Mercurial > cortex
view org/touch.org @ 239:78a640e3bc55
saving progress... touch is in an inconsistent state.
author | Robert McIntyre <rlm@mit.edu> |
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date | Sun, 12 Feb 2012 12:58:01 -0700 |
parents | 3fa49ff1649a |
children | 6961377c4554 |
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1 #+title: Simulated Sense of Touch2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulated touch for AI research using JMonkeyEngine and clojure.5 #+keywords: simulation, tactile sense, jMonkeyEngine3, clojure6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org11 * Touch13 Touch is critical to navigation and spatial reasoning and as such I14 need a simulated version of it to give to my AI creatures.16 However, touch in my virtual can not exactly correspond to human touch17 because my creatures are made out of completely rigid segments that18 don't deform like human skin.20 Human skin has a wide array of touch sensors, each of which speciliaze21 in detecting different vibrational modes and pressures. These sensors22 can integrate a vast expanse of skin (i.e. your entire palm), or a23 tiny patch of skin at the tip of your finger. The hairs of the skin24 help detect objects before they even come into contact with the skin25 proper.27 Instead of measuring deformation or vibration, I surround each rigid28 part with a plenitude of hair-like objects which do not interact with29 the physical world. Physical objects can pass through them with no30 effect. The hairs are able to measure contact with other objects, and31 constantly report how much of their extent is covered. So, even though32 the creature's body parts do not deform, the hairs create a margin33 around those body parts which achieves a sense of touch which is a34 hybrid between a human's sense of deformation and sense from hairs.36 Implementing touch in jMonkeyEngine follows a different techinal route37 than vision and hearing. Those two senses piggybacked off38 jMonkeyEngine's 3D audio and video rendering subsystems. To simulate39 Touch, I use jMonkeyEngine's physics system to execute many small40 collision detections, one for each "hair". The placement of the41 "hairs" is determined by a UV-mapped image which shows where each hair42 should be on the 3D surface of the body.45 * Defining Touch Meta-Data in Blender47 Each geometry can have a single UV map which describes the position48 and length of the "hairs" which will constitute its sense of49 touch. This image path is stored under the "touch" key. The image50 itself is grayscale, with black meaning a hair length of 0 (no hair is51 present) and white meaning a hair length of =scale=, which is a float52 stored under the key "scale". If the pixel is gray then the resultant53 hair length is linearly interpolated between 0 and =scale=. I call54 these "hairs" /feelers/.56 #+name: meta-data57 #+begin_src clojure58 (defn tactile-sensor-profile59 "Return the touch-sensor distribution image in BufferedImage format,60 or nil if it does not exist."61 [#^Geometry obj]62 (if-let [image-path (meta-data obj "touch")]63 (load-image image-path)))65 (defn tactile-scale66 "Return the maximum length of a hair. All hairs are scalled between67 0.0 and this length, depending on their color. Black is 0, and68 white is maximum length, and everything in between is scalled69 linearlly. Default scale is 0.01 jMonkeyEngine units."70 [#^Geometry obj]71 (if-let [scale (meta-data obj "scale")]72 scale 0.1))73 #+end_src75 ** TODO add image showing example touch-uv map76 ** TODO add metadata display for worm79 * Skin Creation80 * TODO get the actual lengths for each hair82 #+begin_src clojure83 pixel-triangles84 xyz-triangles85 conversions (map triangles->affine-transform pixel-triangles86 