Mercurial > cortex
view org/test-creature.org @ 153:c95179907951
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author | Robert McIntyre <rlm@mit.edu> |
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date | Fri, 03 Feb 2012 05:59:32 -0700 |
parents | aaacf087504c |
children | bb235258f835 |
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1 #+title: First attempt at a creature!2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description:5 #+keywords: simulation, jMonkeyEngine3, clojure6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org11 * Brainstorming different sensors and effectors.13 Every sense that we have should have an effector that changes what14 that sense (or others who have that sense) experiences.16 ** Classic Senses17 | Sense | Effector |18 |------------------------------+---------------------------------|19 | Vision | Variable Coloration |20 | Hearing | Speech |21 | Proprioception | Movement |22 | Smell/Taste (Chemoreception) | Pheremones |23 | Touch | Movement / Controllable Texture |24 | Acceleration | Movement |25 | Balance (sense gravity) | Movement |26 | | |28 - New Senses/Effectors29 - Levitation30 - Telekenesis31 - control of gravity within a certain radius32 - speed up/slow time33 - object creation/destruction35 - Symbol Sense36 Where objects in the world can be queried for description /37 symbols.39 - Symbol Marking40 The ability to mark objects in the world with your own descriptions41 and symbols.43 - Vision44 Distinguish the polarization of light45 Color46 Movement48 * project ideas49 - HACKER for writing muscle-control programs : Presented with50 low-level muscle control/ sense API, generate higher level programs51 for accomplishing various stated goals. Example goals might be52 "extend all your fingers" or "move your hand into the area with53 blue light" or "decrease the angle of this joint". It would be54 like Sussman's HACKER, except it would operate with much more data55 in a more realistic world. Start off with "calestanthics" to56 develop subrouitines over the motor control API. This would be the57 "spinal chord" of a more intelligent creature. The low level58 programming code might be a turning machine that could develop59 programs to iterate over a "tape" where each entry in the tape60 could control recruitment of the fibers in a muscle.61 - Make a virtual computer in the virtual world which with which the62 creature interacts using its fingers to press keys on a virtual63 keyboard. The creature can access the internet, watch videos, take64 over the world, anything it wants.65 - Make virtual insturments like pianos, drumbs, etc that it learns to66 play.67 - make a joint that figures out what type of joint it is (range of68 motion)74 * goals76 ** have to get done before winston77 - [ ] write an explination for why greyscale bitmaps for senses is78 appropiate -- 1/2 day79 - [X] muscle control -- day80 - [X] proprioception sensor map in the style of the other senses -- day81 - [ ] refactor integration code to distribute to each of the senses82 -- day83 - [ ] create video showing all the senses for Winston -- 2 days84 - [ ] send package to friends for critiques -- 2 days85 - [ ] write summary of project for Winston \86 - [ ] project proposals for Winston \87 - [ ] additional senses to be implemented for Winston | -- 2 days88 - [ ] send Winston package /90 ** would be cool to get done before winston91 - [X] enable greyscale bitmaps for touch -- 2 hours92 - [X] use sawfish to auto-tile sense windows -- 6 hours93 - [X] sawfish keybinding to automatically delete all sense windows94 - [ ] directly change the UV-pixels to show sensor activation -- 295 days96 - [ ] proof of concept C sense manipulation -- 2 days97 - [ ] proof of concept GPU sense manipulation -- week98 - [ ] fourier view of sound -- 2 or 3 days99 - [ ] dancing music listener -- 1 day, depends on fourier101 ** don't have to get done before winston102 - [ ] write tests for integration -- 3 days103 - [ ] usertime/gametime clock HUD display -- day104 - [ ] find papers for each of the senses justifying my own105 representation -- week106 - [ ] show sensor maps in HUD display? -- 4 days107 - [ ] show sensor maps in AWT