Mercurial > cortex
view org/skin.org @ 158:811127d79d24
refactored muscles
author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 03 Feb 2012 06:33:37 -0700 |
parents | e8df6e76c3e5 |
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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.org10 * Touch12 My creatures need to be able to feel their environments. The idea here13 is to create thousands of small /touch receptors/ along the geometries14 which make up the creature's body. The number of touch receptors in a15 given area is determined by how complicated that area is, as16 determined by the total number of triangles in that region. This way,17 complicated regions like the hands/face, etc. get more touch receptors18 than simpler areas of the body.20 #+name: skin-main21 #+begin_src clojure22 (ns cortex.touch23 "Simulate the sense of touch in jMonkeyEngine3. Enables any Geometry24 to be outfitted with touch sensors with density proportional to the25 density of triangles along the surface of the Geometry. Enables a26 Geometry to know what parts of itself are touching nearby objects."27 {:author "Robert McIntyre"}28 (:use (cortex world util sense))29 (:import com.jme3.scene.Geometry)30 (:import com.jme3.collision.CollisionResults)31 (:import jme3tools.converters.ImageToAwt)32 (:import (com.jme3.math Triangle Vector3f Ray)))34 (use 'clojure.contrib.def)35 (cortex.import/mega-import-jme3)37 (defn triangles38 "Return a sequence of all the Triangles which compose a given39 Geometry."40 [#^Geometry geom]41 (let42 [mesh (.getMesh geom)43 triangles (transient [])]44 (dorun45 (for [n (range (.getTriangleCount mesh))]46 (let [tri (Triangle.)]47 (.getTriangle mesh n tri)48 ;; (.calculateNormal tri)49 ;; (.calculateCenter tri)50 (conj! triangles tri))))51 (persistent! triangles)))53 (defn get-ray-origin54 "Return the origin which a Ray would have to have to be in the exact55 center of a particular Triangle in the Geometry in World56 Coordinates."57 [geom tri]58 (let [new (Vector3f.)]59 (.calculateCenter tri)60 (.localToWorld geom (.getCenter tri) new) new))62 (defn get-ray-direction63 "Return the direction which a Ray would have to have to be to point64 normal to the Triangle, in coordinates relative to the center of the65 Triangle."66 [geom tri]67 (let [n+c (Vector3f.)]68 (.calculateNormal tri)69 (.calculateCenter tri)70 (.localToWorld71 geom72 (.add (.getCenter tri) (.getNormal tri)) n+c)73 (.subtract n+c (get-ray-origin geom tri))))75 ;; Every Mesh has many triangles, each with its own index.76 ;; Every vertex has its own index as well.78 (defn tactile-sensor-image79 "Return the touch-sensor distribution image in BufferedImage format,80 or nil if it does not exist."81 [#^Geometry obj]82 (if-let [image-path (meta-data obj "touch")]83 (ImageToAwt/convert84 (.getImage85 (.loadTexture86 (asset-manager)87 image-path))88 false false 0)))92 (defn triangle93 "Get the triangle specified by triangle-index from the mesh within94 bounds."95 [#^Mesh mesh triangle-index]96 (let [scratch (Triangle.)]97 (.getTriangle mesh triangle-index scratch)98 scratch))100 (defn triangle-vertex-indices101 "Get the triangle vertex indices of a given triangle from a given102 mesh."103 [#^Mesh mesh triangle-index]104 (let [indices (int-array 3)]105 (.getTriangle mesh triangle-index indices)106 (vec