xyz-triangles)88 #+end_src91 =(touch-kernel)= generates the functions which implement the sense of92 touch for a creature. These functions must do 6 things to obtain touch93 data.95 - Get the tactile profile image and scale paramaters which describe96 the layout of feelers along the object's surface.97 =(tactile-sensor-profile)=, =(tactile-scale)=99 - Get the lengths of each feeler by analyzing the color of the100 pixels in the tactile profile image.101 NOT IMPLEMENTED YET103 - Find the triangles which make up the mesh in pixel-space and in104 world-space.105 =(triangles)= =(pixel-triangles)=107 - Find the coordinates of each pixel in pixel space. These108 coordinates are used to make the touch-topology.109 =(sensors-in-triangle)=111 - Find the coordinates of each pixel in world-space. These112 coordinates are the origins of the feelers.114 - Calculate the normals of the triangles in world space, and add115 them to each of the origins of the feelers. These are the116 normalized coordinates of the tips of the feelers.117 For both of these, =(feelers)=119 - Generate some sort of topology for the sensors.120 =(touch-topology)=122 #+begin_src clojure127 #+end_src131 #+name: kernel132 #+begin_src clojure133 (in-ns 'cortex.touch)135 (declare touch-topology feelers set-ray)137 (defn touch-kernel138 "Constructs a function which will return tactile sensory data from139 'geo when called from inside a running simulation"140 [#^Geometry geo]141 (let [[ray-reference-origins142 ray-reference-tips143 ray-lengths] (feelers geo)144 current-rays (map (fn [] (Ray.)) ray-reference-origins)145 topology (touch-topology geo)]146 (if (empty? ray-reference-origins) nil147 (fn [node]148 (let [transform (.getWorldMatrix geo)]149 (dorun150 (map (fn [ray ref-origin ref-tip length]151 (set-ray ray transform ref-origin ref-tip length))152 current-rays ray-reference-origins153 ray-reference-tips ray-lengths))154 (vector155 topology156 (vec157 (for [ray current-rays]158 (do159 (let [results (CollisionResults.)]160 (.collideWith node ray results)161 (let [touch-objects162 (filter #(not (= geo (.getGeometry %)))163 results)]164 [(if (empty? touch-objects)165 (.getLimit ray)166 (.getDistance (first touch-objects)))167 (.getLimit ray)])))))))))))169 (defn touch-kernel*170 "Returns a function which returns tactile sensory data when called171 inside a running simulation."172 [#^Geometry geo]173 (let [feeler-coords (feeler-coordinates geo)174 tris (triangles geo)175 limit (tactile-scale geo)]176 (if (empty? (touch-topology geo))177 nil178 (fn [node]179 (let [sensor-origins180 (map181 #(map (partial local-to-world geo) %)182 feeler-coords)183 triangle-normals184 (map (partial get-ray-direction geo)185 tris)186 rays187 (flatten188 (map (fn [origins norm]189 (map #(doto (Ray. % norm)190 (.setLimit limit)) origins))191 sensor-origins triangle-normals))]192 (vector193 (touch-topology geo)194 (vec195 (for [ray rays]196 (do197 (let [results (CollisionResults.)]198 (.collideWith node ray results)199 (let [touch-objects200 (filter #(not (= geo (.getGeometry %)))201 results)]202 [(if (empty? touch-objects)203 limit (.getDistance (first touch-objects)))204 limit])))))))))))206 (defn touch!207 "Endow the creature with the sense of touch. Returns a sequence of208 functions, one for each body part with a tactile-sensor-proile,209 each of which when called returns sensory data for that body part."210 [#^Node creature]211 (filter212 (comp not nil?)213 (map touch-kernel214 (filter #(isa? (class %) Geometry)215 (node-seq creature)))))216 #+end_src218 * Sensor Related Functions220 These functions analyze the touch-sensor-profile image convert the221 location of each touch sensor from pixel coordinates to UV-coordinates222 and XYZ-coordinates.224 #+name: sensors225 #+begin_src clojure226 (defn pixel-feelers227 "Returns the coordinates of the feelers in pixel space in lists, one228 list for each triangle, ordered in the same way as (triangles) and229 (pixel-triangles)."230 [#^Geometry geo image]237 (defn sensors-in-triangle238 "Locate the touch sensors in the triangle, returning a map of their239 UV and geometry-relative coordinates."240 [image mesh tri-index]241 (let [width (.getWidth image)242 height (.getHeight image)243 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)244 bounds (convex-bounds UV-vertex-coords)246 cutout-triangle (points->triangle UV-vertex-coords)247 UV-sensor-coords248 (filter (comp (partial inside-triangle? cutout-triangle)249 (fn [[u v]] (Vector3f. u v 0)))250 (white-coordinates image bounds))251 UV->geometry (triangle-transformation252 cutout-triangle253 (mesh-triangle mesh tri-index))254 geometry-sensor-coords255 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))256 UV-sensor-coords)]257 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))259 (defn-memo locate-feelers260 "Search the geometry's tactile UV profile for touch sensors,261 returning their positions in geometry-relative coordinates."262 [#^Geometry geo]263 (let [mesh (.getMesh geo)264 num-triangles (.getTriangleCount mesh)]265 (if-let [image (tactile-sensor-profile geo)]266 (map267 (partial sensors-in-triangle image mesh)268 (range num-triangles))269 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))271 (defn-memo touch-topology272 "Return a sequence of vectors of the form [x y] describing the273 \"topology\" of the tactile sensors. Points that are close together274 in the touch-topology are generally close together in the simulation."275 [#^Gemoetry geo]276 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))278 (defn-memo feeler-coordinates279 "The location of the touch sensors in world-space coordinates."280 [#^Geometry geo]281 (vec (map :geometry (locate-feelers geo))))282 #+end_src287 * Visualizing Touch288 #+name: visualization289 #+begin_src clojure290 (in-ns 'cortex.touch)292 (defn touch->gray293 "Convert a pair of [distance, max-distance] into a grayscale pixel"294 [distance max-distance]295 (gray296 (- 255297 (rem298 (int299 (* 255 (/ distance max-distance)))300 256))))302 (defn view-touch303 "Creates a function which accepts a list of touch sensor-data and304 displays each element to the screen."305 []306 (view-sense307 (fn308 [[coords sensor-data]]309 (let [image (points->image coords)]310 (dorun311 (for [i (range (count coords))]312 (.setRGB image ((coords i) 0) ((coords i) 1)313 (apply touch->gray (sensor-data i)))))314 image))))315 #+end_src319 * Triangle Manipulation Functions321 The rigid bodies which make up a creature have an underlying322 =Geometry=, which is a =Mesh= plus a =Material= and other important323 data involved with displaying the body.325 A =Mesh= is composed of =Triangles=, and each =Triangle= has three326 verticies which have coordinates in XYZ space and UV space.328 Here, =(triangles)= gets all the triangles which compose a mesh, and329 =(triangle-UV-coord)= returns the the UV coordinates of the verticies330 of a triangle.332 #+name: triangles-1333 #+begin_src clojure334 (in-ns 'cortex.touch)336 (defn vector3f-seq [#^Vector3f v]337 [(.getX v) (.getY v) (.getZ v)])339 (defn triangle-seq [#^Triangle tri]340 [(vector3f-seq (.get1 tri))341 (vector3f-seq (.get2 tri))342 (vector3f-seq (.get3 tri))])344 (defn ->vector3f [[x y z]] (Vector3f. x y z))346 (defn ->triangle [points]347 (apply #(Triangle. %1 %2 %3) (map ->vector3f points)))349 (defn triangle350 "Get the triangle specified by triangle-index from the mesh within351 bounds."352 [#^Geometry geo triangle-index]353 (triangle-seq354 (let [scratch (Triangle.)]355 (.getTriangle (.getMesh geo) triangle-index scratch) scratch)))357 (defn triangles358 "Return a sequence of all the Triangles which compose a given359 Geometry."360 [#^Geometry geo]361 (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo)))))363 (defn triangle-vertex-indices364 "Get the triangle vertex indices of a given triangle from a given365 mesh."366 [#^Mesh mesh triangle-index]367 (let [indices (int-array 3)]368 (.getTriangle mesh triangle-index indices)369 (vec indices)))371 (defn vertex-UV-coord372 "Get the UV-coordinates of the vertex named by vertex-index"373 [#^Mesh mesh vertex-index]374 (let [UV-buffer375 (.getData376 (.getBuffer377 mesh378 VertexBuffer$Type/TexCoord))]379 [(.get UV-buffer (* vertex-index 2))380 (.get UV-buffer (+ 1 (* vertex-index 2)))]))382 (defn pixel-triangle [#^Geometry geo image index]383 (let [mesh (.getMesh geo)384 width (.getWidth image)385 height (.getHeight image)]386 (vec (map (fn [[u v]] (vector (* width u) (* height v)))387 (map (partial vertex-UV-coord mesh)388 (triangle-vertex-indices mesh index))))))390 (defn pixel-triangles [#^Geometry geo image]391 (let [height (.getHeight image)392 width (.getWidth image)]393 (map (partial pixel-triangle geo image)394 (range (.getTriangleCount (.getMesh geo))))))396 #+end_src398 * Triangle Affine Transforms400 The position of each hair is stored in a 2D image in UV401 coordinates. To place the hair in 3D space we must convert from UV402 coordinates to XYZ coordinates. Each =Triangle= has coordinates in403 both UV-space and XYZ-space, which defines a unique [[http://mathworld.wolfram.com/AffineTransformation.html ][Affine Transform]]404 for translating any coordinate within the UV triangle to the405 cooresponding coordinate in the XYZ triangle.407 #+name: triangles-3408 #+begin_src clojure409 (defn triangle->matrix4f410 "Converts the triangle into a 4x4 matrix: The first three columns411 contain the vertices of the triangle; the last contains the unit412 normal of the triangle. The bottom row is filled with 1s."413 [#^Triangle t]414 (let [mat (Matrix4f.)415 [vert-1 vert-2 vert-3]416 ((comp vec map) #(.get t %) (range 3))417 unit-normal (do (.calculateNormal t)(.getNormal t))418 vertices [vert-1 vert-2 vert-3 unit-normal]]419 (dorun420 (for [row (range 4) col (range 3)]421 (do422 (.set mat col row (.get (vertices row)col))423 (.set mat 3 row 1))))424 mat))426 (defn triangle-transformation427 "Returns the affine transformation that converts each vertex in the428 first triangle into the corresponding vertex in the second429 triangle."430 [#^Triangle tri-1 #^Triangle tri-2]431 (.mult432 (triangle->matrix4f tri-2)433 (.invert (triangle->matrix4f tri-1))))434 #+end_src437 * Schrapnel Conversion Functions439 It is convienent to treat a =Triangle= as a sequence of verticies, and440 a =Vector2f= and =Vector3f= as a sequence of floats. These conversion441 functions make this easy. If these classes implemented =Iterable= then442 this code would not be necessary. Hopefully they will in the future.444 #+name: triangles-2445 #+begin_src clojure446 (defn point->vector2f [[u v]]447 (Vector2f. u v))449 (defn vector2f->vector3f [v]450 (Vector3f. (.getX v) (.getY v) 0))452 (defn map-triangle [f #^Triangle tri]453 (Triangle.454 (f 0 (.get1 tri))455 (f 1 (.get2 tri))456 (f 2 (.get3 tri))))458 (defn points->triangle459 "Convert a list of points into a triangle."460 [points]461 (apply #(Triangle. %1 %2 %3)462 (map (fn [point]463 (let [point (vec point)]464 (Vector3f. (get point 0 0)465 (get point 1 0)466 (get point 2 0))))467 (take 3 points))))468 #+end_src471 * Triangle Boundaries473 For efficiency's sake I will divide the UV-image into small squares474 which inscribe each UV-triangle, then extract the points which lie475 inside the triangle and map them to 3D-space using476 =(triangle-transform)= above. To do this I need a function,477 =(inside-triangle?)