view org/util.org @ 151:aaacf087504c

refactored vision code
author Robert McIntyre <rlm@mit.edu>
date Fri, 03 Feb 2012 05:52:18 -0700
parents b591da250afc
children c95179907951
line wrap: on
line source
1 #+title: Clojure Utilities for jMonkeyEngine3
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description:
5 #+keywords: JME3, clojure, import, utilities
6 #+SETUPFILE: ../../aurellem/org/setup.org
7 #+INCLUDE: ../../aurellem/org/level-0.org
9 [TABLE-OF-CONTENTS]
11 These are a collection of functions to make programming jMonkeyEngine
12 in clojure easier.
14 * Imports
16 #+name: import
17 #+begin_src clojure :results silent
18 (ns cortex.import
19 (:require swank.util.class-browse))
21 (defn permissive-import
22 [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 (and
30 (.startsWith classname "com.jme3.")
31 ;; Don't import the Lwjgl stuff since it can throw exceptions
32 ;; upon being loaded.
33 (not (re-matches #".*Lwjgl.*" classname))))
35 (defn jme-classes
36 "returns a list of all jme3 classes"
37 []
38 (filter
39 jme-class?
40 (map :name
41 swank.util.class-browse/available-classes)))
43 (defn mega-import-jme3
44 "Import ALL the jme classes. For REPL use."
45 []
46 (doall
47 (map (comp permissive-import symbol) (jme-classes))))
48 #+end_src
50 jMonkeyEngine3 has a plethora of classes which can be overwhelming to
51 manage. This code uses reflection to import all of them. Once I'm
52 happy with the general structure of a namespace I can deal with
53 importing only the classes it actually needs.
55 The =mega-import-jme3= is quite usefull for debugging purposes since
56 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 output
62 (println (clojure.core/count (cortex.import/jme-classes)) "classes")
63 #+end_src
65 #+results:
66 : 955 classes
69 * Utilities
71 The utilities here come in three main groups:
72 - Changing settings in a running =Application=
73 - Creating objects
74 - Debug Actions
75 - Visualizing objects
77 *** Changing Settings
79 #+name: util
80 #+begin_src clojure
81 (ns cortex.util
82 "Utility functions for making jMonkeyEngine3 easier to program from
83 clojure."
84 {:author "Robert McIntyre"}
85 (:use cortex.world)
86 (:use clojure.contrib.def)
87 (:import com.jme3.math.Vector3f)
88 (:import com.jme3.math.Quaternion)
89 (:import com.jme3.asset.TextureKey)
90 (:import com.jme3.bullet.control.RigidBodyControl)
91 (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape)
92 (:import com.jme3.scene.shape.Box)
93 (:import com.jme3.scene.Node)
94 (:import com.jme3.scene.shape.Sphere)
95 (:import com.jme3.light.AmbientLight)
96 (:import com.jme3.light.DirectionalLight)
97 (:import (com.jme3.math Triangle ColorRGBA))
98 (:import com.jme3.bullet.BulletAppState)
99 (:import com.jme3.material.Material)
100 (:import com.jme3.scene.Geometry)
101 (:import java.awt.image.BufferedImage)
102 (:import javax.swing.JPanel)
103 (:import javax.swing.JFrame)
104 (:import javax.swing.SwingUtilities)
106 (:import (java.util.logging Level Logger)))
108 (defvar println-repl
109 (bound-fn [& args] (apply println args))
110 "println called from the LWJGL thread will not go to the REPL, but
111 instead to whatever terminal started the JVM process. This function
112 will always output to the REPL")
114 (defn position-camera
115 "Change the position of the in-world camera."
116 ([world position direction up]
117 (doto (.getCamera world)
118 (.setLocation )
119 (.lookAt direction up)))
120 ([world position direction]
121 (position-camera
122 world position direction Vector3f/UNIT_Y)))
124 (defn enable-debug
125 "Turn on debug wireframes for every object in this simulation."
