicated ideas may have to be implemented in hardware or may101 simply be impossible given the current speed of our102 processors. Contrast this with a simulation, in which the flow of time103 in the simulated world can be slowed down to accommodate the104 limitations of the character's programming. In terms of cost, doing105 everything in software is far cheaper than building custom real-time106 hardware. All you need is a laptop and some patience.108 * Choose a Simulation Engine110 Mainly because of issues with controlling the flow of time, I chose to111 simulate both the world and the character. I set out to make a minimal112 world in which I could embed a character with multiple senses. My main113 goal is to make an environment where I can perform further experiments114 in simulated senses.116 As Carl Sagan once said, "If you wish to make an apple pie from117 scratch, you must first invent the universe.” I examined many118 different 3D environments to try and find something I would use as the119 base for my simulation; eventually the choice came down to three120 engines: the Quake II engine, the Source Engine, and jMonkeyEngine.122 ** Quake II/Jake2124 I spent a bit more than a month working with the Quake II Engine from125 ID software to see if I could use it for my purposes. All the source126 code was released by ID software into the Public Domain several years127 ago, and as a result it has been ported and modified for many128 different reasons. This engine was famous for its advanced use of129 realistic shading and had decent and fast physics130 simulation. Researchers at Princeton [[http://www.nature.com/nature/journal/v461/n7266/pdf/nature08499.pdf][used this code]] to study spatial131 information encoding in the hippocampal cells of rats. Those132 researchers created a special Quake II level that simulated a maze,133 and added an interface where a mouse could run around inside a ball in134 various directions to move the character in the simulated maze. They135 measured hippocampal activity during this exercise to try and tease136 out the method in which spatial data was stored in that area of the137 brain. I find this promising because if a real living rat can interact138 with a computer simulation of a maze in the same way as it interacts139 with a real-world maze, then maybe that simulation is close enough to140 reality that a simulated sense of vision and motor control interacting141 with that simulation could reveal useful information about the real142 thing. It happens that there is a Java port of the original C source143 code called Jake2. The port demonstrates Java's OpenGL bindings and144 runs anywhere from 90% to 105% as fast as the C version. After145 reviewing much of the source of Jake2, I eventually rejected it146 because the engine is too tied to the concept of a first-person147 shooter game. One of the problems I had was that there does not seem148 to be any easy way to attach multiple cameras to a single149 character. There are also several physics clipping issues that are150 corrected in a way that only applies to the main character and does151 not apply to arbitrary objects. While there is a large community of152 level modders, I couldn't find a community to support using the engine153 to make new things.155 ** Source Engine157 The Source Engine evolved from the Quake II and Quake I engines and is158 used by Valve in the Half-Life series of games. The physics simulation159 in the Source Engine is quite accurate and probably the best out of160 all the engines I investigated. There is also an extensive community161 actively working with the engine. However, applications that use the162 Source Engine must be written in C++, the code is not open, it only163 runs on Windows, and the tools that come with the SDK to handle models164 and textures are complicated and awkward to use.166 ** jMonkeyEngine168 jMonkeyEngine is a new library for creating games in Java. It uses169 OpenGL to render to the screen and uses screengraphs to avoid drawing170 things that do not appear on the screen. It has an active community171 and several games in the pipeline. The engine was not built to serve172 any particular game but is instead meant to be used for any 3D173 game. After experimenting with each of these three engines and a few174 others for about 2 months I settled on jMonkeyEngine. I chose it175 because it had the most features out of all the open projects I looked176 at, and because I could then write my code in Clojure, an177 implementation of LISP that runs on the JVM.179 * Setup181 First, I checked out the source to jMonkeyEngine:183 #+srcname: checkout184 #+begin_src sh :results verbatim185 svn checkout http://jmonkeyengine.googlecode.com/svn/trunk/engine jme3186 #+end_src188 #+results: checkout189 : Checked out revision 7975.192 Building jMonkeyEngine is easy enough:194 #+srcname: build195 #+begin_src sh :results verbatim196 cd jme3197 ant jar | tail -n 2198 #+end_src200 #+results: build201 : BUILD SUCCESSFUL202 : Total time: 15 seconds205 Also build the javadoc:207 #+srcname: javadoc208 #+begin_src sh :results verbatim209 cd jme3210 ant javadoc | tail -n 2211 #+end_src213 #+results: javadoc214 : BUILD SUCCESSFUL215 : Total time: 12 seconds217 Now, move the jars from the compilation into the project's lib folder.219 #+srcname: move-jars220 #+begin_src sh :results verbatim221 mkdir -p lib222 mkdir -p src223 cp jme3/dist/jMonkeyEngine3.jar lib/224 cp jme3/dist/lib/* lib/225 ls lib226 #+end_src228 #+results: move-jars229 #+begin_example230 eventbus-1.4.jar231 jbullet.jar232 jheora-jst-debug-0.6.0.jar233 jinput.jar234 jME3-jbullet.jar235 jME3-lwjgl-natives.jar236 jME3-testdata.jar237 jME3-test.jar238 jMonkeyEngine3.jar239 j-ogg-oggd.jar240 j-ogg-vorbisd.jar241 