=, which determines whether a point is inside a478 triangle in 2D UV-space.480 #+name: triangles-4481 #+begin_src clojure482 (defn convex-bounds483 "Returns the smallest square containing the given vertices, as a484 vector of integers [left top width height]."485 [uv-verts]486 (let [xs (map first uv-verts)487 ys (map second uv-verts)488 x0 (Math/floor (apply min xs))489 y0 (Math/floor (apply min ys))490 x1 (Math/ceil (apply max xs))491 y1 (Math/ceil (apply max ys))]492 [x0 y0 (- x1 x0) (- y1 y0)]))494 (defn same-side?495 "Given the points p1 and p2 and the reference point ref, is point p496 on the same side of the line that goes through p1 and p2 as ref is?"497 [p1 p2 ref p]498 (<=499 0500 (.dot501 (.cross (.subtract p2 p1) (.subtract p p1))502 (.cross (.subtract p2 p1) (.subtract ref p1)))))504 (defn inside-triangle?505 "Is the point inside the triangle?"506 {:author "Dylan Holmes"}507 [#^Triangle tri #^Vector3f p]508 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]509 (and510 (same-side? vert-1 vert-2 vert-3 p)511 (same-side? vert-2 vert-3 vert-1 p)512 (same-side? vert-3 vert-1 vert-2 p))))513 #+end_src516 * Physics Collision Objects518 The "hairs" are actually =Rays= which extend from a point on a519 =Triangle= in the =Mesh= normal to the =Triangle's= surface.521 #+name: rays522 #+begin_src clojure523 (defn get-ray-origin524 "Return the origin which a Ray would have to have to be in the exact525 center of a particular Triangle in the Geometry in World526 Coordinates."527 [geom tri]528 (let [new (Vector3f.)]529 (.calculateCenter tri)530 (.localToWorld geom (.getCenter tri) new) new))532 (defn get-ray-direction533 "Return the direction which a Ray would have to have to be to point534 normal to the Triangle, in coordinates relative to the center of the535 Triangle."536 [geom tri]537 (let [n+c (Vector3f.)]538 (.calculateNormal tri)539 (.calculateCenter tri)540 (.localToWorld541 geom542 (.add (.getCenter tri) (.getNormal tri)) n+c)543 (.subtract n+c (get-ray-origin geom tri))))544 #+end_src545 * Headers547 #+name: touch-header548 #+begin_src clojure549 (ns cortex.touch550 "Simulate the sense of touch in jMonkeyEngine3. Enables any Geometry551 to be outfitted with touch sensors with density determined by a UV552 image. In this way a Geometry can know what parts of itself are553 touching nearby objects. Reads specially prepared blender files to554 construct this sense automatically."555 {:author "Robert McIntyre"}556 (:use (cortex world util sense))557 (:use clojure.contrib.def)558 (:import (com.jme3.scene Geometry Node Mesh))559 (:import com.jme3.collision.CollisionResults)560 (:import com.jme3.scene.VertexBuffer$Type)561 (:import (com.jme3.math Triangle Vector3f Vector2f Ray Matrix4f)))562 #+end_src564 * Adding Touch to the Worm566 #+name: test-touch567 #+begin_src clojure568 (ns cortex.test.touch569 (:use (cortex world util sense body touch))570 (:use cortex.test.body))572 (cortex.import/mega-import-jme3)574 (defn test-touch []575 (let [the-worm (doto (worm) (body!))576 touch (touch! the-worm)577 touch-display (view-touch)]578 (world (nodify [the-worm (floor)])579 standard-debug-controls581 (fn [world]582 (light-up-everything world))584 (fn [world tpf]585 (touch-display (map #(% (.getRootNode world)) touch))))))586 #+end_src587 * Source Listing588 * Next591 * COMMENT Code Generation592 #+begin_src clojure :tangle ../src/cortex/touch.clj593 <<touch-header>>594 <<meta-data>>595 <<triangles-1>>596 <<triangles-2>>597 <<triangles-3>>598 <<triangles-4>>599 <<sensors>>600 <<rays>>601 <<kernel>>602 <<visualization>>603 #+end_src606 #+begin_src clojure :tangle ../src/cortex/test/touch.clj607 <<test-touch>>608 #+end_src