indices)))108 (defn vertex-UV-coord109 "Get the uv-coordinates of the vertex named by vertex-index"110 [#^Mesh mesh vertex-index]111 (let [UV-buffer112 (.getData113 (.getBuffer114 mesh115 VertexBuffer$Type/TexCoord))]116 [(.get UV-buffer (* vertex-index 2))117 (.get UV-buffer (+ 1 (* vertex-index 2)))]))119 (defn triangle-UV-coord120 "Get the uv-cooridnates of the triangle's verticies."121 [#^Mesh mesh width height triangle-index]122 (map (fn [[u v]] (vector (* width u) (* height v)))123 (map (partial vertex-UV-coord mesh)124 (triangle-vertex-indices mesh triangle-index))))126 (defn same-side?127 "Given the points p1 and p2 and the reference point ref, is point p128 on the same side of the line that goes through p1 and p2 as ref is?"129 [p1 p2 ref p]130 (<=131 0132 (.dot133 (.cross (.subtract p2 p1) (.subtract p p1))134 (.cross (.subtract p2 p1) (.subtract ref p1)))))136 (defn triangle-seq [#^Triangle tri]137 [(.get1 tri) (.get2 tri) (.get3 tri)])139 (defn vector3f-seq [#^Vector3f v]140 [(.getX v) (.getY v) (.getZ v)])142 (defn inside-triangle?143 "Is the point inside the triangle?"144 {:author "Dylan Holmes"}145 [#^Triangle tri #^Vector3f p]146 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]147 (and148 (same-side? vert-1 vert-2 vert-3 p)149 (same-side? vert-2 vert-3 vert-1 p)150 (same-side? vert-3 vert-1 vert-2 p))))152 (defn triangle->matrix4f153 "Converts the triangle into a 4x4 matrix: The first three columns154 contain the vertices of the triangle; the last contains the unit155 normal of the triangle. The bottom row is filled with 1s."156 [#^Triangle t]157 (let [mat (Matrix4f.)158 [vert-1 vert-2 vert-3]159 ((comp vec map) #(.get t %) (range 3))160 unit-normal (do (.calculateNormal t)(.getNormal t))161 vertices [vert-1 vert-2 vert-3 unit-normal]]162 (dorun163 (for [row (range 4) col (range 3)]164 (do165 (.set mat col row (.get (vertices row)col))166 (.set mat 3 row 1))))167 mat))169 (defn triangle-transformation170 "Returns the affine transformation that converts each vertex in the171 first triangle into the corresponding vertex in the second172 triangle."173 [#^Triangle tri-1 #^Triangle tri-2]174 (.mult175 (triangle->matrix4f tri-2)176 (.invert (triangle->matrix4f tri-1))))178 (defn point->vector2f [[u v]]179 (Vector2f. u v))181 (defn vector2f->vector3f [v]182 (Vector3f. (.getX v) (.getY v) 0))184 (defn map-triangle [f #^Triangle tri]185 (Triangle.186 (f 0 (.get1 tri))187 (f 1 (.get2 tri))188 (f 2 (.get3 tri))))190 (defn points->triangle191 "Convert a list of points into a triangle."192 [points]193 (apply #(Triangle. %1 %2 %3)194 (map (fn [point]195 (let [point (vec point)]196 (Vector3f. (get point 0 0)197 (get point 1 0)198 (get point 2 0))))199 (take 3 points))))201 (defn convex-bounds202 ;;dylan203 "Returns the smallest square containing the given204 vertices, as a vector of integers [left top width height]."205 ;; "Dimensions of the smallest integer bounding square of the list of206 ;; 2D verticies in the form: [x y width height]."207 [uv-verts]208 (let [xs (map first uv-verts)209 ys (map second uv-verts)210 x0 (Math/floor (apply min xs))211 y0 (Math/floor (apply min ys))212 x1 (Math/ceil (apply max xs))213 y1 (Math/ceil (apply max ys))]214 [x0 y0 (- x1 x0) (- y1 y0)]))216 (defn sensors-in-triangle217 ;;dylan218 "Locate the touch sensors in the triangle, returning