lwjgl.jar242 nifty-1.3.jar243 nifty-default-controls-1.3.jar244 nifty-examples-1.3.jar245 nifty-lwjgl-renderer-1.3.jar246 nifty-openal-soundsystem-1.0.jar247 nifty-style-black-1.3.jar248 nifty-style-grey-1.0.jar249 noise-0.0.1-SNAPSHOT.jar250 stack-alloc.jar251 vecmath.jar252 xmlpull-xpp3-1.1.4c.jar253 #+end_example255 It's good to create a =assets= directory in the style that the256 =AssetManager= will like.258 #+srcname: create-assets259 #+begin_src sh :results verbatim260 mkdir -p assets261 mkdir -p assets/Interface262 mkdir -p assets/Materials263 mkdir -p assets/MatDefs264 mkdir -p assets/Models265 mkdir -p assets/Scenes266 mkdir -p assets/Shaders267 mkdir -p assets/Sounds268 mkdir -p assets/Textures269 tree -L 1 assets270 #+end_src272 #+results: create-assets273 #+begin_example274 assets275 |-- Interface276 |-- MatDefs277 |-- Materials278 |-- Models279 |-- Scenes280 |-- Shaders281 |-- Sounds282 `-- Textures284 8 directories, 0 files285 #+end_example288 The java classpath should have all the jars contained in the =lib=289 directory as well as the src directory.291 For example, here is the file I use to run my REPL for clojure.293 #+include: "~/swank-all" src sh :exports code295 The important thing here is that =cortex/lib/*=, =cortex/src=, and296 =cortex/assets= appear on the classpath. (=cortex= is the base297 directory of this project.)299 #+srcname: pwd300 #+begin_src sh301 pwd302 #+end_src304 #+results: pwd305 : /home/r/cortex308 * Simulation Base310 ** Imports311 First, I'll import jme core classes.312 #+srcname: import313 #+begin_src clojure :results silent314 (ns cortex.import315 (:require swank.util.class-browse))317 (defn import-jme3 []318 (import '[com.jme3.system AppSettings JmeSystem])319 (import '[com.jme3.app Application SimpleApplication])320 (import 'com.jme3.material.Material)321 (import '[com.jme3.math Vector3f ColorRGBA Quaternion Transform])322 (import '[com.jme3.scene Node Geometry])323 (import '[com.jme3.scene.shape Box Sphere Sphere$TextureMode])324 (import 'com.jme3.font.BitmapText)325 (import '[com.jme3.input KeyInput InputManager])326 (import '[com.jme3.input.controls327 ActionListener AnalogListener KeyTrigger MouseButtonTrigger])328 (import '[com.jme3.asset AssetManager DesktopAssetManager] )329 (import '[com.jme3.asset.plugins HttpZipLocator ZipLocator])330 (import '[com.jme3.light PointLight DirectionalLight])331 (import '[com.jme3.animation AnimControl Skeleton Bone])332 (import '[com.jme3.bullet.collision.shapes333 MeshCollisionShape SphereCollisionShape BoxCollisionShape])334 (import 'com.jme3.renderer.queue.RenderQueue$ShadowMode)335 (import 'jme3test.TestChooser)336 (import '[com.jme3.bullet PhysicsTickListener PhysicsSpace])337 (import '[com.jme3.bullet.joints SixDofJoint HingeJoint338 SliderJoint Point2PointJoint ConeJoint]))341 (defmacro permissive-import* [class-symbol]342 `(try343 (import ~class-symbol)344 (catch Exception e#345 (println "can't import " ~class-symbol))))347 (defn permissive-import [class-symbol]348 (eval (list 'cortex.import/permissive-import* class-symbol)))350 (defn selection-import [selection-fn]351 (dorun352 (map (comp permissive-import symbol)353 (filter selection-fn354 (map :name355 swank.util.class-browse/available-classes)))))357 (defn mega-import-jme3358 "ALL the jme classes. For REPL use."359 []360 (selection-import361 #(and362 (.startsWith % "com.jme3.")363 ;; Don't import the Lwjgl stuff since it can throw exceptions364 ;; upon being loaded.365 (not (re-matches #".*Lwjgl.*" %)))))366 #+end_src368 The =mega-import-jme3= is quite usefull for debugging purposes since369 it allows completion for almost all of JME's classes371 ** Simplification372 *** World374 It is comvienent to wrap the JME elements that deal with creating a375 world, creation of basic objects, and Keyboard input with a nicer376 interface (at least for my purposes).378 #+srcname: world-inputs379 #+begin_src clojure :results silent380 (ns cortex.world)381 (require 'cortex.import)382 (use 'clojure.contrib.def)383 (rlm.rlm-commands/help)384 (cortex.import/mega-import-jme3)386 (defvar *app-settings*387 (doto (AppSettings. true)388 (.setFullscreen false)389 (.setTitle "Aurellem.")390 ;; disable 32 bit stuff for now391 (.setAudioRenderer "Send")392 )393 "These settings control how the game is displayed on the screen for394 debugging purposes. Use binding forms to change this if desired.395 Full-screen mode does not work on some computers.")397 (defn asset-manager398 "returns a new, configured assetManager" []399 (JmeSystem/newAssetManager400 (.getResource401 (.getContextClassLoader (Thread/currentThread))402 "com/jme3/asset/Desktop.cfg")))404 (defmacro no-exceptions405 "Sweet relief like I never knew."406 [& forms]407 `(try ~@forms (catch Exception e# (.printStackTrace e#))))409 (defn thread-exception-removal []410 (println "removing exceptions from " (Thread/currentThread))411 (.setUncaughtExceptionHandler412 (Thread/currentThread)413 (proxy [Thread$UncaughtExceptionHandler] []414 (uncaughtException415 [thread thrown]416 (println "uncaught-exception thrown in " thread)417 (println (.getMessage thrown))))))419 (def println-repl (bound-fn [& args] (apply println args)))421 (use '[pokemon [lpsolve :only [constant-map]]])423 (defn no-op [& _])425 (defn all-keys426 "Construct a map of strings representing all the manual inputs from427 either the keyboard or mouse."428 []429 (let [inputs (constant-map KeyInput)]430 (assoc431 (zipmap (map (fn [field]432 (.toLowerCase (re-gsub #"_" "-" field))) (vals inputs))433 (map (fn [val] (KeyTrigger. val)) (keys inputs)))434 ;;explicitly add mouse controls435 "mouse-left" (MouseButtonTrigger. 0)436 "mouse-middle" (MouseButtonTrigger. 2)437 "mouse-right" (MouseButtonTrigger. 