Mercurial > cortex
view org/body.org @ 164:c33a8e5fe7bc
removed hearing-init-fns requirement, changed names
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sat, 04 Feb 2012 03:29:59 -0700 |
parents | 33278bf028e7 |
children | 0b9ae09eaec3 |
line wrap: on
line source
1 #+title: The BODY!!!2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3.5 #+SETUPFILE: ../../aurellem/org/setup.org6 #+INCLUDE: ../../aurellem/org/level-0.org8 * Proprioception9 #+name: proprioception10 #+begin_src clojure11 (ns cortex.body12 (:use (cortex world util sense))13 (:import14 com.jme3.math.Vector3f15 com.jme3.math.Quaternion16 com.jme3.math.Vector2f17 com.jme3.math.Matrix3f18 com.jme3.bullet.control.RigidBodyControl19 com.jme3.collision.CollisionResults20 com.jme3.bounding.BoundingBox21 com.jme3.scene.Node))23 (cortex.import/mega-import-jme3)25 (defn jme-to-blender26 "Convert from JME coordinates to Blender coordinates"27 [#^Vector3f in]28 (Vector3f. (.getX in)29 (- (.getZ in))30 (.getY in)))32 (defn blender-to-jme33 "Convert from Blender coordinates to JME coordinates"34 [#^Vector3f in]35 (Vector3f. (.getX in)36 (.getZ in)37 (- (.getY in))))40 (defn joint-targets41 "Return the two closest two objects to the joint object, ordered42 from bottom to top according to the joint's rotation."43 [#^Node parts #^Node joint]44 (loop [radius (float 0.01)]45 (let [results (CollisionResults.)]46 (.collideWith47 parts48 (BoundingBox. (.getWorldTranslation joint)49 radius radius radius)50 results)51 (let [targets52 (distinct53 (map #(.getGeometry %) results))]54 (if (>= (count targets) 2)55 (sort-by56 #(let [v57 (jme-to-blender58 (.mult59 (.inverse (.getWorldRotation joint))60 (.subtract (.getWorldTranslation %)61 (.getWorldTranslation joint))))]62 (println-repl (.getName %) ":" v)63 (.dot (Vector3f. 1 1 1)64 v))65 (take 2 targets))66 (recur (float (* radius 2))))))))68 (defn creature-joints69 "Return the children of the creature's \"joints\" node."70 [#^Node creature]71 (if-let [joint-node (.getChild creature "joints")]72 (seq (.getChildren joint-node))73 (do (println-repl "could not find JOINTS node") [])))75 (defmulti joint-dispatch76 "Translate blender pseudo-joints into real JME joints."77 (fn [constraints & _]78 (:type constraints)))80 (defmethod joint-dispatch :point81 [constraints control-a control-b pivot-a pivot-b rotation]82 (println-repl "creating POINT2POINT joint")83 ;; bullet's point2point joints are BROKEN, so we must use the84 ;; generic 6DOF joint instead of an actual Point2Point joint!86 ;; should be able to do this:87 (comment88 (Point2PointJoint.89 control-a90 control-b91 pivot-a92 pivot-b))94 ;; but instead we must do this:95 (println-repl "substuting 6DOF joint for POINT2POINT joint!")96 (doto97 (SixDofJoint.98 control-a99 control-b100 pivot-a101 pivot-b102 false)103 (.setLinearLowerLimit Vector3f/ZERO)104 (.setLinearUpperLimit Vector3f/ZERO)105 ;;(.setAngularLowerLimit (Vector3f. 1 1 1))106 ;;(.setAngularUpperLimit (Vector3f. 0 0 0))108 ))111 (defmethod joint-dispatch :hinge112 [constraints control-a control-b pivot-a pivot-b rotation]113 (println-repl "creating HINGE joint")114 (let [axis115 (if-let116 [axis (:axis constraints)]117 axis118 Vector3f/UNIT_X)119 [limit-1 limit-2] (:limit constraints)120 hinge-axis121 (.mult122 rotation123 (blender-to-jme axis))]124 (doto125 (HingeJoint.126 