Mercurial > cortex
view org/util.org @ 59:63951929fe44
cleaned up imports for skin
author | Robert McIntyre <rlm@mit.edu> |
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date | Sat, 19 Nov 2011 23:59:12 -0700 |
parents | b1b90c4ab0bf |
children | e5e627f50a3a |
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1 #+title: Clojure Utilities for jMonkeyEngine32 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description:5 #+keywords: JME3, clojure, import, utilities6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org9 [TABLE-OF-CONTENTS]11 These are a collection of functions to make programming jMonkeyEngine12 in clojure easier.14 * Imports16 #+srcname: import17 #+begin_src clojure :results silent18 (ns cortex.import19 (:require swank.util.class-browse))21 (defn permissive-import22 [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 (and30 (.startsWith classname "com.jme3.")31 ;; Don't import the Lwjgl stuff since it can throw exceptions32 ;; upon being loaded.33 (not (re-matches #".*Lwjgl.*" classname))))35 (defn jme-classes36 "returns a list of all jme3 classes"37 []38 (filter39 jme-class?40 (map :name41 swank.util.class-browse/available-classes)))43 (defn mega-import-jme344 "Import ALL the jme classes. For REPL use."45 []46 (doall47 (map (comp permissive-import symbol) (jme-classes))))48 #+end_src50 jMonkeyEngine3 has a plethora of classes which can be overwhelming to51 manage. This code uses reflection to import all of them. Once I'm52 happy with the general structure of a namespace I can deal with53 importing only the classes it actually needs.55 The =mega-import-jme3= is quite usefull for debugging purposes since56 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 output62 (println (clojure.core/count (cortex.import/jme-classes)) "classes")63 #+end_src65 #+results:66 : 955 classes69 * Utilities71 The utilities here come in three main groups:72 - Changing settings in a running =Application=73 - Creating objects74 - Debug Actions75 - Visualizing objects79 *** Changing Settings81 #+srcname: util82 #+begin_src clojure83 (ns cortex.util84 "Utility functions for making jMonkeyEngine3 easier to program from85 clojure."86 {:author "Robert McIntyre"}87 (:use cortex.world)88 (:use clojure.contrib.def)89 (:import com.jme3.math.Vector3f)90 (:import com.jme3.math.Quaternion)91 (:import com.jme3.asset.TextureKey)92 (:import com.jme3.bullet.control.RigidBodyControl)93 (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape)94 (:import com.jme3.scene.shape.Box)95 (:import com.jme3.scene.Node)96 (:import com.jme3.scene.shape.Sphere)97 (:import com.jme3.light.AmbientLight)98 (:import com.jme3.light.DirectionalLight)99 (:import com.jme3.math.ColorRGBA)100 (:import com.jme3.bullet.BulletAppState)101 (:import com.jme3.material.Material)102 (:import com.jme3.scene.Geometry)103 (:import (java.util.logging Level Logger)))107 (defvar println-repl108 (bound-fn [& args] (apply println args))109 "println called from the LWJGL thread will not go to the REPL, but110 instead to whatever terminal started the JVM process. This function111 will always output to the REPL")113 (defn position-camera114 "Change the position of the in-world camera."115 ([world position direction up]116 (doto (.getCamera world)117 (.setLocation )118 (.lookAt direction up)))119 ([world position direction]120 (position-camera121 world position direction Vector3f/UNIT_Y)))123 (defn enable-debug124 "Turn on debug wireframes for every object in this simulation."125 [world]126 (.enableDebug127 (.getPhysicsSpace128 (.getState129 (.getStateManager world)130 BulletAppState))131 (asset-manager)))133 (defn no-logging134 "Disable all of jMonkeyEngine's logging."135 []136 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))138 (defn set-accuracy139 "Change the accuracy at which the World's Physics is calculated."140 [world new-accuracy]141 (let [physics-manager142 (.getState143 (.getStateManager world) BulletAppState)]144 (.setAccuracy145 (.getPhysicsSpace physics-manager)146 (float new-accuracy))))149 (defn set-gravity150 "In order to change the gravity of a scene, it is not only necessary151 to set the gravity variable, but to \"tap\" every physics object in152 the scene to reactivate physics calculations."153 [world gravity]154 (traverse155 (fn [geom]156 (if-let157 ;; only set gravity for physical objects.158 [control (.getControl geom RigidBodyControl)]159 (do160 (.setGravity control gravity)161 ;; tappsies!162 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO))))163 (.getRootNode world)))165 (defn add-element166 "Add the Spatial to the world's environment"167 ([world element node]168 (.addAll169 (.getPhysicsSpace170 (.getState171 (.getStateManager world)172 BulletAppState))173 element)174 (.attachChild node element))175 ([world element]176 (add-element world element (.getRootNode world))))178 (defn apply-map179 "Like apply, but works for maps and functions that expect an180 implicit map and nothing else as in (fn [& {}]).181 ------- Example -------182 (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}]183 (println www))184 (apply-map demo {:www \"hello!