1))))439 (defn initialize-inputs440 "more java-interop cruft to establish keybindings for a particular virtual world"441 [game input-manager key-map]442 (doall (map (fn [[name trigger]]443 (.addMapping ^InputManager input-manager444 name (into-array (class trigger) [trigger]))) key-map))445 (doall (map (fn [name]446 (.addListener ^InputManager input-manager game447 (into-array String [name]))) (keys key-map))))449 #+end_src451 These functions are all for debug controlling of the world through452 keyboard and mouse.454 We reuse =constant-map= from =pokemon.lpsolve= to get the numerical455 values for all the keys defined in the =KeyInput= class. The456 documentation for =constant-map= is:458 #+begin_src clojure :results output459 (doc pokemon.lpsolve/constant-map)460 #+end_src462 #+results:463 : -------------------------464 : pokemon.lpsolve/constant-map465 : ([class])466 : Takes a class and creates a map of the static constant integer467 : fields with their names. This helps with C wrappers where they have468 : just defined a bunch of integer constants instead of enums471 Then, =all-keys= converts the constant names like =KEY_J= to the more472 clojure-like =key-j=, and returns a map from these keys to473 jMonkeyEngine KeyTrigger objects, the use of which will soon become474 apparent. =all-keys= also adds the three mouse button controls to the475 map.477 #+srcname: world478 #+begin_src clojure :results silent479 (in-ns 'cortex.world)481 (defn traverse482 "apply f to every non-node, deeply"483 [f node]484 (if (isa? (class node) Node)485 (dorun (map (partial traverse f) (.getChildren node)))486 (f node)))488 (def gravity (Vector3f. 0 -9.81 0))490 (defn world491 [root-node key-map setup-fn update-fn]492 (let [physics-manager (BulletAppState.)493 shadow-renderer (BasicShadowRenderer. (asset-manager) (int 256))494 ;;maybe use a better shadow renderer someday!495 ;;shadow-renderer (PssmShadowRenderer. (asset-manager) 256 1)496 ]497 (doto498 (proxy [SimpleApplication ActionListener] []499 (simpleInitApp500 []501 (no-exceptions502 (.setTimer this (IsoTimer. 60))503 ;; Create key-map.504 (.setFrustumFar (.getCamera this) 300)505 (initialize-inputs this (.getInputManager this) (all-keys))506 ;; Don't take control of the mouse507 (org.lwjgl.input.Mouse/setGrabbed false)508 ;; add all objects to the world509 (.attachChild (.getRootNode this) root-node)510 ;; enable physics511 ;; add a physics manager512 (.attach (.getStateManager this) physics-manager)513 (.setGravity (.getPhysicsSpace physics-manager) gravity)516 ;; go through every object and add it to the physics manager517 ;; if relavant.518 (traverse (fn [geom]519 (dorun520 (for [n (range (.getNumControls geom))]521 (do522 (println-repl "adding control " (.getControl geom n))523 (.add (.getPhysicsSpace physics-manager)524 (.getControl geom n))))))525 (.getRootNode this))526 ;;(.addAll (.getPhysicsSpace physics-manager) (.getRootNode this))528 (setup-fn this)529 (.setDirection shadow-renderer530 (.normalizeLocal (Vector3f. -1 -1 -1)))531 (.addProcessor (.getViewPort this) shadow-renderer)532 (.setShadowMode (.getRootNode this) RenderQueue$ShadowMode/Off)533 ))534 (simpleUpdate535 [tpf]536 (no-exceptions537 (update-fn this tpf)))538 (onAction539 [binding value tpf]540 ;; whenever a key is pressed, call the function returned from541 ;; key-map.542 (no-exceptions543 (if-let [react (key-map binding)]544 (react this value)))))545 ;; don't show a menu to change options.547 (.setShowSettings false)548 (.setPauseOnLostFocus false)549 (.setSettings *app-settings*))))551 (defn apply-map552 "Like apply, but works for maps and functions that expect an implicit map553 and nothing else as in (fn [& {}]).554 ------- Example -------555 (defn jjj [& {:keys [www] :or {www \"oh yeah\"} :as env}] (println www))556 (apply-map jjj {:www \"whatever\"})557 -->\"whatever\""558 [fn m]559 (apply fn (reduce #(into %1 %2) [] m)))561 #+end_src564 =world= is the most important function here.565 *** TODO more documentation567 #+srcname: world-shapes568 #+begin_src clojure :results silent569 (in-ns 'cortex.world)570 (defrecord shape-description571 [name572 color573 mass574 friction575 texture576 material577 position578 rotation579 shape580 physical?])582 (def base-shape583 (shape-description.584 "default-shape"585 false586 ;;ColorRGBA/Blue587 1.0 ;; mass588 1.0 ;; friction589 ;; texture590 "Textures/Terrain/BrickWall/BrickWall.jpg"591 ;; material592 "Common/MatDefs/Misc/Unshaded.j3md"593 Vector3f/ZERO594 Quaternion/IDENTITY595 (Box. Vector3f/ZERO 0.5 0.5 0.5)596 true))598 (defn make-shape599 [#^shape-description d]600 (let [mat (Material. (asset-manager) (:material d))601 geom (Geometry. (:name d) (:shape d))]602 (if (:texture d)603 (let [key (TextureKey. (:texture d))]604 (.setGenerateMips key true)605 (.setTexture mat "ColorMap" (.loadTexture (asset-manager) key))))606 (if (:color d) (.setColor mat "Color" (:color d)))607 (.setMaterial geom mat)608 (if-let [rotation (:rotation d)] (.rotate geom rotation))609 (.setLocalTranslation geom (:position d))610 (if (:physical? d)611 (let [impact-shape (doto (GImpactCollisionShape. (.getMesh geom)) (.setMargin 0))612 physics-control (RigidBodyControl.613 impact-shape614 (float (:mass d)))]615 (.createJmeMesh impact-shape)616 (.addControl geom physics-control)617 ;;(.setSleepingThresholds physics-control (float 0) (float 0))618 (.setFriction physics-control (:friction d))))619 ;;the default is to keep this node in the physics engine forever.620 ;;these commands must come after the control is added to the geometry.621 ;;622 geom))624 (defn box625 ([l w h & {:as options}]626 (let [options (merge base-shape options)]627 (make-shape (assoc options628 :shape (Box. l w h)))))629 ([] (box 0.5 0.5 0.5)))631 (defn sphere632 ([r & {:as options}]633 (let [options (merge base-shape options)]634 (make-shape (assoc options635 :shape (Sphere. 