control-a127 control-b128 pivot-a129 pivot-b130 hinge-axis131 hinge-axis)132 (.setLimit limit-1 limit-2))))134 (defmethod joint-dispatch :cone135 [constraints control-a control-b pivot-a pivot-b rotation]136 (let [limit-xz (:limit-xz constraints)137 limit-xy (:limit-xy constraints)138 twist (:twist constraints)]140 (println-repl "creating CONE joint")141 (println-repl rotation)142 (println-repl143 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))144 (println-repl145 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))146 (println-repl147 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))148 (doto149 (ConeJoint.150 control-a151 control-b152 pivot-a153 pivot-b154 rotation155 rotation)156 (.setLimit (float limit-xz)157 (float limit-xy)158 (float twist)))))160 (defn connect161 "here are some examples:162 {:type :point}163 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}164 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)166 {:type :cone :limit-xz 0]167 :limit-xy 0]168 :twist 0]} (use XZY rotation mode in blender!)"169 [#^Node obj-a #^Node obj-b #^Node joint]170 (let [control-a (.getControl obj-a RigidBodyControl)171 control-b (.getControl obj-b RigidBodyControl)172 joint-center (.getWorldTranslation joint)173 joint-rotation (.toRotationMatrix (.getWorldRotation joint))174 pivot-a (world-to-local obj-a joint-center)175 pivot-b (world-to-local obj-b joint-center)]177 (if-let [constraints178 (map-vals179 eval180 (read-string181 (meta-data joint "joint")))]182 ;; A side-effect of creating a joint registers183 ;; it with both physics objects which in turn184 ;; will register the joint with the physics system185 ;; when the simulation is started.186 (do187 (println-repl "creating joint between"188 (.getName obj-a) "and" (.getName obj-b))189 (joint-dispatch constraints190 control-a control-b191 pivot-a pivot-b192 joint-rotation))193 (println-repl "could not find joint meta-data!"))))198 (defn assemble-creature [#^Node pieces joints]199 (dorun200 (map201 (fn [geom]202 (let [physics-control203 (RigidBodyControl.204 (HullCollisionShape.205 (.getMesh geom))206 (if-let [mass (meta-data geom "mass")]207 (do208 (println-repl209 "setting" (.getName geom) "mass to" (float mass))210 (float mass))211 (float 1)))]213 (.addControl geom physics-control)))214 (filter #(isa? (class %) Geometry )215 (node-seq pieces))))216 (dorun217 (map218 (fn [joint]219 (let [[obj-a obj-b] (joint-targets pieces joint)]220 (connect obj-a obj-b joint)))221 joints))222 pieces)225 ;; TODO implement a function that adds joints in the style of the226 ;; other sense functions230 (import java.awt.image.BufferedImage)232 (defn draw-sprite [image sprite x y color ]233 (dorun234 (for [[u v] sprite]235 (.setRGB image (+ u x) (+ v y) color))))237 (defn view-angle238 "create a debug view of an angle"239 [color]240 (let [image (BufferedImage. 