126 [world]
127 (.enableDebug
128 (.getPhysicsSpace
129 (.getState
130 (.getStateManager world)
131 BulletAppState))
132 (asset-manager)))
134 (defn speed-up
135 "Increase the dismally slow speed of the world's camera."
136 [world]
137 (.setMoveSpeed (.getFlyByCamera world)
138 (float 60))
139 (.setRotationSpeed (.getFlyByCamera world)
140 (float 3))
141 world)
144 (defn no-logging
145 "Disable all of jMonkeyEngine's logging."
146 []
147 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))
149 (defn set-accuracy
150 "Change the accuracy at which the World's Physics is calculated."
151 [world new-accuracy]
152 (let [physics-manager
153 (.getState
154 (.getStateManager world) BulletAppState)]
155 (.setAccuracy
156 (.getPhysicsSpace physics-manager)
157 (float new-accuracy))))
160 (defn set-gravity
161 "In order to change the gravity of a scene, it is not only necessary
162 to set the gravity variable, but to \"tap\" every physics object in
163 the scene to reactivate physics calculations."
164 [world gravity]
165 (traverse
166 (fn [geom]
167 (if-let
168 ;; only set gravity for physical objects.
169 [control (.getControl geom RigidBodyControl)]
170 (do
171 (.setGravity control gravity)
172 ;; tappsies!
173 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO))))
174 (.getRootNode world)))
176 (defn add-element
177 "Add the Spatial to the world's environment"
178 ([world element node]
179 (.addAll
180 (.getPhysicsSpace
181 (.getState
182 (.getStateManager world)
183 BulletAppState))
184 element)
185 (.attachChild node element))
186 ([world element]
187 (add-element world element (.getRootNode world))))
189 (defn apply-map
190 "Like apply, but works for maps and functions that expect an
191 implicit map and nothing else as in (fn [& {}]).
192 ------- Example -------
193 (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}]
194 (println www))
195 (apply-map demo {:www \"hello!\"})
196 -->\"hello\""
197 [fn m]
198 (apply fn (reduce #(into %1 %2) [] m)))
200 (defn map-vals
201 "Transform a map by applying a function to its values,
202 keeping the keys the same."
203 [f m] (zipmap (keys m) (map f (vals m))))
207 #+end_src
209 #+results: util
210 : #'cortex.util/apply-map
213 *** Creating Basic Shapes
215 #+name: shapes
216 #+begin_src clojure :results silent
217 (in-ns 'cortex.util)
219 (defrecord shape-description
220 [name
221 color
222 mass
223 friction
224 texture
225 material
226 position
227 rotation
228 shape
229 physical?
230 GImpact?
231 ])
233 (defvar base-shape
234 (shape-description.
235 "default-shape"
236 false
237 ;;ColorRGBA/Blue
238 1.0 ;; mass
239 1.0 ;; friction
240 ;; texture
241 "Textures/Terrain/BrickWall/BrickWall.jpg"
242 ;; material
243 "Common/MatDefs/Misc/Unshaded.j3md"
244 Vector3f/ZERO
245 Quaternion/IDENTITY
246 (Box. Vector3f/ZERO 0.5 0.5 0.5)
247 true
248 false)
249 "Basic settings for shapes.")
251 (defn make-shape
252 [#^shape-description d]
253 (let [asset-manager (asset-manager)
254 mat (Material. asset-manager (:material d))
255 geom (Geometry. (:name d) (:shape d))]
256 (if (:texture d)
257 (let [key (TextureKey. (:texture d))]
258 ;;(.setGenerateMips key true)
259 ;;(.setTexture mat "ColorMap" (.loadTexture asset-manager key))
260 ))
261 (if (:color d) (.setColor mat "Color" (:color d)))
262 (.setMaterial geom mat)
263 (if-let [rotation (:rotation d)] (.rotate geom rotation))
264 (.setLocalTranslation geom (:position d))
265 (if (:physical? d)
266 (let [physics-control
267 (if (:GImpact d)
268 ;; Create an accurate mesh collision shape if desired.
269 (RigidBodyControl.