32 32 (float r))))))636 ([] (sphere 0.5)))638 (defn add-element [game node]639 (.addAll640 (.getPhysicsSpace641 (.getState642 (.getStateManager game)643 BulletAppState))644 node)645 (.attachChild (.getRootNode game) node))647 (defn set-gravity*648 [game gravity]649 (traverse650 (fn [geom]651 (if-let652 [control (.getControl geom RigidBodyControl)]653 (do654 (.setGravity control gravity)655 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO)656 )))657 (.getRootNode game)))659 #+end_src661 These are convienence functions for creating JME objects and662 manipulating a world.664 #+srcname: world-view665 #+begin_src clojure :results silent666 (in-ns 'cortex.world)668 (defprotocol Viewable669 (view [something]))671 (extend-type com.jme3.scene.Geometry672 Viewable673 (view [geo]674 (view (doto (Node.)(.attachChild geo)))))676 (extend-type com.jme3.scene.Node677 Viewable678 (view [node]679 (.start680 (world node681 {}682 (fn [world]683 (.enableDebug684 (.getPhysicsSpace685 (.getState686 (.getStateManager world)687 BulletAppState))688 (asset-manager))689 (set-gravity* world Vector3f/ZERO)690 ;; (set-gravity* world (Vector3f. 0 (float -0.4) 0))691 (let [sun (doto (DirectionalLight.)692 (.setDirection (.normalizeLocal (Vector3f. 1 0 -2)))693 (.setColor ColorRGBA/White))]694 (.addLight (.getRootNode world) sun)))695 no-op))))697 (defn position-camera [game]698 (doto (.getCamera game)699 (.setLocation (Vector3f. 0 6 6))700 (.lookAt Vector3f/ZERO (Vector3f. 0 1 0))))702 #+end_src704 Here I make the =Viewable= protocol and extend it to JME's types. Now705 hello-world can be written as easily as:707 #+begin_src clojure :results silent708 (cortex.world/view (cortex.world/box))709 #+end_src711 ** Hello712 Here are the jmonkeyengine "Hello" programs translated to clojure.713 *** Hello Simple App714 Here is the hello world example for jme3 in clojure.715 It's a more or less direct translation from the java source716 from717 http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_simpleapplication.719 Of note is the fact that since we don't have access to the720 =AssetManager= via extendig =SimpleApplication=, we have to build one721 ourselves.723 #+srcname: hello-simple-app724 #+begin_src clojure :results silent725 (ns hello.hello-simple-app)726 (require 'cortex.import)727 (use 'clojure.contrib.def)728 (rlm.rlm-commands/help)729 (cortex.import/import-jme3)730 (use 'cortex.world)733 (def cube (Box. Vector3f/ZERO 1 1 1))735 (def geom (Geometry. "Box" cube))737 (def mat (Material. (asset-manager) "Common/MatDefs/Misc/Unshaded.j3md"))739 (.setColor mat "Color" ColorRGBA/Blue)741 (.setMaterial geom mat)743 (defn simple-app []744 (doto745 (proxy [SimpleApplication] []746 (simpleInitApp747 []748 ;; Don't take control of the mouse749 (org.lwjgl.input.Mouse/setGrabbed false)750 (.attachChild (.getRootNode this) geom)))751 ;; don't show a menu to change options.752 (.setShowSettings false)753 (.setPauseOnLostFocus false)754 (.setSettings *app-settings*)))755 #+end_src757 Running this program will begin a new jMonkeyEngine game which758 displays a single blue cube.760 #+begin_src clojure :exports code :results silent761 (.start (hello.hello-simple-app/simple-app))762 #+end_src764 #+caption: the simplest JME game.765 [[./images/simple-app.jpg]]769 *** Hello Physics770 From http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_physics772 #+srcname: brick-wall-header773 #+begin_src clojure :results silent774 (ns hello.brick-wall)775 (require 'cortex.import)776 (use 'clojure.contrib.def)777 (rlm.rlm-commands/help)778 (cortex.import/mega-import-jme3)779 (use '[pokemon [lpsolve :only [constant-map]]])780 (use 'cortex.world)781 #+end_src783 #+srcname: brick-wall-body784 #+begin_src clojure :results silent785 (in-ns 'hello.brick-wall)787 (defn floor788 "make a sturdy, unmovable physical floor"789 []790 (box 20 1 20 :mass 0 :color false :position (Vector3f. 0 -2 0)))792 (def brick-length 0.48)793 (def brick-width 0.24)794 (def brick-height 0.12)797 (defn brick* [position]798 (doto (box brick-length brick-height brick-width799 :position position :name "brick"800 :material "Common/MatDefs/Misc/Unshaded.j3md"801 :texture "Textures/Terrain/BrickWall/BrickWall.jpg"802 :mass 36)803 (->804 (.getMesh)805 (.scaleTextureCoordinates (Vector2f. 1 0.5)))806 ;;(.setShadowMode RenderQueue$ShadowMode/CastAndReceive)807 )808 )810 (defn inception-brick-wall811 "construct a physical brick wall"812 []813 (let [node (Node. "brick-wall")]814 (dorun815 (map (comp #(.attachChild node %) brick*)816 (for817 [x (range 15)818 y (range 10)819 z (range 1)]820 (Vector3f.821 (* brick-length x 1.03)822 (* brick-width y y 10)823 (* brick-height z)))))824 node))826 (defn gravity-toggle827 [new-value]828 (fn [game value]829 (println-repl "set gravity to " new-value)830 (if value831 (set-gravity* game new-value)832 (set-gravity* game gravity))))834 (defn fire-cannon-ball []835 (fn [game value]836 (if (not value)837 (let [camera (.getCamera game)838 cannon-ball839 (sphere 0.7840 :material "Common/MatDefs/Misc/Unshaded.j3md"841 :texture "Textures/PokeCopper.jpg"842 :position843 (.add (.getLocation camera)844 (.mult (.getDirection camera) (float 1)))845 :mass 3)] ;200 0.05846 (.setShadowMode cannon-ball RenderQueue$ShadowMode/CastAndReceive)847 (.setLinearVelocity848 (.getControl cannon-ball RigidBodyControl)849 (.mult (.getDirection camera) (float 50))) ;50850 (add-element game cannon-ball)))))852 (defn floor* []853 (doto (box 10 0.1 5 :name "floor" ;10 0.1 5 ; 240 0.1 240854 :material "Common/MatDefs/Misc/Unshaded.j3md"855 :texture "Textures/Terrain/Pond/Pond.png"856 :position (Vector3f. 0 -0.1 0 )857 :mass 0)858 (->859 (.getMesh)860 (.scaleTextureCoordinates (Vector2f. 3 6)));64 64861 (->862 (.getMaterial)863 (.getTextureParam "ColorMap")864 (.getTextureValue)865 (.setWrap Texture$WrapMode/Repeat))866 (.setShadowMode RenderQueue$ShadowMode/Receive)867 ))869 (defn brick-wall* []870 (let [node (Node. "brick-wall")]871 (dorun872 (map873 (comp #(.attachChild node %) brick*)874 (for [y (range 15)875 x (range 4)876 z (range 1)]877 (Vector3f.878 (+ (* 2 x brick-length)879 (if (even? (+ y z))880 (/ brick-length 4) (/ brick-length -4)))881 (+ (* brick-height (inc (* 2 y))))882 (* 2 z brick-width) ))))883 (.setShadowMode node RenderQueue$ShadowMode/CastAndReceive)884 node))886 (defn brick-wall-game-run []887 (doto888 (world889 (doto (Node.) (.attachChild (floor*))890 (.attachChild (brick-wall*))891 )892 {"key-i" (gravity-toggle (Vector3f. 0 0 -9.81))893 "key-m" (gravity-toggle (Vector3f. 0 0 9.81))894 "key-l" (gravity-toggle (Vector3f. 9.81 0 0))895 "key-j" (gravity-toggle (Vector3f. -9.81 0 0))896 "key-k" (gravity-toggle Vector3f/ZERO)897 "key-u" (gravity-toggle (Vector3f. 0 9.81 0))898 "key-o" (gravity-toggle (Vector3f. 0 -9.81 0))899 "key-f" (fn[game value]900 (if (not value) (add-element game (brick-wall*))))901 "key-return" (fire-cannon-ball)}902 position-camera903 (fn [& _]))904 (.start)))905 #+end_src907 #+begin_src clojure :results silent908 (hello.brick-wall/brick-wall-game-run)909 #+end_src911 #+caption: the brick wall standing912 [[./images/brick-wall-standing.jpg]]914 #+caption: the brick wall after it has been knocked over by a "pok\eacute{}ball"915 [[./images/brick-wall-knocked-down.jpg]]917 *** Other Brick Games918 #+srcname: other-games919 #+begin_src clojure :results silent920 (ns cortex.other-games921 {:author "Dylan Holmes"})922 (use 'cortex.world)923 (use 'hello.brick-wall)924 (use 'cortex.import)925 (cortex.import/mega-import-jme3)927 (defn scad [position]928 (doto (box 0.1 0.1 0.1929 :position position :name "brick"930 :material "Common/MatDefs/Misc/Unshaded.j3md"931 :texture "Textures/Terrain/BrickWall/BrickWall.jpg"932 :mass 20)933 (->934 (.getMesh)935 (.scaleTextureCoordinates (Vector2f. 1 0.5))936 )937 (-> (.getControl RigidBodyControl)938 (.setLinearVelocity (Vector3f. 0 100 0))939 )941 ;;(.setShadowMode RenderQueue$ShadowMode/Cast)942 ))945 (defn shrapnel []946 (let [node (Node. "explosion-day")]947 (dorun948 (map949 (comp #(.attachChild node %) scad)950 (for [y (range 15)951 x (range 4)952 z (range 1)]953 (Vector3f.954 (+ (* 2 x brick-height)955 (if (even? (+ y z)) (/ brick-height 4) (/ brick-height -4)))956 (+ (* brick-height (inc (* 2 y))))957 (* 2 z brick-height) ))))958 node))961 (def domino-height 0.48)962 (def domino-thickness 0.12)963 (def domino-width 0.24)965 (def domino-thickness 0.05)966 (def domino-width 0.5)967 (def domino-height 1)969 (defn domino970 ([position]971 (domino position (Quaternion/IDENTITY)))972 ([position rotation]973 (doto (box domino-width domino-height domino-thickness974 :position position :name "domino"975 :material "Common/MatDefs/Misc/Unshaded.j3md"976 :texture "Textures/Terrain/BrickWall/BrickWall.jpg"977 :mass 1978 :rotation rotation)979 (.setShadowMode RenderQueue$ShadowMode/CastAndReceive)980 )))983 (defn domino-row []984 (let [node (Node. "domino-row")]985 (dorun986 (map987 (comp #(.attachChild node %) domino)988 (for [989 z (range 10)990 x (range 5)991 ]992 (Vector3f.993 (+ (* z domino-width) (* x 5 domino-width))994 (/ domino-height 1)995 (* -5.5 domino-thickness z) ))))997 node))999 (defn domino-cycle []1000 (let [node (Node. "domino-cycle")]1001 (dorun1002 (map1003 (comp #(.attachChild node %) (partial apply domino) )1004 (for [n (range 720)]1005 (let [space (* domino-height 5.5)1006 r (fn[n] (* (+ n 3) domino-width 0.5))1007 t (fn[n] (reduce1008 +1009 (map1010 (fn dt[n] (/ space (* 2 (Math/PI) (r n))))1011 (range n))))1012 t (t n)1013 r (r n)1014 ct (Math/cos t)1015 st (Math/sin t)1016 ]1017 (list1018 (Vector3f.1019 (* -1 r st)1020 (/ domino-height 1)1021 (* r ct))1022 (.fromAngleAxis (Quaternion.)1023 (- (/ 3.1415926 2) t) (Vector3f. 0 1 0))1024 )))1025 ))1026 node))1029 (defn domino-game-run []1030 (doto1031 (world1032 (doto (Node.) (.attachChild (floor*))1033 )1034 {"key-i" (gravity-toggle (Vector3f. 0 0 -9.81))1035 "key-m" (gravity-toggle (Vector3f. 0 0 9.81))1036 "key-l" (gravity-toggle (Vector3f. 9.81 0 0))1037 "key-j" (gravity-toggle (Vector3f. -9.81 0 0))1038 "key-k" (gravity-toggle (Vector3f. 0 9.81 0) )1039 "key-u" (fn[g v] ((gravity-toggle (Vector3f. 0 -0 0)) g true))1040 "key-o" (gravity-toggle (Vector3f. 0 -9.81 0))1042 "key-space"1043 (fn[game value]1045 (if (not value)1046 (let [d (domino (Vector3f. 0 (/ domino-height 0.25) 0)1047 (.fromAngleAxis (Quaternion.)1048 (/ Math/PI 2) (Vector3f. 0 1 0)))]1049 (add-element game d))))1050 "key-f"1051 (fn[game value](if (not value) (add-element game (domino-cycle))))1052 "key-return" (fire-cannon-ball)}1053 position-camera1054 (fn [& _]))1055 (.start)))1056 #+end_src1058 #+begin_src clojure :results silent1059 (cortex.other-games/domino-game-run)1060 #+end_src1062 #+caption: floating dominos1063 [[./images/dominos.jpg]]1065 *** Hello Loop1066 #+srcname: hello-loop1067 #+begin_src clojure :results silent1068 (ns hello.loop)1069 (use 'cortex.world)1070 (use 'cortex.import)1071 (cortex.import/mega-import-jme3)1072 (rlm.rlm-commands/help)1074 (defn blue-cube []1075 (box 1 1 11076 :color ColorRGBA/Blue1077 :texture false1078 :material "Common/MatDefs/Misc/Unshaded.j3md"1079 :name "blue-cube"1080 :physical? false))1082 (defn blue-cube-game []1083 (let [cube (blue-cube)1084 root (doto (Node.) (.attachChild cube))]1085 (world root1086 {}1087 no-op1088 (fn [game tpf]1089 (.rotate cube 0.0 (* 2 tpf) 0.0)))))1090 #+end_src1092 *** Hello Collision1094 #+srcname: hello-collision1095 #+begin_src clojure :results silent1096 (ns hello.collision)1097 (use 