display? -- 2 days110 * Intro111 So far, I've made the following senses --112 - Vision113 - Hearing114 - Touch115 - Proprioception117 And one effector:118 - Movement120 However, the code so far has only enabled these senses, but has not121 actually implemented them. For example, there is still a lot of work122 to be done for vision. I need to be able to create an /eyeball/ in123 simulation that can be moved around and see the world from different124 angles. I also need to determine weather to use log-polar or cartesian125 for the visual input, and I need to determine how/wether to126 disceritise the visual input.128 I also want to be able to visualize both the sensors and the129 effectors in pretty pictures. This semi-retarted creature will be my130 first attempt at bringing everything together.132 * The creature's body134 Still going to do an eve-like body in blender, but due to problems135 importing the joints, etc into jMonkeyEngine3, I'm going to do all136 the connecting here in clojure code, using the names of the individual137 components and trial and error. Later, I'll maybe make some sort of138 creature-building modifications to blender that support whatever139 discreitized senses I'm going to make.141 #+name: body-1142 #+begin_src clojure143 (ns cortex.silly144 "let's play!"145 {:author "Robert McIntyre"})147 ;; TODO remove this!148 (require 'cortex.import)149 (cortex.import/mega-import-jme3)150 (use '(cortex world util body hearing touch vision sense))152 (rlm.rlm-commands/help)153 (import java.awt.image.BufferedImage)154 (import javax.swing.JPanel)155 (import javax.swing.SwingUtilities)156 (import java.awt.Dimension)157 (import javax.swing.JFrame)158 (import java.awt.Dimension)159 (import com.aurellem.capture.RatchetTimer)160 (declare joint-create)161 (use 'clojure.contrib.def)163 (defn load-blender-model164 "Load a .blend file using an asset folder relative path."165 [^String model]166 (.loadModel167 (doto (asset-manager)168 (.registerLoader BlenderModelLoader (into-array String ["blend"])))169 model))171 (defn blender-to-jme172 "Convert from Blender coordinates to JME coordinates"173 [#^Vector3f in]174 (Vector3f. (.getX in)175 (.getZ in)176 (- (.getY in))))178 (defn world-to-local179 "Convert the world coordinates into coordinates relative to the180 object (i.e. local coordinates), taking into account the rotation181 of object."182 [#^Spatial object world-coordinate]183 (.worldToLocal object world-coordinate nil))185 (defn local-to-world186 "Convert the local coordinates into coordinates into world relative187 coordinates"188 [#^Spatial object local-coordinate]189 (.localToWorld object local-coordinate nil))191 (defmulti joint-dispatch192 "Translate blender pseudo-joints into real JME joints."193 (fn [constraints & _]194 (:type constraints)))196 (defmethod joint-dispatch :point197 [constraints control-a control-b pivot-a pivot-b rotation]198 (println-repl "creating POINT2POINT joint")199 ;; bullet's point2point joints are BROKEN, so we must use the200 ;; generic 6DOF joint instead of an actual Point2Point joint!202 ;; should be able to do this:203 (comment204 (Point2PointJoint.205 control-a206 control-b207 pivot-a208 pivot-b))210 ;; but instead we must do this:211 (println-repl "substuting 6DOF joint for POINT2POINT joint!")212 (doto213 (SixDofJoint.214 control-a215 control-b216 pivot-a217 pivot-b218 false)219 (.setLinearLowerLimit Vector3f/ZERO)220 (.setLinearUpperLimit Vector3f/ZERO)221 ;;(.setAngularLowerLimit (Vector3f. 1 1 1))222 ;;(.setAngularUpperLimit (Vector3f. 0 0 0))224 ))227 (defmethod joint-dispatch :hinge228 [constraints control-a control-b pivot-a pivot-b rotation]229 (println-repl "creating HINGE joint")230 (let [axis231 (if-let232 [axis (:axis constraints)]233 axis234 Vector3f/UNIT_X)235 [limit-1 limit-2] (:limit constraints)236 hinge-axis237 (.mult238 rotation239 (blender-to-jme axis))]240 (doto241 (HingeJoint.242 control-a243 control-b244 pivot-a245 pivot-b246 hinge-axis247 hinge-axis)248 (.setLimit limit-1 limit-2))))250 (defmethod joint-dispatch :cone251 [constraints control-a control-b pivot-a pivot-b rotation]252 (let [limit-xz (:limit-xz constraints)253 limit-xy (:limit-xy constraints)254 twist (:twist