\"})185 -->\"hello\""186 [fn m]187 (apply fn (reduce #(into %1 %2) [] m)))189 #+end_src191 #+results: util192 : #'cortex.util/apply-map195 *** Creating Basic Shapes197 #+srcname: shapes198 #+begin_src clojure :results silent199 (in-ns 'cortex.util)201 (defrecord shape-description202 [name203 color204 mass205 friction206 texture207 material208 position209 rotation210 shape211 physical?212 GImpact?213 ])215 (defvar base-shape216 (shape-description.217 "default-shape"218 false219 ;;ColorRGBA/Blue220 1.0 ;; mass221 1.0 ;; friction222 ;; texture223 "Textures/Terrain/BrickWall/BrickWall.jpg"224 ;; material225 "Common/MatDefs/Misc/Unshaded.j3md"226 Vector3f/ZERO227 Quaternion/IDENTITY228 (Box. Vector3f/ZERO 0.5 0.5 0.5)229 true230 false)231 "Basic settings for shapes.")233 (defn make-shape234 [#^shape-description d]235 (let [asset-manager (asset-manager)236 mat (Material. asset-manager (:material d))237 geom (Geometry. (:name d) (:shape d))]238 (if (:texture d)239 (let [key (TextureKey. (:texture d))]240 ;;(.setGenerateMips key true)241 ;;(.setTexture mat "ColorMap" (.loadTexture asset-manager key))242 ))243 (if (:color d) (.setColor mat "Color" (:color d)))244 (.setMaterial geom mat)245 (if-let [rotation (:rotation d)] (.rotate geom rotation))246 (.setLocalTranslation geom (:position d))247 (if (:physical? d)248 (let [physics-control249 (if (:GImpact d)250 ;; Create an accurate mesh collision shape if desired.251 (RigidBodyControl.252 (doto (GImpactCollisionShape.253 (.getMesh geom))254 (.createJmeMesh)255 (.setMargin 0))256 (float (:mass d)))257 ;; otherwise use jme3's default258 (RigidBodyControl. (float (:mass d))))]259 (.addControl geom physics-control)260 ;;(.setSleepingThresholds physics-control (float 0) (float 0))261 (.setFriction physics-control (:friction d))))262 geom))264 (defn box265 ([l w h & {:as options}]266 (let [options (merge base-shape options)]267 (make-shape (assoc options268 :shape (Box. l w h)))))269 ([] (box 0.5 0.5 0.5)))271 (defn sphere272 ([r & {:as options}]273 (let [options (merge base-shape options)]274 (make-shape (assoc options275 :shape (Sphere. 32 32 (float r))))))276 ([] (sphere 0.5)))277 #+end_src280 *** Debug Actions281 #+srcname: debug-actions282 #+begin_src clojure :results silent283 (defn basic-light-setup284 "returns a sequence of lights appropiate for fully lighting a scene"285 []286 (conj287 (doall288 (map289 (fn [direction]290 (doto (DirectionalLight.)291 (.setDirection direction)292 (.setColor ColorRGBA/White)))293 [;; six faces of a cube294 Vector3f/UNIT_X295 Vector3f/UNIT_Y296 Vector3f/UNIT_Z297 (.mult Vector3f/UNIT_X (float -1))298 (.mult Vector3f/UNIT_Y (float -1))299 (.mult Vector3f/UNIT_Z (float -1))]))300 (doto (AmbientLight.)301 (.setColor ColorRGBA/White))))303 (defn light-up-everything304 "Add lights to a world appropiate for quickly seeing everything305 in the scene. Adds six DirectionalLights facing in orthogonal306 directions, and one AmbientLight to provide overall lighting307 coverage."308 [world]309 (dorun310 (map311 #(.addLight (.getRootNode world) %)312 (basic-light-setup))))314 (defn fire-cannon-ball315 "Creates a function that fires a cannon-ball from the current game's316 camera. The cannon-ball will be attached to the node if provided, or317 to the game's RootNode if no node is provided."318 ([node]319 (fn [game value]320 (if (not value)321 (let [camera (.getCamera game)322 cannon-ball323 (sphere 0.7324 :material "Common/MatDefs/Misc/Unshaded.j3md"325 :texture "Textures/PokeCopper.jpg"326 :position327 (.add (.getLocation camera)328 (.mult (.getDirection camera) (float 1)))329 :mass 3)] ;200 0.05330 (.setLinearVelocity331 (.getControl cannon-ball RigidBodyControl)332 (.mult (.getDirection camera) (float 50))) ;50333 (add-element game cannon-ball (if node node (.getRootNode game)))))))334 ([]335 (fire-cannon-ball false)))336 #+end_src339 *** Viewing Objects341 #+srcname: world-view342 #+begin_src clojure :results silent343 (in-ns 'cortex.util)345 (defprotocol Viewable346 (view [something]))348 (extend-type com.jme3.scene.Geometry349 Viewable350 (view [geo]351 (view (doto (Node.)(.attachChild geo)))))353 (extend-type com.jme3.scene.Node354 Viewable355 (view356 [node]357 (.start358 (world359 node360 {}361 (fn [world]362 (enable-debug world)363 (set-gravity world Vector3f/ZERO)364 (light-up-everything world))365 no-op))))366 #+end_src368 Here I make the =Viewable= protocol and extend it to JME's types. Now369 JME3's =hello-world= can be written as easily as:371 #+begin_src clojure :results silent372 (cortex.util/view (cortex.util/box))373 #+end_src376 * COMMENT code generation377 #+begin_src clojure :tangle ../src/cortex/import.clj378 <<import>>379 #+end_src382 #+begin_src clojure :tangle ../src/cortex/util.clj :noweb yes383 <<util>>384 <<shapes>>385 <<debug-actions>>386 <<world-view>>387 #+end_src