'cortex.world)1098 (use 'cortex.import)1099 (use 'clojure.contrib.def)1102 (cortex.import/mega-import-jme3)1103 (rlm.rlm-commands/help)1104 (use '[hello [brick-wall :only [fire-cannon-ball brick-wall*]]])1107 (defn environment []1108 (let1109 [scene-model1110 (doto1111 (.loadModel1112 (doto (asset-manager)1113 (.registerLocator1114 "/home/r/cortex/assets/zips/town.zip" ZipLocator))1115 "main.scene")1116 (.setLocalScale (float 2.0)))1117 collision-shape1118 (CollisionShapeFactory/createMeshShape #^Node scene-model)1119 landscape (RigidBodyControl. collision-shape 0)]1120 (.setShadowMode scene-model RenderQueue$ShadowMode/CastAndReceive)1121 (.addControl scene-model landscape)1122 scene-model))1124 (defn player-fn []1125 (doto1126 (CharacterControl.1127 (CapsuleCollisionShape. (float 1.5) (float 6)(float 1))1128 (float 0.05))1129 (.setJumpSpeed 20)1130 (.setFallSpeed 30)1131 (.setGravity 30) ;301132 (.setPhysicsLocation (Vector3f. 0 10 0))))1134 (defn lights []1135 [(doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 1 1 1 1) (float 1))))1136 (doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 1 0.7 0 1) (float 1))))1137 (doto (DirectionalLight.)1138 (.setColor (.mult ColorRGBA/White (float 0.9) ))1139 (.setDirection (.normalizeLocal (Vector3f. 2.8 -28 2.8))))])1141 (defn night-lights []1142 [(doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 0.275 0.467 0.784 1) (float 0.3))))1143 (doto (DirectionalLight.)1144 (.setColor (.mult ColorRGBA/White (float 0.2) ))1145 (.setDirection (.normalizeLocal (Vector3f. 2.8 -28 2.8))))])1147 (def player (atom (player-fn)))1149 (defn setup-fn [game]1150 (dorun (map #(.addLight (.getRootNode game) %) (lights)))1151 ;; set the color of the sky1152 (.setBackgroundColor (.getViewPort game) (ColorRGBA. 0.3 0.4 0.9 1))1153 ;(.setBackgroundColor (.getViewPort game) (ColorRGBA. 0 0 0 1)1154 (doto (.getFlyByCamera game)1155 (.setMoveSpeed (float 100))1156 (.setRotationSpeed 3))1157 (.add1158 (.getPhysicsSpace1159 (.getState (.getStateManager game) BulletAppState))1160 @player)1162 (doto (Node.) (.attachChild (.getRootNode game))1163 (.attachChild (brick-wall*))1164 )1166 )1169 (def walking-up? (atom false))1170 (def walking-down? (atom false))1171 (def walking-left? (atom false))1172 (def walking-right? (atom false))1174 (defn set-walk [walk-atom game value]1175 ;;(println-repl "setting stuff to " value)1176 (reset! walk-atom value))1178 (defn responses []1179 {"key-w" (partial set-walk walking-up?)1180 "key-d" (partial set-walk walking-right?)1181 "key-s" (partial set-walk walking-down?)1182 "key-a" (partial set-walk walking-left?)1183 "key-return" (fire-cannon-ball)1184 "key-space" (fn [game value] (.jump @player))1185 })1187 (defn update-fn1188 [game tpf]1189 (let [camera (.getCamera game)1190 cam-dir (.multLocal1191 (.clone1192 (.getDirection camera)) (float 0.6))1193 cam-left (.multLocal1194 (.clone1195 (.getLeft camera)) (float 0.4))1196 walk-direction (Vector3f. 0 0 0)]1198 (cond1199 @walking-up? (.addLocal walk-direction cam-dir)1200 @walking-right? (.addLocal walk-direction (.negate cam-left))1201 @walking-down? (.addLocal walk-direction (.negate cam-dir))1202 @walking-left? (.addLocal walk-direction cam-left))1203 (.setWalkDirection @player walk-direction)1204 (.setLocation camera (.getPhysicsLocation @player))))1206 (defn run-game []1207 (.start1208 (world (environment)1209 (responses)1210 setup-fn1211 update-fn)))1212 #+end_src1214 *** Hello Terrain1215 #+srcname: hello-terrain1216 #+begin_src clojure :results silent1217 (ns hello.terrain)1218 (use 'cortex.world)1219 (use 'cortex.import)1220 (use 'clojure.contrib.def)1221 (import jme3tools.converters.ImageToAwt)1224 (cortex.import/mega-import-jme3)1225 (rlm.rlm-commands/help)1226 (use '[hello [brick-wall :only [fire-cannon-ball brick-wall*]]])1229 (defn setup-fn [type game]1230 (.setMoveSpeed (.getFlyByCamera game) 50)1231 (.setFrustumFar (.getCamera game) 10000)1232 (let [env (environment type)1233 cameras [(.getCamera game)]1234 control (TerrainLodControl. env cameras)]1235 ;;(.addControl env control)1236 (.attachChild (.getRootNode game) env)))1238 (defn environment [type]1239 (let1240 [mat_terrain1241 (Material. (asset-manager) "Common/MatDefs/Terrain/Terrain.j3md")1242 grass (.loadTexture (asset-manager) "Textures/Terrain/splat/grass.jpg")1243 dirt (.loadTexture (asset-manager) "Textures/Terrain/splat/dirt.jpg")1244 rock (.loadTexture (asset-manager) "Textures/Terrain/splat/road.jpg")1245 heightmap-image (.loadTexture (asset-manager)1246 ({:mountain "Textures/Terrain/splat/mountains512.png"1247 :fortress "Textures/Terrain/splat/fortress512.png"1248 }type))1249 heightmap (ImageBasedHeightMap.1250 (ImageToAwt/convert (.getImage heightmap-image) false true 0))1251 terrain (do (.load heightmap)1252 (TerrainQuad. "my terrain" 65 513 (.getHeightMap heightmap)))1253 ]1255 (dorun (map #(.setWrap % Texture$WrapMode/Repeat)1256 [grass dirt rock]))1258 (doto mat_terrain1259 (.setTexture "Tex1" grass)1260 (.setFloat "Tex1Scale" (float 64))1262 (.setTexture "Tex2" dirt)1263 (.setFloat "Tex2Scale" (float 32))1265 (.setTexture "Tex3" rock)1266 (.setFloat "Tex3Scale" (float 128))1268 (.setTexture "Alpha"1269 (.loadTexture1270 (asset-manager)1271 ({:mountain "Textures/Terrain/splat/alphamap.png"1272 :fortress "Textures/Terrain/splat/alphamap2.png"} type))))1274 (doto terrain1275 (.setMaterial mat_terrain)1276 (.setLocalTranslation 0 -100 0)1277 (.setLocalScale 2 1 2))))1281 (defn run-terrain-game [type]1282 (.start1283 (world1284 (Node.)1285 {}1286 (partial setup-fn type)1287 no-op)))1288 #+end_src1292 #+srcname: hello-animation1293 #+begin_src clojure :results silent1294 (ns hello.animation)1295 (use 'cortex.world)1296 (use 'cortex.import)1297 (use 'clojure.contrib.def)1298 (cortex.import/mega-import-jme3)1299 (rlm.rlm-commands/help)1300 (use '[hello [collision :only [lights]]])1302 (defn stand1303 [channel]1304 (doto channel1305 (.setAnim "stand" (float 0.5))1306 (.setLoopMode LoopMode/DontLoop)1307 (.setSpeed (float 1))))1309 (defn anim-listener []1310 (proxy [AnimEventListener] []1311 (onAnimChange1312 [control channel animation-name]1313 (println-repl "RLM --- onAnimChange"))1314 (onAnimCycleDone1315 [control channel animation-name]1316 (if (= animation-name "Walk")1317 (stand channel)1318 ))))1320 (defn setup-fn [channel game]1321 (dorun (map #(.addLight (.getRootNode game) %) (lights)))1322 ;; set the color of the sky1323 (.setBackgroundColor (.getViewPort game) (ColorRGBA. 