view org/movement.org @ 260:959127e21f81

fleshing out text in muscle.org
author Robert McIntyre <rlm@mit.edu>
date Tue, 14 Feb 2012 03:16:50 -0700
parents 66fbab414d45
children 2fdcbe8185b1
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1 #+title: Simulated Muscles
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: muscles for a simulated creature
5 #+keywords: simulation, jMonkeyEngine3, clojure
6 #+SETUPFILE: ../../aurellem/org/setup.org
7 #+INCLUDE: ../../aurellem/org/level-0.org
10 * Muscles
12 Surprisingly enough, terristerial creatures only move by using torque
13 applied about their joints. There's not a single straight line of
14 force in the human body at all! (A straight line of force would
15 correspond to some sort of jet or rocket propulsion.)
17 *(next paragraph is from memory and needs to be checked!)*
19 In humans, muscles are composed of millions of sarcomeres, which can
20 contract to exert force. A single motor neuron might control 100-1,000
21 sarcomeres. When the motor neuron is engaged by the brain, it
22 activates all of the sarcomeres to which it is attached. Some motor
23 neurons command many sarcomeres, and some command only a few. The
24 spinal cord generally engages the motor neurons which control few
25 sarcomeres before the motor neurons which control many sarcomeres.
26 This recruitment stragety allows for percise movements at low
27 strength. The collection of all motor neurons that control a muscle is
28 called the motor pool. The brain essentially says "activate 30% of the
29 motor pool" and the spinal cord recruits motor neurons untill 30% are
30 activated. Since the distribution of power among motor neurons is
31 unequal and recruitment goes from weakest to strongest, 30% of the
32 motor pool might be 5% of the strength of the muscle.
34 My simulated muscles follow a similiar design: Each muscle is defined
35 by a 1-D array of numbers (the "motor pool"). Each number represents a
36 motor neuron which controlls a number of sarcomeres equal to the
37 number. A muscle also has a scalar :strength factor which determines
38 the total force the muscle can exert when all motor neurons are
39 activated. The effector function for a muscle takes a number to index
40 into the motor pool, and that number "activates" all the motor neurons
41 whose index is lower or equal to the number. Each motor-neuron will
42 apply force in proportion to its value in the array. Lower values
43 cause less force. The lower values can be put at the "beginning" of
44 the 1-D array to simulate the layout of actual human muscles, which
45 are capable of more percise movements when exerting less force. Or,
46 the motor pool can simulate more exoitic recruitment strageties which
47 do not correspond to human muscles.
49 This 1D array is defined in an image file for ease of
50 creation/visualization. Here is an example muscle profile image.
52 #+caption: A muscle profile image that describes the strengths of each motor neuron in a muscle. White is weakest and dark red is strongest. This particular pattern has weaker motor neurons at the beginning, just like human muscle.
53 [[../images/basic-muscle.png]]
55 * Blender Meta-data
57 In blender, each muscle is an empty node whose top level parent is
58 named "muscles", just like eyes, ears, and joints.
60 These functions define the expected meta-data for a muscle node.
62 #+name: movement
63 #+begin_src clojure
64 (in-ns 'cortex.movement)
66 (defvar
67 ^{:arglists '([creature])}
68 muscles
69 (sense-nodes "muscles")
70 "Return the children of the creature's \"muscles\" node.")
72 (defn muscle-profile-image
73 "Get the muscle-profile image from the node's blender meta-data."
74 [#^Node muscle]
75 (if-let [image (meta-data muscle "muscle")]
76 (load-image image)))
78 (defn muscle-strength
79 "Return the strength of this muscle, or 1 if it is not defined."
80 [#^Node muscle]
81 (if-let [strength (meta-data muscle "strength")]
82 strength 1))
84 (defn motor-pool
85 "Return a vector where each entry is the strength of the \"motor
86 neuron\" at that part in the muscle."
87 [#^Node muscle]
88 (let [profile (muscle-profile-image muscle)]
89 (vec
90 (let [width (.getWidth profile)]
91 (for [x (range width)]
92 (- 255
93 (bit-and
94 0x0000FF
95 (.getRGB profile x 0))))))))
96 #+end_src
98 Of note here is =(motor-pool)= which interprets the muscle-profile
99 image in a way that allows me to use gradients between white and red,
100 instead of shades of gray as I've been using for all the other
101 senses. This is purely an aesthetic touch.
103 * Creating Muscles
104 #+begin_src clojure
105 (defn movement-kernel
106 "Returns a function which when called with a integer value inside a
107 running simulation will cause movement in the creature according
108 to the muscle's position and strength profile. Each function
109 returns the amount of force applied / max force."
110 [#^Node creature #^Node muscle]
111 (let [target (closest-node creature muscle)
112 axis
113 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)
114 strength (muscle-strength muscle)
116 pool (motor-pool muscle)
117 pool-integral (reductions + pool)
118 force-index
119 (vec (map #(float (* strength (/ % (last pool-integral))))
120 pool-integral))
121 control (.getControl target RigidBodyControl)]
122 (fn [n]
123 (let [pool-index (max 0 (min n (dec (count pool))))
124 force (force-index pool-index)]
125 (.applyTorque control (.mult axis force))
126 (float (/ force strength))))))
128 (defn movement!
129 "Endow the creature with the power of movement. Returns a sequence
130 of functions, each of which accept an integer value and will
131 activate their corresponding muscle."
132 [#^Node creature]
133 (for [muscle (muscles creature)]
134 (movement-kernel creature muscle)))
135 #+end_src
137 =(movement-kernel)= creates a function that will move the nearest
138 physical object to the muscle node. The muscle exerts a rotational
139 force dependant on it's orientation to the object in the blender
140 file. The function returned by =(movement-kernel)= is also a sense
141 function: it returns the percent of the total muscle strength that is
142 currently being employed. This is analogous to muscle tension in
143 humans and completes the sense of proprioception begun in the last
144 post.
146 * Visualizing Muscle Tension
147 Muscle exertion is a percent of a total, so the visulazation is just a
148 simple percent bar.
150 #+begin_src clojure
151 (defn movement-display-kernel
152 "Display muscle exertion data as a bar filling up with red."
153 [exertion]
154 (let [height 20
155 width 300
156 image (BufferedImage. width height
157 BufferedImage/TYPE_INT_RGB)
158 fill (min (int (* width exertion)) width)]
159 (dorun
160 (for [x (range fill)
161 y (range height)]
162 (.setRGB image x y 0xFF0000)))
163 image))
165 (defn view-movement
166 "Creates a function which accepts a list of muscle-exertion data and
167 displays each element of the list to the screen."
168 []
169 (view-sense movement-display-kernel))
170 #+end_src
172 * Adding Touch to the Worm
175 * Headers
176 #+name: muscle-header
177 #+begin_src clojure
178 (ns cortex.movement
179 "Give simulated creatures defined in special blender files the power
180 to move around in a simulated environment."
181 {:author "Robert McIntyre"}
182 (:use (cortex world util sense body))
183 (:use clojure.contrib.def)
184 (:import java.awt.image.BufferedImage)
185 (:import com.jme3.scene.Node)
186 (:import com.jme3.math.Vector3f)
187 (:import com.jme3.bullet.control.RigidBodyControl))
188 #+end_src
192 * COMMENT code generation
193 #+begin_src clojure :tangle ../src/cortex/movement.clj
194 <<movement>>
195 #+end_src