a map of their UV and geometry-relative coordinates."219 ;;"Find the locations of the touch sensors within a triangle in both220 ;; UV and gemoetry relative coordinates."221 [image mesh tri-index]222 (let [width (.getWidth image)223 height (.getHeight image)224 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)225 bounds (convex-bounds UV-vertex-coords)227 cutout-triangle (points->triangle UV-vertex-coords)228 UV-sensor-coords229 (filter (comp (partial inside-triangle? cutout-triangle)230 (fn [[u v]] (Vector3f. u v 0)))231 (white-coordinates image bounds))232 UV->geometry (triangle-transformation233 cutout-triangle234 (triangle mesh tri-index))235 geometry-sensor-coords236 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))237 UV-sensor-coords)]238 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))240 (defn-memo locate-feelers241 "Search the geometry's tactile UV image for touch sensors, returning242 their positions in geometry-relative coordinates."243 [#^Geometry geo]244 (let [mesh (.getMesh geo)245 num-triangles (.getTriangleCount mesh)]246 (if-let [image (tactile-sensor-image geo)]247 (map248 (partial sensors-in-triangle image mesh)249 (range num-triangles))250 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))254 (defn-memo touch-topology [#^Gemoetry geo]255 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))257 (defn-memo feeler-coordinates [#^Geometry geo]258 (vec (map :geometry (locate-feelers geo))))260 (defn enable-touch [#^Geometry geo]261 (let [feeler-coords (feeler-coordinates geo)262 tris (triangles geo)263 limit 0.1264 ;;results (CollisionResults.)265 ]266 (if (empty? (touch-topology geo))267 nil268 (fn [node]269 (let [sensor-origins270 (map271 #(map (partial local-to-world geo) %)272 feeler-coords)273 triangle-normals274 (map (partial get-ray-direction geo)275 tris)276 rays277 (flatten278 (map (fn [origins norm]279 (map #(doto (Ray. % norm)280 (.setLimit limit)) origins))281 sensor-origins triangle-normals))]282 (vector283 (touch-topology geo)284 (vec285 (for [ray rays]286 (do287 (let [results (CollisionResults.)]288 (.collideWith node ray results)289 (let [touch-objects290 (filter #(not (= geo (.getGeometry %)))291 results)]292 (- 255293 (if (empty? touch-objects) 255294 (rem295 (int296 (* 255 (/ (.getDistance297 (first touch-objects)) limit)))298 256))))))))))))))301 (defn touch [#^Node pieces]302 (filter (comp not nil?)303 (map enable-touch304 (filter #(isa? (class %) Geometry)305 (node-seq pieces)))))308 #+end_src311 * Example313 #+name: touch-test314 #+begin_src clojure315 (ns cortex.test.touch316 (:use (cortex world util touch))317 (:import318 com.jme3.scene.shape.Sphere319 com.jme3.math.ColorRGBA320 com.jme3.math.Vector3f321 com.jme3.material.RenderState$BlendMode322 com.jme3.renderer.queue.RenderQueue$Bucket323 com.jme3.scene.shape.Box324 com.jme3.scene.Node))326 (defn ray-origin-debug327 [ray color]328 (make-shape329 (assoc base-shape330 :shape (Sphere. 