0.3 0.4 0.9 1))1324 ;(.setBackgroundColor (.getViewPort game) (ColorRGBA. 0 0 0 1)1325 (.setAnim channel "stand")1326 (doto (.getFlyByCamera game)1327 (.setMoveSpeed (float 10))1328 (.setRotationSpeed 1)))1330 (defn walk [channel]1331 (println-repl "zzz")1332 (doto channel1333 (.setAnim "Walk" (float 0.5))1334 (.setLoopMode LoopMode/Loop)))1337 (defn key-map [channel]1338 {"key-space" (fn [game value]1339 (if (not value)1340 (walk channel)))})1342 (defn player []1343 (let [model (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml")1344 control (.getControl model AnimControl)]1345 (.setLocalScale model (float 0.5))1346 (.clearListeners control)1347 (.addListener control (anim-control))1348 model))1352 (defn run-anim-game []1353 (let [ninja (player)1354 control (.getControl ninja AnimControl)1355 channel (.createChannel control)]1356 (.start1357 (world1358 ninja1359 (key-map channel)1360 (partial setup-fn channel)1361 no-op))))1362 #+end_src1364 *** Hello Materials1365 #+srcname: material1366 #+begin_src clojure :results silent1367 (ns hello.material)1368 (use 'cortex.world)1369 (use 'cortex.import)1370 (use 'clojure.contrib.def)1371 (cortex.import/mega-import-jme3)1372 (rlm.rlm-commands/help)1374 (defn simple-cube []1375 (box 1 1 11376 :position (Vector3f. -3 1.1 0)1377 :material "Common/MatDefs/Misc/Unshaded.j3md"1378 :texture "Interface/Logo/Monkey.jpg"1379 :physical? false))1381 (defn leaky-box []1382 (box 1 1 11383 :position (Vector3f. 3 -1 0)1384 :material "Common/MatDefs/Misc/ColoredTextured.j3md"1385 :texture "Textures/ColoredTex/Monkey.png"1386 :color (ColorRGBA. 1 0 1 1)1387 :physical? false))1389 (defn transparent-box []1390 (doto1391 (box 1 1 0.11392 :position Vector3f/ZERO1393 :name "window frame"1394 :material "Common/MatDefs/Misc/Unshaded.j3md"1395 :texture "Textures/ColoredTex/Monkey.png"1396 :physical? false)1397 (-> (.getMaterial)1398 (.getAdditionalRenderState)1399 (.setBlendMode RenderState$BlendMode/Alpha))1400 (.setQueueBucket RenderQueue$Bucket/Transparent)))1402 (defn bumpy-sphere []1403 (doto1404 (sphere 21405 :position (Vector3f. 0 2 -2)1406 :name "Shiny rock"1407 :material "Common/MatDefs/Light/Lighting.j3md"1408 :texture false1409 :physical? false)1410 (-> (.getMesh)1411 (doto1412 (.setTextureMode Sphere$TextureMode/Projected)1413 (TangentBinormalGenerator/generate)))1414 (-> (.getMaterial)1415 (doto1416 (.setTexture "DiffuseMap" (.loadTexture (asset-manager)1417 "Textures/Terrain/Pond/Pond.png"))1418 (.setTexture "NormalMap" (.loadTexture (asset-manager)1419 "Textures/Terrain/Pond/Pond_normal.png"))1420 (.setFloat "Shininess" (float 5))))1421 (.rotate (float 1.6) 0 0)))1424 (defn start-game []1425 (.start1426 (world1427 (let [root (Node.)]1428 (dorun (map #(.attachChild root %)1429 [(simple-cube) (leaky-box) (transparent-box) (bumpy-sphere)]))1430 root)1431 {}1432 (fn [world]1433 (let [sun (doto (DirectionalLight.)1434 (.setDirection (.normalizeLocal (Vector3f. 1 0 -2)))1435 (.setColor ColorRGBA/White))]1436 (.addLight (.getRootNode world) sun)))1437 no-op1438 )))1439 #+end_src1443 * The Body1444 ** Eyes1446 Ultimately I want to make creatures with eyes. Each eye can be1447 independely moved and should see its own version of the world1448 depending on where it is.1449 #+srcname: eyes1450 #+begin_src clojure1451 (ns body.eye)1452 (use 'cortex.world)1453 (use 'cortex.import)1454 (use 'clojure.contrib.def)1455 (cortex.import/mega-import-jme3)1456 (rlm.rlm-commands/help)1457 (import java.nio.ByteBuffer)1458 (import java.awt.image.BufferedImage)1459 (import java.awt.Color)1460 (import java.awt.Dimension)1461 (import java.awt.Graphics)1462 (import java.awt.Graphics2D)1463 (import java.awt.event.WindowAdapter)1464 (import java.awt.event.WindowEvent)1465 (import java.awt.image.BufferedImage)1466 (import java.nio.ByteBuffer)1467 (import javax.swing.JFrame)1468 (import javax.swing.JPanel)1469 (import javax.swing.SwingUtilities)1470 (import javax.swing.ImageIcon)1471 (import javax.swing.JOptionPane)1472 (import java.awt.image.ImageObserver)1476 (defn scene-processor1477 "deals with converting FrameBuffers to BufferedImages so1478 that the continuation function can be defined only in terms1479 of what it does with BufferedImages"1480 [continuation]1481 (let [byte-buffer (atom nil)1482 renderer (atom nil)1483 image (atom nil)]1484 (proxy [SceneProcessor] []1485 (initialize1486 [renderManager viewPort]1487 (let [cam (.getCamera viewPort)1488 width (.getWidth cam)1489 height (.getHeight cam)]1490 (reset! renderer (.getRenderer renderManager))1491 (reset! byte-buffer1492 (BufferUtils/createByteBuffer1493 (* width height 4)))1494 (reset! image (BufferedImage. width height1495 BufferedImage/TYPE_4BYTE_ABGR))))1496 (isInitialized [] (not (nil? @byte-buffer)))1497 (reshape [_ _ _])1498 (preFrame [_])1499 (postQueue [_])1500 (postFrame1501 [#^FrameBuffer fb]1502 (.clear @byte-buffer)1503 (.readFrameBuffer @renderer fb @byte-buffer)1504 (Screenshots/convertScreenShot @byte-buffer @image)1505 (continuation @image))1506 (cleanup []))))1508 (defn add-eye1509 "Add an eye to