50 50 BufferedImage/TYPE_INT_RGB)241 previous (atom [25 25])242 sprite [[0 0] [0 1]243 [0 -1] [-1 0] [1 0]]]244 (fn [angle]245 (let [angle (float angle)]246 (let [position247 [(+ 25 (int (* 20 (Math/cos angle))))248 (+ 25 (int (* -20 (Math/sin angle))))]]249 (draw-sprite image sprite (@previous 0) (@previous 1) 0x000000)250 (draw-sprite image sprite (position 0) (position 1) color)251 (reset! previous position))252 image))))254 (defn proprioception-debug-window255 []256 (let [heading (view-angle 0xFF0000)257 pitch (view-angle 0x00FF00)258 roll (view-angle 0xFFFFFF)259 v-heading (view-image)260 v-pitch (view-image)261 v-roll (view-image)262 ]263 (fn [prop-data]264 (dorun265 (map266 (fn [[h p r]]267 (v-heading (heading h))268 (v-pitch (pitch p))269 (v-roll (roll r)))270 prop-data)))))273 #+end_src275 #+results: proprioception276 : #'cortex.body/proprioception-debug-window278 * Motor Control279 #+name: motor-control280 #+begin_src clojure281 (in-ns 'cortex.body)283 ;; surprisingly enough, terristerial creatures only move by using284 ;; torque applied about their joints. There's not a single straight285 ;; line of force in the human body at all! (A straight line of force286 ;; would correspond to some sort of jet or rocket propulseion.)288 (defn vector-motor-control289 "Create a function that accepts a sequence of Vector3f objects that290 describe the torque to be applied to each part of the body."291 [body]292 (let [nodes (node-seq body)293 controls (keep #(.getControl % RigidBodyControl) nodes)]294 (fn [torques]295 (map #(.applyTorque %1 %2)296 controls torques))))297 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;298 #+end_src300 ## note -- might want to add a lower dimensional, discrete version of301 ## this if it proves useful from a x-modal clustering perspective.303 * Examples305 #+name: test-body306 #+begin_src clojure307 (ns cortex.test.body308 (:use (cortex world util body))309 (:require cortex.silly)310 (:import311 com.jme3.math.Vector3f312 com.jme3.math.ColorRGBA313 com.jme3.bullet.joints.Point2PointJoint314 com.jme3.bullet.control.RigidBodyControl315 com.jme3.system.NanoTimer316 com.jme3.math.Quaternion))318 (defn worm-segments319 "Create multiple evenly spaced box segments. They're fabulous!"320 [segment-length num-segments interstitial-space radius]321 (letfn [(nth-segment322 [n]323 (box segment-length radius radius :mass 0.1324 :position325 (Vector3f.326 (* 2 n (+ interstitial-space segment-length)) 0 0)327 :name (str "worm-segment" n)328 :color (ColorRGBA/randomColor)))]329 (map nth-segment (range num-segments))))331 (defn connect-at-midpoint332 "Connect two physics objects with a Point2Point joint constraint at333 the point equidistant from both objects' centers."334 [segmentA segmentB]335 (let [centerA (.getWorldTranslation segmentA)336 centerB (.getWorldTranslation segmentB)337 midpoint (.mult (.add centerA centerB) (float 0.5))338 pivotA (.subtract midpoint centerA)339 pivotB (.subtract midpoint centerB)341 ;; A side-effect of creating a joint registers342 ;; it with both physics objects which in turn343 ;; will register the joint with the physics system344 ;; when the simulation is started.345 joint (Point2PointJoint.346 (.getControl segmentA RigidBodyControl)347 (.getControl segmentB RigidBodyControl)348 pivotA349 pivotB)]350 segmentB))352 (defn eve-worm353 "Create a worm-like body bound by invisible joint constraints."354 []355 (let [segments (worm-segments 0.2 5 0.1 0.1)]356 (dorun (map (partial apply connect-at-midpoint)357 (partition 2 1 segments)))358 (nodify "worm" segments)))360 (defn worm-pattern361 "This is a simple, mindless motor control pattern that drives the362 second segment of the worm's body at an offset angle with363 sinusoidally varying strength."364 [time]365 (let [angle (* Math/PI (/ 9 20))366 direction (Vector3f. 0 (Math/sin angle) (Math/cos angle))]367 [Vector3f/ZERO368 (.mult369 direction370 (float (* 2 (Math/sin (* Math/PI 2 (/ (rem time 300 ) 300))))))371 Vector3f/ZERO372 Vector3f/ZERO373 Vector3f/ZERO]))375 (defn test-motor-control376 "Testing motor-control:377 You should see a multi-segmented worm-like object fall onto the378 table and begin writhing and moving."379 []380 (let [worm (eve-worm)381 time (atom 0)382 worm-motor-map (vector-motor-control worm)]383 (world384 (nodify [worm385 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0386 :color ColorRGBA/Gray)])387 standard-debug-controls388 (fn [world]389 (enable-debug world)390 (light-up-everything world)391 (comment392 (com.aurellem.capture.Capture/captureVideo393 world394 (file-str "/home/r/proj/cortex/tmp/moving-worm")))395 )397 (fn [_ _]398 (swap! time inc)399 (Thread/sleep 20)400 (dorun (worm-motor-map401 (worm-pattern @time)))))))405 (defn join-at-point [obj-a obj-b world-pivot]406 (cortex.silly/joint-dispatch407 {:type :point}408 (.getControl obj-a RigidBodyControl)409 (.getControl obj-b RigidBodyControl)410 (cortex.silly/world-to-local obj-a world-pivot)411 (cortex.silly/world-to-local obj-b world-pivot)412 nil413 ))415 (import com.jme3.bullet.collision.PhysicsCollisionObject)417 (defn blab-* []418 (let [hand (box 0.5 0.2 0.2 :position (Vector3f. 0 0 0)419 :mass 0 :color ColorRGBA/Green)420 finger (box 0.5 0.2 0.2 :position (Vector3f. 2.4 0 0)421 :mass 1 :color ColorRGBA/Red)422 connection-point (Vector3f. 1.2 0 0)423 root (nodify [hand finger])]425 (join-at-point hand finger (Vector3f. 1.2 0 0))427 (.setCollisionGroup428 (.getControl hand RigidBodyControl)429 PhysicsCollisionObject/COLLISION_GROUP_NONE)430 (world431 root432 standard-debug-controls433 (fn [world]434 (enable-debug world)435 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))436 (set-gravity world Vector3f/ZERO)437 )438 no-op)))439 (comment441 (defn proprioception-debug-window442 []443 (let [time (atom 0)]444 (fn [prop-data]445 (if (= 0 (rem (swap! time inc) 40))446 (println-repl prop-data)))))447 )449 (comment450 (dorun451 (map452 (comp453 println-repl454 (fn [[p y r]]455 (format456 "pitch: %1.2f\nyaw: %1.2f\nroll: %1.2f\n"457 p y r)))458 prop-data)))463 (defn test-proprioception464 "Testing proprioception:465 You should see two foating bars, and a printout of pitch, yaw, and466 roll. Pressing key-r/key-t should move the blue bar up and down and467 change only the value of pitch. key-f/key-g moves it side to side468 and changes yaw. key-v/key-b will spin the blue segment clockwise469 and counterclockwise, and only affect roll."470 []471 (let [hand (box 0.2 1 0.2 :position (Vector3f. 0 0 0)472 :mass 0 :color ColorRGBA/Green :name "hand")473 finger (box 0.2 1 0.2 :position (Vector3f. 0 2.4 0)474 :mass 1 :color ColorRGBA/Red :name "finger")475 joint-node (box 0.1 0.05 0.05 :color ColorRGBA/Yellow476 :position (Vector3f. 0 1.2 0)477 :rotation (doto (Quaternion.)478 (.fromAngleAxis479 (/ Math/PI 2)480 (Vector3f. 0 0 1)))481 :physical? false)482 joint (join-at-point hand finger (Vector3f. 0 1.2 0 ))483 creature (nodify [hand finger joint-node])484 finger-control (.getControl finger RigidBodyControl)485 hand-control (.getControl hand RigidBodyControl)]488 (let489 ;; *******************************************491 [floor (box 10 10 10 :position (Vector3f. 