constraints)]256 (println-repl "creating CONE joint")257 (println-repl rotation)258 (println-repl259 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))260 (println-repl261 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))262 (println-repl263 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))264 (doto265 (ConeJoint.266 control-a267 control-b268 pivot-a269 pivot-b270 rotation271 rotation)272 (.setLimit (float limit-xz)273 (float limit-xy)274 (float twist)))))276 (defn connect277 "here are some examples:278 {:type :point}279 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}280 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)282 {:type :cone :limit-xz 0]283 :limit-xy 0]284 :twist 0]} (use XZY rotation mode in blender!)"285 [#^Node obj-a #^Node obj-b #^Node joint]286 (let [control-a (.getControl obj-a RigidBodyControl)287 control-b (.getControl obj-b RigidBodyControl)288 joint-center (.getWorldTranslation joint)289 joint-rotation (.toRotationMatrix (.getWorldRotation joint))290 pivot-a (world-to-local obj-a joint-center)291 pivot-b (world-to-local obj-b joint-center)]293 (if-let [constraints294 (map-vals295 eval296 (read-string297 (meta-data joint "joint")))]298 ;; A side-effect of creating a joint registers299 ;; it with both physics objects which in turn300 ;; will register the joint with the physics system301 ;; when the simulation is started.302 (do303 (println-repl "creating joint between"304 (.getName obj-a) "and" (.getName obj-b))305 (joint-dispatch constraints306 control-a control-b307 pivot-a pivot-b308 joint-rotation))309 (println-repl "could not find joint meta-data!"))))314 (defn assemble-creature [#^Node pieces joints]315 (dorun316 (map317 (fn [geom]318 (let [physics-control319 (RigidBodyControl.320 (HullCollisionShape.321 (.getMesh geom))322 (if-let [mass (meta-data geom "mass")]323 (do324 (println-repl325 "setting" (.getName geom) "mass to" (float mass))326 (float mass))327 (float 1)))]329 (.addControl geom physics-control)))330 (filter #(isa? (class %) Geometry )331 (node-seq pieces))))332 (dorun333 (map334 (fn [joint]335 (let [[obj-a obj-b] (joint-targets pieces joint)]336 (connect obj-a obj-b joint)))337 joints))338 pieces)340 (declare blender-creature)342 (def hand "Models/creature1/one.blend")344 (def worm "Models/creature1/try-again.blend")346 (def touch "Models/creature1/touch.blend")348 (defn worm-model [] (load-blender-model worm))350 (defn x-ray [#^ColorRGBA color]351 (doto (Material. (asset-manager)352 "Common/MatDefs/Misc/Unshaded.j3md")353 (.setColor "Color" color)354 (-> (.getAdditionalRenderState)355 (.setDepthTest false))))357 (defn colorful []358 (.getChild (worm-model) "worm-21"))360 (import jme3tools.converters.ImageToAwt)362 (import ij.ImagePlus)364 ;; Every Mesh has many triangles, each with its own index.365 ;; Every vertex has its own index as well.367 (defn tactile-sensor-image368 "Return the touch-sensor distribution image in BufferedImage format,369 or nil if it does not exist."370 [#^Geometry obj]371 (if-let [image-path (meta-data obj "touch")]372 (ImageToAwt/convert373 (.getImage374 (.loadTexture375 (asset-manager)376 image-path))377 false false 0)))381 (defn triangle382 "Get the triangle specified by triangle-index from the mesh within383 bounds."384 [#^Mesh mesh triangle-index]385 (let [scratch (Triangle.)]386 (.getTriangle mesh triangle-index scratch)387 scratch))389 (defn triangle-vertex-indices390 "Get the triangle vertex indices of a given triangle from a given391 mesh."392 [#^Mesh mesh triangle-index]393 (let [indices (int-array 3)]394 (.getTriangle mesh triangle-index indices)395 (vec indices)))397 (defn vertex-UV-coord398 "Get the uv-coordinates of the vertex named by vertex-index"399 [#^Mesh mesh vertex-index]400 (let [UV-buffer401 (.getData402 (.getBuffer403 mesh404 VertexBuffer$Type/TexCoord))]405 [(.get UV-buffer (* vertex-index 2))406 (.get UV-buffer (+ 1 (* vertex-index 2)))]))408 (defn triangle-UV-coord409 "Get the uv-cooridnates of the triangle's verticies."410 [#^Mesh mesh width height triangle-index]411 (map (fn [[u v]] (vector (* width u) (* height v)))412 (map (partial vertex-UV-coord mesh)413 (triangle-vertex-indices mesh triangle-index))))415 (defn