270 (doto (GImpactCollisionShape.
271 (.getMesh geom))
272 (.createJmeMesh)
273 ;;(.setMargin 0)
274 )
275 (float (:mass d)))
276 ;; otherwise use jme3's default
277 (RigidBodyControl. (float (:mass d))))]
278 (.addControl geom physics-control)
279 ;;(.setSleepingThresholds physics-control (float 0) (float 0))
280 (.setFriction physics-control (:friction d))))
281 geom))
283 (defn box
284 ([l w h & {:as options}]
285 (let [options (merge base-shape options)]
286 (make-shape (assoc options
287 :shape (Box. l w h)))))
288 ([] (box 0.5 0.5 0.5)))
290 (defn sphere
291 ([r & {:as options}]
292 (let [options (merge base-shape options)]
293 (make-shape (assoc options
294 :shape (Sphere. 32 32 (float r))))))
295 ([] (sphere 0.5)))
297 (defn green-x-ray
298 "A usefull material for debuging -- it can be seen no matter what
299 object occuldes it."
300 []
301 (doto (Material. (asset-manager)
302 "Common/MatDefs/Misc/Unshaded.j3md")
303 (.setColor "Color" ColorRGBA/Green)
304 (-> (.getAdditionalRenderState)
305 (.setDepthTest false))))
307 (defn node-seq
308 "Take a node and return a seq of all its children
309 recursively. There will be no nodes left in the resulting
310 structure"
311 [#^Node node]
312 (tree-seq #(isa? (class %) Node) #(.getChildren %) node))
314 (defn nodify
315 "Take a sequence of things that can be attached to a node and return
316 a node with all of them attached"
317 ([name children]
318 (let [node (Node. name)]
319 (dorun (map #(.attachChild node %) children))
320 node))
321 ([children] (nodify "" children)))
324 #+end_src
327 *** Debug Actions
328 #+name: debug-actions
329 #+begin_src clojure :results silent
330 (in-ns 'cortex.util)
332 (defn basic-light-setup
333 "returns a sequence of lights appropiate for fully lighting a scene"
334 []
335 (conj
336 (doall
337 (map
338 (fn [direction]
339 (doto (DirectionalLight.)
340 (.setDirection direction)
341 (.setColor ColorRGBA/White)))
342 [;; six faces of a cube
343 Vector3f/UNIT_X
344 Vector3f/UNIT_Y
345 Vector3f/UNIT_Z
346 (.mult Vector3f/UNIT_X (float -1))
347 (.mult Vector3f/UNIT_Y (float -1))
348 (.mult Vector3f/UNIT_Z (float -1))]))
349 (doto (AmbientLight.)
350 (.setColor ColorRGBA/White))))
352 (defn light-up-everything
353 "Add lights to a world appropiate for quickly seeing everything
354 in the scene. Adds six DirectionalLights facing in orthogonal
355 directions, and one AmbientLight to provide overall lighting
356 coverage."
357 [world]
358 (dorun
359 (map
360 #(.addLight (.getRootNode world) %)
361 (basic-light-setup))))
363 (defn fire-cannon-ball
364 "Creates a function that fires a cannon-ball from the current game's
365 camera. The cannon-ball will be attached to the node if provided, or
366 to the game's RootNode if no node is provided."
367 ([node]
368 (fn [game value]
369 (if (not value)
370 (let [camera (.getCamera game)
371 cannon-ball
372 (sphere 0.7
373 :material "Common/MatDefs/Misc/Unshaded.j3md"
374 :texture "Textures/PokeCopper.jpg"
375 :position
376 (.add (.getLocation camera)
377 (.mult (.getDirection camera) (float 1)))
378 :mass 3)] ;200 0.05
379 (.setLinearVelocity
380 (.getControl cannon-ball RigidBodyControl)
381 (.mult (.getDirection camera) (float 50))) ;50
382 (add-element game cannon-ball (if node node (.getRootNode game)))))))
383 ([]
384 (fire-cannon-ball false)))
386 (def standard-debug-controls
387 {"key-space" (fire-cannon-ball)})
392 #+end_src
395 *** Viewing Objects
397 #+name: world-view
398 #+begin_src clojure :results silent
399 (in-ns 'cortex.util)
401 (defn view-image
402 "Initailizes a JPanel on which you may draw a BufferedImage.