0 -15 0)492 :mass 0 :color ColorRGBA/Gray)494 root (nodify [creature floor])495 prop (joint-proprioception creature joint-node)496 prop-view (proprioception-debug-window)498 controls499 (merge standard-debug-controls500 {"key-o"501 (fn [_ _] (.setEnabled finger-control true))502 "key-p"503 (fn [_ _] (.setEnabled finger-control false))504 "key-k"505 (fn [_ _] (.setEnabled hand-control true))506 "key-l"507 (fn [_ _] (.setEnabled hand-control false))508 "key-i"509 (fn [world _] (set-gravity world (Vector3f. 0 0 0)))510 "key-period"511 (fn [world _]512 (.setEnabled finger-control false)513 (.setEnabled hand-control false)514 (.rotate creature (doto (Quaternion.)515 (.fromAngleAxis516 (float (/ Math/PI 15))517 (Vector3f. 0 0 -1))))519 (.setEnabled finger-control true)520 (.setEnabled hand-control true)521 (set-gravity world (Vector3f. 0 0 0))522 )525 }526 )528 ]529 (comment530 (.setCollisionGroup531 (.getControl hand RigidBodyControl)532 PhysicsCollisionObject/COLLISION_GROUP_NONE)533 )534 (apply535 world536 (with-movement537 hand538 ["key-y" "key-u" "key-h" "key-j" "key-n" "key-m"]539 [10 10 10 10 1 1]540 (with-movement541 finger542 ["key-r" "key-t" "key-f" "key-g" "key-v" "key-b"]543 [1 1 10 10 10 10]544 [root545 controls546 (fn [world]547 (.setTimer world (com.aurellem.capture.RatchetTimer. 60))548 (set-gravity world (Vector3f. 0 0 0))549 (light-up-everything world))550 (fn [_ _] (prop-view (list (prop))))]))))))552 #+end_src554 #+results: test-body555 : #'cortex.test.body/test-proprioception558 * COMMENT code-limbo559 #+begin_src clojure560 ;;(.loadModel561 ;; (doto (asset-manager)562 ;; (.registerLoader BlenderModelLoader (into-array String ["blend"])))563 ;; "Models/person/person.blend")566 (defn load-blender-model567 "Load a .blend file using an asset folder relative path."568 [^String model]569 (.loadModel570 (doto (asset-manager)571 (.registerLoader BlenderModelLoader (into-array String ["blend"])))572 model))575 (defn view-model [^String model]576 (view577 (.loadModel578 (doto (asset-manager)579 (.registerLoader BlenderModelLoader (into-array String ["blend"])))580 model)))582 (defn load-blender-scene [^String model]583 (.loadModel584 (doto (asset-manager)585 (.registerLoader BlenderLoader (into-array String ["blend"])))586 model))588 (defn worm589 []590 (.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml"))592 (defn oto593 []594 (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml"))596 (defn sinbad597 []598 (.loadModel (asset-manager) "Models/Sinbad/Sinbad.mesh.xml"))600 (defn worm-blender601 []602 (first (seq (.getChildren (load-blender-model603 "Models/anim2/simple-worm.blend")))))605 (defn body606 "given a node with a SkeletonControl, will produce a body sutiable607 for AI control with movement and proprioception."608 [node]609 (let [skeleton-control (.getControl node SkeletonControl)610 krc (KinematicRagdollControl.)]611 (comment612 (dorun613 (map #(.addBoneName krc %)614 ["mid2" "tail" "head" "mid1" "mid3" "mid4" "Dummy-Root" ""]615 ;;"mid2" "mid3" "tail" "head"]616 )))617 (.addControl node krc)618 (.setRagdollMode krc)619 )620 node621 )622 (defn show-skeleton [node]623 (let [sd625 (doto626 (SkeletonDebugger. "aurellem-skel-debug"627 (skel node))628 (.setMaterial (green-x-ray)))]629 (.attachChild node sd)630 node))634 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;636 ;; this could be a good way to give objects special properties like637 ;; being eyes and the like639 (.getUserData640 (.getChild641 (load-blender-model "Models/property/test.blend") 0)642 "properties")644 ;; the properties are saved along with the blender file.645 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;650 (defn init-debug-skel-node651 [f debug-node skeleton]652 (let [bones653 (map #(.getBone skeleton %)654 (range (.getBoneCount skeleton)))]655 (dorun (map #(.setUserControl % true) bones))656 (dorun (map (fn [b]657 (println (.getName b)658 " -- " (f b)))659 bones))660 (dorun661 (map #(.attachChild662 debug-node663 (doto664 (sphere 0.1665 :position (f %)666 :physical? false)667 (.setMaterial (green-x-ray))))668 bones)))669 debug-node)671 (import jme3test.bullet.PhysicsTestHelper)674 (defn test-zzz [the-worm world value]675 (if (not value)676 (let [skeleton (skel the-worm)]677 (println-repl "enabling bones")678 (dorun679 (map680 #(.setUserControl (.getBone skeleton %) true)681 (range (.getBoneCount skeleton))))684 (let [b (.getBone skeleton 2)]685 (println-repl "moving " (.getName b))686 (println-repl (.getLocalPosition b))687 (.setUserTransforms b688 Vector3f/UNIT_X689 Quaternion/IDENTITY690 ;;(doto (Quaternion.)691 ;; (.fromAngles (/ Math/PI 2)692 ;; 0693 ;; 0695 (Vector3f. 1 1 1))696 )698 (println-repl "hi! <3"))))701 (defn test-ragdoll []703 (let [the-worm705 ;;(.loadModel (asset-manager) "Models/anim2/Cube.mesh.xml")706 (doto (show-skeleton (worm-blender))707 (.setLocalTranslation (Vector3f. 0 10 0))708 ;;(worm)709 ;;(oto)710 ;;(sinbad)711 )712 ]715 (.start716 (world717 (doto (Node.)718 (.attachChild the-worm))719 {"key-return" (fire-cannon-ball)720 "key-space" (partial test-zzz the-worm)721 }722 (fn [world]723 (light-up-everything world)724 (PhysicsTestHelper/createPhysicsTestWorld725 (.getRootNode world)726 (asset-manager)727 (.getPhysicsSpace728 (.getState (.getStateManager world) BulletAppState)))729 (set-gravity world Vector3f/ZERO)730 ;;(.setTimer world (NanoTimer.))731 ;;(org.lwjgl.input.Mouse/setGrabbed false)732 )733 no-op734 )737 )))740 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;741 ;;; here is the ragdoll stuff743 (def worm-mesh (.getMesh (.getChild (worm-blender) 0)))744 (def mesh worm-mesh)746 (.getFloatBuffer mesh VertexBuffer$Type/Position)747 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)748 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))751 (defn position [index]752 (.get753 (.getFloatBuffer worm-mesh VertexBuffer$Type/Position)754 index))756 (defn bones [index]757 (.get758 (.getData (.getBuffer mesh VertexBuffer$Type/BoneIndex))759 index))761 (defn bone-weights [index]762 (.get763 (.getFloatBuffer mesh VertexBuffer$Type/BoneWeight)764 index))768 (defn vertex-bones [vertex]769 (vec (map (comp int bones) (range (* vertex 4) (+ (* vertex 4) 4)))))771 (defn vertex-weights [vertex]772 (vec (map (comp float bone-weights) (range (* vertex 4) (+ (* vertex 4) 4)))))774 (defn vertex-position [index]775 (let [offset (* index 3)]776 (Vector3f. (position offset)777 (position (inc offset))778 (position (inc(inc offset))))))780 (def vertex-info (juxt vertex-position vertex-bones vertex-weights))782 (defn bone-control-color [index]783 (get {[1 0 0 0] ColorRGBA/Red784 [1 2 0 0] ColorRGBA/Magenta785 [2 0 0 0] ColorRGBA/Blue}786 (vertex-bones index)787 ColorRGBA/White))789 (defn influence-color [index bone-num]790 (get791 {(float 0) ColorRGBA/Blue792 (float 0.5) ColorRGBA/Green793 (float 1) ColorRGBA/Red}794 ;; find the weight of the desired bone795 ((zipmap (vertex-bones index)(vertex-weights index))796 bone-num)797 ColorRGBA/Blue))799 (def worm-vertices (set (map vertex-info (range 60))))802 (defn test-info []803 (let [points (Node.)]804 (dorun805 (map #(.attachChild points %)806 (map #(sphere 0.01807 :position (vertex-position %)808 :color (influence-color % 1)809 :physical? false)810 (range 60))))811 (view points)))814 (defrecord JointControl [joint physics-space]815 PhysicsControl816 (setPhysicsSpace [this space]817 (dosync818 (ref-set (:physics-space this) space))819 (.addJoint space (:joint this)))820 (update [this tpf])821 (setSpatial [this spatial])822 (render [this rm vp])823 (getPhysicsSpace [this] (deref (:physics-space this)))824 (isEnabled [this] true)825 (setEnabled [this state]))827 (defn add-joint828 "Add a joint to a particular object. When the object is added to the829 PhysicsSpace of a simulation, the joint will also be added"830 [object joint]831 (let [control (JointControl. joint (ref nil))]832 (.addControl object control))833 object)836 (defn hinge-world837 []838 (let [sphere1 (sphere)839 sphere2 (sphere 1 :position (Vector3f. 3 3 3))840 joint (Point2PointJoint.841 (.getControl sphere1 RigidBodyControl)842 (.getControl sphere2 RigidBodyControl)843 Vector3f/ZERO (Vector3f. 3 3 3))]844 (add-joint sphere1 joint)845 (doto (Node. "hinge-world")846 (.attachChild sphere1)847 (.attachChild sphere2))))850 (defn test-joint []851 (view (hinge-world)))853 ;; (defn copier-gen []854 ;; (let [count (atom 0)]855 ;; (fn [in]856 ;; (swap! count inc)857 ;; (clojure.contrib.duck-streams/copy858 ;; in (File. (str "/home/r/tmp/mao-test/clojure-images/"859 ;; ;;/home/r/tmp/mao-test/clojure-images860 ;; (format "%08d.png" @count)))))))861 ;; (defn decrease-framerate []862 ;; (map863 ;; (copier-gen)864 ;; (sort865 ;; (map first866 ;; (partition867 ;; 4868 ;; (filter #(re-matches #".*.png$" (.getCanonicalPath %))869 ;; (file-seq870 ;; (file-str871 ;; "/home/r/media/anime/mao-temp/images"))))))))875 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;877 (defn proprioception878 "Create a proprioception map that reports the rotations of the879 various limbs of the creature's body"880 [creature]881 [#^Node creature]882 (let [883 nodes (node-seq creature)884 joints885 (map886 :joint887 (filter888 #(isa? (class %) JointControl)889 (reduce890 concat891 (map (fn [node]892 (map (fn [num] (.getControl node num))893 (range (.getNumControls node))))894 nodes))))]895 (fn []896 (reduce concat (map relative-positions (list (first joints)))))))899 (defn skel [node]900 (doto901 (.getSkeleton902 (.getControl node SkeletonControl))903 ;; this is necessary to force the skeleton to have accurate world904 ;; transforms before it is rendered to the screen.905 (.resetAndUpdate)))907 (defn green-x-ray []908 (doto (Material. (asset-manager)909 "Common/MatDefs/Misc/Unshaded.j3md")910 (.setColor "Color" ColorRGBA/Green)911 (-> (.getAdditionalRenderState)912 (.setDepthTest false))))914 (defn test-worm []915 (.start916 (world917 (doto (Node.)918 ;;(.attachChild (point-worm))919 (.attachChild (load-blender-model920 "Models/anim2/joint-worm.blend"))922 (.attachChild (box 10 1 10923 :position (Vector3f. 0 -2 0) :mass 0924 :color (ColorRGBA/Gray))))925 {926 "key-space" (fire-cannon-ball)927 }928 (fn [world]929 (enable-debug world)930 (light-up-everything world)931 ;;(.setTimer world (NanoTimer.))932 )933 no-op)))937 ;; defunct movement stuff938 (defn torque-controls [control]939 (let [torques940 (concat941 (map #(Vector3f. 0 (Math/sin %) (Math/cos %))942 (range 0 (* Math/PI 2) (/ (* Math/PI 2) 20)))943 [Vector3f/UNIT_X])]944 (map (fn [torque-axis]945 (fn [torque]946 (.applyTorque947 control948 (.mult (.mult (.getPhysicsRotation control)949 torque-axis)950 (float951 (* (.getMass control) torque))))))952 torques)))954 (defn motor-map955 "Take a creature and generate a function that will enable fine956 grained control over all the creature's limbs."957 [#^Node creature]958 (let [controls (keep #(.getControl % RigidBodyControl)959 (node-seq creature))960 limb-controls (reduce concat (map torque-controls controls))961 body-control (partial map #(%1 %2) limb-controls)]962 body-control))964 (defn test-motor-map965 "see how torque works."966 []967 (let [finger (box 3 0.5 0.5 :position (Vector3f. 0 2 0)968 :mass 1 :color ColorRGBA/Green)969 motor-map (motor-map finger)]970 (world971 (nodify [finger972 (box 10 0.5 10 :position (Vector3f. 0 -5 0) :mass 0973 :color ColorRGBA/Gray)])974 standard-debug-controls975 (fn [world]976 (set-gravity world Vector3f/ZERO)977 (light-up-everything world)978 (.setTimer world (NanoTimer.)))979 (fn [_ _]980 (dorun (motor-map [0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0981 0]))))))983 (defn joint-proprioception [#^Node parts #^Node joint]984 (let [[obj-a obj-b] (joint-targets parts joint)985 joint-rot (.getWorldRotation joint)986 pre-inv-a (.inverse (.getWorldRotation obj-a))987 x (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_X))988 y (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Y))989 z (.mult pre-inv-a (.mult joint-rot Vector3f/UNIT_Z))991 x Vector3f/UNIT_Y992 y Vector3f/UNIT_Z993 z Vector3f/UNIT_X996 tmp-rot-a (.getWorldRotation obj-a)]997 (println-repl "x:" (.mult tmp-rot-a x))998 (println-repl "y:" (.mult tmp-rot-a y))999 (println-repl "z:" (.mult tmp-rot-a z))1000 (println-repl "rot-a" (.getWorldRotation obj-a))1001 (println-repl "rot-b" (.getWorldRotation obj-b))1002 (println-repl "joint-rot" joint-rot)1003 ;; this function will report proprioceptive information for the1004 ;; joint.1005 (fn []1006 ;; x is the "twist" axis, y and z are the "bend" axes1007 (let [rot-a (.getWorldRotation obj-a)1008 ;;inv-a (.inverse rot-a)1009 rot-b (.getWorldRotation obj-b)1010 ;;relative (.mult rot-b inv-a)1011 basis (doto (Matrix3f.)1012 (.setColumn 0 (.mult rot-a x))1013 (.setColumn 1 (.mult rot-a y))1014 (.setColumn 2 (.mult rot-a z)))1015 rotation-about-joint1016 (doto (Quaternion.)1017 (.fromRotationMatrix1018 (.mult (.invert basis)1019 (.toRotationMatrix rot-b))))1020 [yaw roll pitch]1021 (seq (.toAngles rotation-about-joint nil))]1022 ;;return euler angles of the quaternion around the new basis1023 [yaw roll pitch]))))1025 #+end_src1033 * COMMENT generate Source1034 #+begin_src clojure :tangle ../src/cortex/body.clj1035 <<proprioception>>1036 <<motor-control>>1037 #+end_src1039 #+begin_src clojure :tangle ../src/cortex/test/body.clj1040 <<test-body>>1041 #+end_src