the world, and call continuation on1510 every frame produced"1511 [world camera continuation]1512 (let [width (.getWidth camera)1513 height (.getHeight camera)1514 render-manager (.getRenderManager world)1515 viewport (.createMainView render-manager "eye-view" camera)]1516 (doto viewport1517 (.setBackgroundColor ColorRGBA/Black)1518 (.setClearFlags true true true)1519 (.addProcessor (scene-processor continuation))1520 (.attachScene (.getRootNode world)))))1522 (defn make-display-frame [display width height]1523 (SwingUtilities/invokeLater1524 (fn []1525 (.setPreferredSize display (Dimension. width height))1526 (doto (JFrame. "Eye Camera!")1527 (-> (.getContentPane) (.add display))1528 (.setDefaultCloseOperation JFrame/DISPOSE_ON_CLOSE)1529 (.pack)1530 (.setLocationRelativeTo nil)1531 (.setResizable false)1532 (.setVisible true)))))1534 (defn image-monitor [#^BufferedImage image]1535 (proxy [JPanel] []1536 (paintComponent1537 [g]1538 (proxy-super paintComponent g)1539 (locking image1540 (.drawImage g image 0 01541 (proxy [ImageObserver]1542 []1543 (imageUpdate1544 []1545 (proxy-super imageUpdate))))))))1547 (defn movie-image []1548 (let [setup1549 (runonce1550 (fn [#^BufferedImage image]1551 (let [width (.getWidth image)1552 height (.getHeight image)1553 display (image-monitor image)1554 frame (make-display-frame display width height)]1555 display)))]1556 (fn [#^BufferedImage image]1557 (.repaint (setup image)))))1560 (defn observer1561 "place thy eye!"1562 [world camera]1563 (let [eye camera1564 width (.getWidth eye)1565 height (.getHeight eye)]1566 (no-exceptions1567 (add-eye1568 world1569 eye1570 (movie-image)))))1571 #+end_src1573 #+srcname: test-vision1574 #+begin_src clojure1576 (ns test.vision)1577 (use 'cortex.world)1578 (use 'cortex.import)1579 (use 'clojure.contrib.def)1580 (use 'body.eye)1581 (cortex.import/mega-import-jme3)1582 (rlm.rlm-commands/help)1583 (import java.nio.ByteBuffer)1584 (import java.awt.image.BufferedImage)1585 (import java.awt.Color)1586 (import java.awt.Dimension)1587 (import java.awt.Graphics)1588 (import java.awt.Graphics2D)1589 (import java.awt.event.WindowAdapter)1590 (import java.awt.event.WindowEvent)1591 (import java.awt.image.BufferedImage)1592 (import java.nio.ByteBuffer)1593 (import javax.swing.JFrame)1594 (import javax.swing.JPanel)1595 (import javax.swing.SwingUtilities)1596 (import javax.swing.ImageIcon)1597 (import javax.swing.JOptionPane)1598 (import java.awt.image.ImageObserver)1601 (def width 200)1602 (def height 200)1604 (defn camera []1605 (doto (Camera. width height)1606 (.setFrustumPerspective 45 1 1 1000)1607 (.setLocation (Vector3f. -3 0 -5))1608 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))1610 (defn camera2 []1611 (doto (Camera. width height)1612 (.setFrustumPerspective 45 1 1 1000)1613 (.setLocation (Vector3f. 3 0 -5))1614 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))1616 (defn setup-fn [world]1617 (let [eye (camera)1618 width (.getWidth eye)1619 height (.getHeight eye)]1620 (no-exceptions1621 (add-eye1622 world1623 eye1624 (runonce visual))1625 (add-eye1626 world1627 (camera2)1628 (runonce visual)))))1630 (defn spider-eye [position]1631 (doto (Camera. 200 200 )1632 (.setFrustumPerspective 45 1 1 1000)1633 (.setLocation position)1634 (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))1636 (defn setup-fn* [world]1637 (let [eye (camera)1638 width (.getWidth eye)1639 height (.getHeight eye)]1640 ;;(.setClearFlags (.getViewPort world) true true true)1641 (observer world (.getCamera world))1642 (observer world (spider-eye (Vector3f. 3 0 -5)))1643 ;;(observer world (spider-eye (Vector3f. 0 0 -5)))1644 ;; (observer world (spider-eye (Vector3f. -3 0 -5)))1645 ;; (observer world (spider-eye (Vector3f. 0 3 -5)))1646 ;; (observer world (spider-eye (Vector3f. 0 -3 -5)))1647 ;; (observer world (spider-eye (Vector3f. 3 3 -5)))1648 ;; (observer world (spider-eye (Vector3f. -3 3 -5)))1649 ;; (observer world (spider-eye (Vector3f. 3 -3 -5)))1650 ;; (observer world (spider-eye (Vector3f. -3 -3 -5)))1652 )1653 world)1655 (defn test-world []1656 (let [thing (box 1 1 1 :physical? false)]1657 (world1658 (doto (Node.)1659 (.attachChild thing))1660 {}1661 setup-fn1662 (fn [world tpf]1663 (.rotate thing (* tpf 0.2) 0 0)1664 ))))1667 #+end_src1670 #+results: eyes1671 : #'body.eye/test-world1673 Note the use of continuation passing style for connecting the eye to a1674 function to process the output. The example code will create two1675 videos of the same rotating cube from different angles, sutiable for1676 stereoscopic vision.1683 * COMMENT code generation1684 #+begin_src clojure :tangle ../src/cortex/import.clj1685 <<import>>1686 #+end_src1688 #+begin_src clojure :tangle ../src/hello/brick_wall.clj1689 <<brick-wall-header>>1690 <<brick-wall-body>>1691 #+end_src1693 #+begin_src clojure :tangle ../src/hello/hello_simple_app.clj1694 <<hello-simple-app>>1695 #+end_src1697 #+begin_src clojure :tangle ../src/cortex/world.clj1698 <<world-inputs>>1699 <<world>>1700 <<world-shapes>>1701 <<world-view>>1702 #+end_src1704 #+begin_src clojure :tangle ../src/cortex/other_games.clj1705 <<other-games>>1706 #+end_src1708 #+begin_src clojure :tangle ../src/hello/loop.clj1709 <<hello-loop>>1710 #+end_src1712 #+begin_src clojure :tangle ../src/hello/collision.clj1713 <<hello-collision>>1714 #+end_src1716 #+begin_src clojure :tangle ../src/hello/terrain.clj1717 <<hello-terrain>>1718 #+end_src1720 #+begin_src clojure :tangle ../src/hello/animation.clj1721 <<hello-animation>>1722 #+end_src1724 #+begin_src clojure :tangle ../src/hello/material.clj1725 <<material>>1726 #+end_src1728 #+begin_src clojure :tangle ../src/body/eye.clj1729 <<eyes>>1730 #+end_src1732 #+begin_src clojure :tangle ../src/test/vision.clj1733 <<test-vision>>1734 #+end_src