403 Returns a function that accepts a BufferedImage and draws it to the
404 JPanel."
405 []
406 (let [image
407 (atom
408 (BufferedImage. 1 1 BufferedImage/TYPE_4BYTE_ABGR))
409 panel
410 (proxy [JPanel] []
411 (paint
412 [graphics]
413 (proxy-super paintComponent graphics)
414 (.drawImage graphics @image 0 0 nil)))
415 frame (JFrame. "Display Image")]
416 (SwingUtilities/invokeLater
417 (fn []
418 (doto frame
419 (-> (.getContentPane) (.add panel))
420 (.pack)
421 (.setLocationRelativeTo nil)
422 (.setResizable true)
423 (.setVisible true))))
424 (fn [#^BufferedImage i]
425 (reset! image i)
426 (.setSize frame (+ 8 (.getWidth i)) (+ 28 (.getHeight i)))
427 (.repaint panel 0 0 (.getWidth i) (.getHeight i)))))
429 (defprotocol Viewable
430 (view [something]))
432 (extend-type com.jme3.scene.Geometry
433 Viewable
434 (view [geo]
435 (view (doto (Node.)(.attachChild geo)))))
437 (extend-type com.jme3.scene.Node
438 Viewable
439 (view
440 [node]
441 (.start
442 (world
443 node
444 {}
445 (fn [world]
446 (enable-debug world)
447 (set-gravity world Vector3f/ZERO)
448 (light-up-everything world))
449 no-op))))
451 (extend-type com.jme3.math.ColorRGBA
452 Viewable
453 (view
454 [color]
455 (view (doto (Node.)
456 (.attachChild (box 1 1 1 :color color))))))
458 (defprotocol Textual
459 (text [something]
460 "Display a detailed textual analysis of the given object."))
462 (extend-type com.jme3.scene.Node
463 Textual
464 (text [node]
465 (println "Total Vertexes: " (.getVertexCount node))
466 (println "Total Triangles: " (.getTriangleCount node))
467 (println "Controls :")
468 (dorun (map #(text (.getControl node %)) (range (.getNumControls node))))
469 (println "Has " (.getQuantity node) " Children:")
470 (doall (map text (.getChildren node)))))
472 (extend-type com.jme3.animation.AnimControl
473 Textual
474 (text [control]
475 (let [animations (.getAnimationNames control)]
476 (println "Animation Control with " (count animations) " animation(s):")
477 (dorun (map println animations)))))
479 (extend-type com.jme3.animation.SkeletonControl
480 Textual
481 (text [control]
482 (println "Skeleton Control with the following skeleton:")
483 (println (.getSkeleton control))))
485 (extend-type com.jme3.bullet.control.KinematicRagdollControl
486 Textual
487 (text [control]
488 (println "Ragdoll Control")))
490 (extend-type com.jme3.scene.Geometry
491 Textual
492 (text [control]
493 (println "...geo...")))
495 (extend-type Triangle
496 Textual
497 (text [t]
498 (println "Triangle: " \newline (.get1 t) \newline
499 (.get2 t) \newline (.get3 t))))
501 #+end_src
503 Here I make the =Viewable= protocol and extend it to JME's types. Now
504 JME3's =hello-world= can be written as easily as:
506 #+begin_src clojure :results silent
507 (cortex.util/view (cortex.util/box))
508 #+end_src
511 * COMMENT code generation
512 #+begin_src clojure :tangle ../src/cortex/import.clj
513 <<import>>
514 #+end_src
517 #+begin_src clojure :tangle ../src/cortex/util.clj :noweb yes
518 <<util>>
519 <<shapes>>
520 <<debug-actions>>
521 <<world-view>>
522 #+end_src