5 5 0.05)331 :name "arrow"332 :color color333 :texture false334 :physical? false335 :position336 (.getOrigin ray))))338 (defn ray-debug [ray color]339 (make-shape340 (assoc341 base-shape342 :name "debug-ray"343 :physical? false344 :shape (com.jme3.scene.shape.Line.345 (.getOrigin ray)346 (.add347 (.getOrigin ray)348 (.mult (.getDirection ray)349 (float (.getLimit ray))))))))352 (defn contact-color [contacts]353 (case contacts354 0 ColorRGBA/Gray355 1 ColorRGBA/Red356 2 ColorRGBA/Green357 3 ColorRGBA/Yellow358 4 ColorRGBA/Orange359 5 ColorRGBA/Red360 6 ColorRGBA/Magenta361 7 ColorRGBA/Pink362 8 ColorRGBA/White))364 (defn update-ray-debug [node ray contacts]365 (let [origin (.getChild node 0)]366 (.setLocalTranslation origin (.getOrigin ray))367 (.setColor (.getMaterial origin) "Color" (contact-color contacts))))369 (defn init-node370 [debug-node rays]371 (.detachAllChildren debug-node)372 (dorun373 (for [ray rays]374 (do375 (.attachChild376 debug-node377 (doto (Node.)378 (.attachChild (ray-origin-debug ray ColorRGBA/Gray))379 (.attachChild (ray-debug ray ColorRGBA/Gray))380 ))))))382 (defn manage-ray-debug-node [debug-node geom touch-data limit]383 (let [rays (normal-rays limit geom)]384 (if (not= (count (.getChildren debug-node)) (count touch-data))385 (init-node debug-node rays))386 (dorun387 (for [n (range (count touch-data))]388 (update-ray-debug389 (.getChild debug-node n) (nth rays n) (nth touch-data n))))))391 (defn transparent-sphere []392 (doto393 (make-shape394 (merge base-shape395 {:position (Vector3f. 0 2 0)396 :name "the blob."397 :material "Common/MatDefs/Misc/Unshaded.j3md"398 :texture "Textures/purpleWisp.png"399 :physical? true400 :mass 70401 :color ColorRGBA/Blue402 :shape (Sphere. 10 10 1)}))403 (-> (.getMaterial)404 (.getAdditionalRenderState)405 (.setBlendMode RenderState$BlendMode/Alpha))406 (.setQueueBucket RenderQueue$Bucket/Transparent)))408 (defn transparent-box []409 (doto410 (make-shape411 (merge base-shape412 {:position (Vector3f. 0 2 0)413 :name "box"414 :material "Common/MatDefs/Misc/Unshaded.j3md"415 :texture "Textures/purpleWisp.png"416 :physical? true417 :mass 70418 :color ColorRGBA/Blue419 :shape (Box. 1 1 1)}))420 (-> (.getMaterial)421 (.getAdditionalRenderState)422 (.setBlendMode RenderState$BlendMode/Alpha))423 (.setQueueBucket RenderQueue$Bucket/Transparent)))425 (defn transparent-floor []426 (doto427 (box 5 0.2 5 :mass 0 :position (Vector3f. 0 -2 0)428 :material "Common/MatDefs/Misc/Unshaded.j3md"429 :texture "Textures/redWisp.png"430 :name "floor")431 (-> (.getMaterial)432 (.getAdditionalRenderState)433 (.setBlendMode RenderState$BlendMode/Alpha))434 (.setQueueBucket RenderQueue$Bucket/Transparent)))436 (defn test-skin437 "Testing touch:438 you should see a ball which responds to the table439 and whatever balls hit it."440 []441 (let [b442 ;;(transparent-box)443 (transparent-sphere)444 ;;(sphere)445 f (transparent-floor)446 debug-node (Node.)447 node (doto (Node.) (.attachChild b) (.attachChild f))448 root-node (doto (Node.) (.attachChild node)449 (.attachChild debug-node))450 ]452 (world453 root-node454 {"key-return" (fire-cannon-ball node)}455 (fn [world]456 ;; (Capture/SimpleCaptureVideo457 ;; world458 ;; (file-str "/home/r/proj/cortex/tmp/blob.avi"))459 ;; (no-logging)460 ;;(enable-debug world)461 ;; (set-accuracy world (/ 1 60))462 )464 (fn [& _]465 (let [sensitivity 0.2466 touch-data (touch-percieve sensitivity b node)]467 (manage-ray-debug-node debug-node b touch-data sensitivity))468 ))))471 #+end_src477 * COMMENT code generation478 #+begin_src clojure :tangle ../src/cortex/touch.clj479 <<skin-main>>480 #+end_src482 #+begin_src clojure :tangle ../src/cortex/test/touch.clj483 <<touch-test>>484 #+end_src