same-side?416 "Given the points p1 and p2 and the reference point ref, is point p417 on the same side of the line that goes through p1 and p2 as ref is?"418 [p1 p2 ref p]419 (<=420 0421 (.dot422 (.cross (.subtract p2 p1) (.subtract p p1))423 (.cross (.subtract p2 p1) (.subtract ref p1)))))425 (defn triangle-seq [#^Triangle tri]426 [(.get1 tri) (.get2 tri) (.get3 tri)])428 (defn vector3f-seq [#^Vector3f v]429 [(.getX v) (.getY v) (.getZ v)])431 (defn inside-triangle?432 "Is the point inside the triangle?"433 {:author "Dylan Holmes"}434 [#^Triangle tri #^Vector3f p]435 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]436 (and437 (same-side? vert-1 vert-2 vert-3 p)438 (same-side? vert-2 vert-3 vert-1 p)439 (same-side? vert-3 vert-1 vert-2 p))))441 (defn triangle->matrix4f442 "Converts the triangle into a 4x4 matrix: The first three columns443 contain the vertices of the triangle; the last contains the unit444 normal of the triangle. The bottom row is filled with 1s."445 [#^Triangle t]446 (let [mat (Matrix4f.)447 [vert-1 vert-2 vert-3]448 ((comp vec map) #(.get t %) (range 3))449 unit-normal (do (.calculateNormal t)(.getNormal t))450 vertices [vert-1 vert-2 vert-3 unit-normal]]451 (dorun452 (for [row (range 4) col (range 3)]453 (do454 (.set mat col row (.get (vertices row)col))455 (.set mat 3 row 1))))456 mat))458 (defn triangle-transformation459 "Returns the affine transformation that converts each vertex in the460 first triangle into the corresponding vertex in the second461 triangle."462 [#^Triangle tri-1 #^Triangle tri-2]463 (.mult464 (triangle->matrix4f tri-2)465 (.invert (triangle->matrix4f tri-1))))467 (defn point->vector2f [[u v]]468 (Vector2f. u v))470 (defn vector2f->vector3f [v]471 (Vector3f. (.getX v) (.getY v) 0))473 (defn map-triangle [f #^Triangle tri]474 (Triangle.475 (f 0 (.get1 tri))476 (f 1 (.get2 tri))477 (f 2 (.get3 tri))))479 (defn points->triangle480 "Convert a list of points into a triangle."481 [points]482 (apply #(Triangle. %1 %2 %3)483 (map (fn [point]484 (let [point (vec point)]485 (Vector3f. (get point 0 0)486 (get point 1 0)487 (get point 2 0))))488 (take 3 points))))490 (defn convex-bounds491 ;;dylan492 "Returns the smallest square containing the given493 vertices, as a vector of integers [left top width height]."494 ;; "Dimensions of the smallest integer bounding square of the list of495 ;; 2D verticies in the form: [x y width height]."496 [uv-verts]497 (let [xs (map first uv-verts)498 ys (map second uv-verts)499 x0 (Math/floor (apply min xs))500 y0 (Math/floor (apply min ys))501 x1 (Math/ceil (apply max xs))502 y1 (Math/ceil (apply max ys))]503 [x0 y0 (- x1 x0) (- y1 y0)]))505 (defn sensors-in-triangle506 ;;dylan507 "Locate the touch sensors in the triangle, returning a map of their UV and geometry-relative coordinates."508 ;;"Find the locations of the touch sensors within a triangle in both509 ;; UV and gemoetry relative coordinates."510 [image mesh tri-index]511 (let [width (.getWidth image)512 height (.getHeight image)513 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)514 bounds (convex-bounds UV-vertex-coords)516 cutout-triangle (points->triangle UV-vertex-coords)517 UV-sensor-coords518 (filter (comp (partial inside-triangle? cutout-triangle)519 (fn [[u v]] (Vector3f. u v 0)))520 (white-coordinates image bounds))521 UV->geometry (triangle-transformation522 cutout-triangle523 (triangle mesh tri-index))524 geometry-sensor-coords525 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))526 UV-sensor-coords)]527 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))529 (defn-memo locate-feelers530 "Search the geometry's tactile UV image for touch sensors, returning531 their positions in geometry-relative coordinates."532 [#^Geometry geo]533 (let [mesh (.getMesh geo)534 num-triangles (.getTriangleCount mesh)]535 (if-let [image (tactile-sensor-image geo)]536 (map537 (partial sensors-in-triangle image mesh)538 (range num-triangles))539 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))541 (use 'clojure.contrib.def)543 (defn-memo touch-topology [#^Gemoetry geo]544 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))546 (defn-memo feeler-coordinates [#^Geometry geo]547 (vec (map :geometry (locate-feelers geo))))549 (defn enable-touch [#^Geometry geo]550 (let [feeler-coords (feeler-coordinates geo)551 tris (triangles geo)552 limit 0.1553 ;;results (CollisionResults.)554 ]555 (if (empty? (touch-topology geo))556 nil557 (fn [node]558 (let [sensor-origins559 (map560 #(map (partial local-to-world geo) %)561 feeler-coords)562 triangle-normals563 (map (partial get-ray-direction geo)564 tris)565 rays566 (flatten567 (map (fn [origins norm]568 (map #(doto (Ray. % norm)569 (.setLimit limit)) origins))570 sensor-origins triangle-normals))]571 (vector572 (touch-topology geo)573 (vec574 (for [ray rays]575 (do576 (let [results (CollisionResults.)]577 (.collideWith node ray results)578 (let [touch-objects579 (filter #(not (= geo (.getGeometry %)))580 results)]581 (- 255582 (if (empty? touch-objects) 255583 (rem584 (int585 (* 255 (/ (.getDistance586 (first touch-objects)) limit)))587 256))))))))))))))590 (defn touch [#^Node pieces]591 (filter (comp not nil?)592 (map enable-touch593 (filter #(isa? (class %) Geometry)594 (node-seq pieces)))))597 (defn test-eye []598 (.getChild599 (.getChild (worm-model) "eyes")600 "eye"))604 ;; Ears work the same way as vision.606 ;; (hearing creature) will return [init-functions607 ;; sensor-functions]. The init functions each take the world and608 ;; register a SoundProcessor that does foureier transforms on the609 ;; incommong sound data, making it available to each sensor function.611 (defn creature-ears612 "Return the children of the creature's \"ears\" node."613 ;;dylan614 ;;"The ear nodes which are children of the \"ears\" node in the615 ;;creature."616 [#^Node creature]617 (if-let [ear-node (.getChild creature "ears")]618 (seq (.getChildren ear-node))619 (do (println-repl "could not find ears node") [])))622 ;;dylan (defn follow-sense, adjoin-sense, attach-stimuli,623 ;;anchor-qualia, augment-organ, with-organ626 (defn update-listener-velocity627 "Update the listener's velocity every update loop."628 [#^Spatial obj #^Listener lis]629 (let [old-position (atom (.getLocation lis))]630 (.addControl631 obj632 (proxy [AbstractControl] []633 (controlUpdate [tpf]634 (let [new-position (.getLocation lis)]635 (.setVelocity636 lis637 (.mult (.subtract new-position @old-position)638 (float (/ tpf))))639 (reset! old-position new-position)))640 (controlRender [_ _])))))642 (import com.aurellem.capture.audio.AudioSendRenderer)644 (defn attach-ear645 [#^Application world #^Node creature #^Spatial ear continuation]646 (let [target (closest-node creature ear)647 lis (Listener.)648 audio-renderer (.getAudioRenderer world)649 sp (sound-processor continuation)]650 (.setLocation lis (.getWorldTranslation ear))651 (.setRotation lis (.getWorldRotation ear))652 (bind-sense target lis)653 (update-listener-velocity target lis)654 (.addListener audio-renderer lis)655 (.registerSoundProcessor audio-renderer lis sp)))657 (defn enable-hearing658 [#^Node creature #^Spatial ear]659 (let [hearing-data (atom [])]660 [(fn [world]661 (attach-ear world creature ear662 (fn [data]663 (reset! hearing-data (vec data)))))664 [(fn []665 (let [data @hearing-data666 topology667 (vec (map #(vector % 0) (range 0 (count data))))668 scaled-data669 (vec670 (map671 #(rem (int (* 255 (/ (+ 1 %) 2))) 256)672 data))]673 [topology scaled-data]))674 ]]))676 (defn hearing677 [#^Node creature]678 (reduce679 (fn [[init-a senses-a]680 [init-b senses-b]]681 [(conj init-a init-b)682 (into senses-a senses-b)])683 [[][]]684 (for [ear (creature-ears creature)]685 (enable-hearing creature ear))))692 ;; lower level --- nodes693 ;; closest-node "parse/compile-x" -> makes organ, which is spatial, fn pair695 ;; higher level -- organs696 ;;698 ;; higher level --- sense/effector699 ;; these are the functions that provide world i/o, chinese-room style704 (defn blender-creature705 "Return a creature with all joints in place."706 [blender-path]707 (let [model (load-blender-model blender-path)708 joints (creature-joints model)]709 (assemble-creature model joints)))711 (defn gray-scale [num]712 (+ num713 (bit-shift-left num 8)714 (bit-shift-left num 16)))716 (defn debug-touch-window717 "creates function that offers a debug view of sensor data"718 []719 (let [vi (view-image)]720 (fn721 [[coords sensor-data]]722 (let [image (points->image coords)]723 (dorun724 (for [i (range (count coords))]725 (.setRGB image ((coords i) 0) ((coords i) 1)726 (gray-scale (sensor-data i)))))729 (vi image)))))731 (defn debug-vision-window732 "creates function that offers a debug view of sensor data"733 []734 (let [vi (view-image)]735 (fn736 [[coords sensor-data]]737 (let [image (points->image coords)]738 (dorun739 (for [i (range (count coords))]740 (.setRGB image ((coords i) 0) ((coords i) 1)741 (sensor-data i))))742 (vi image)))))744 (defn debug-hearing-window745 "view audio data"746 [height]747 (let [vi (view-image)]748 (fn [[coords sensor-data]]749 (let [image (BufferedImage. (count coords) height750 BufferedImage/TYPE_INT_RGB)]751 (dorun752 (for [x (range (count coords))]753 (dorun754 (for [y (range height)]755 (let [raw-sensor (sensor-data x)]756 (.setRGB image x y (gray-scale raw-sensor)))))))758 (vi image)))))762 ;;(defn test-touch [world creature]767 ;; here's how motor-control/ proprioception will work: Each muscle is768 ;; defined by a 1-D array of numbers (the "motor pool") each of which769 ;; represent muscle fibers. A muscle also has a scalar :strength770 ;; factor which determines how strong the muscle as a whole is.771 ;; The effector function for a muscle takes a number < (count772 ;; motor-pool) and that number is said to "activate" all the muscle773 ;; fibers whose index is lower than the number. Each fiber will apply774 ;; force in proportion to its value in the array. Lower values cause775 ;; less force. The lower values can be put at the "beginning" of the776 ;; 1-D array to simulate the layout of actual human muscles, which are777 ;; capable of more percise movements when exerting less force.779 ;; I don't know how to encode proprioception, so for now, just return780 ;; a function for each joint that returns a triplet of floats which781 ;; represent relative roll, pitch, and yaw. Write display code for782 ;; this though.784 (defn muscle-fiber-values785 "get motor pool strengths"786 [#^BufferedImage image]787 (vec788 (let [width (.getWidth image)]789 (for [x (range width)]790 (- 255791 (bit-and792 0x0000FF793 (.getRGB image x 0)))))))796 (defn creature-muscles797 "Return the children of the creature's \"muscles\" node."798 [#^Node creature]799 (if-let [muscle-node (.getChild creature "muscles")]800 (seq (.getChildren muscle-node))801 (do (println-repl "could not find muscles node") [])))803 (defn single-muscle [#^Node parts #^Node muscle]804 (let [target (closest-node parts muscle)805 axis806 (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y)807 strength (meta-data muscle "strength")808 image-name (read-string (meta-data muscle "muscle"))809 image810 (ImageToAwt/convert811 (.getImage (.loadTexture (asset-manager) image-name))812 false false 0)813 fibers (muscle-fiber-values image)814 fiber-integral (reductions + fibers)815 force-index (vec816 (map817 #(float (* strength (/ % (last818 fiber-integral))))819 fiber-integral))820 control (.getControl target RigidBodyControl)]821 (fn [n]822 (let [pool-index (min n (count fibers))]823 (.applyTorque control (.mult axis (force-index n)))))))826 (defn enable-muscles827 "Must be called on a creature after RigidBodyControls have been828 created."829 [#^Node creature]830 (let [muscles (creature-muscles creature)]831 (for [muscle muscles]832 (single-muscle creature muscle))))834 (defn test-creature [thing]835 (let [x-axis836 (box 1 0.01 0.01 :physical? false :color ColorRGBA/Red)837 y-axis838 (box 0.01 1 0.01 :physical? false :color ColorRGBA/Green)839 z-axis840 (box 0.01 0.01 1 :physical? false :color ColorRGBA/Blue)841 creature (blender-creature thing)842 touch-nerves (touch creature)843 touch-debug-windows (map (fn [_] (debug-touch-window)) touch-nerves)844 [init-vision-fns vision-data] (vision creature)845 vision-debug (map (fn [_] (debug-vision-window)) vision-data)846 me (sphere 0.5 :color ColorRGBA/Blue :physical? false)847 [init-hearing-fns hearing-senses] (hearing creature)848 hearing-windows (map (fn [_] (debug-hearing-window 50))849 hearing-senses)850 bell (AudioNode. (asset-manager)851 "Sounds/pure.wav" false)852 prop (proprioception creature)853 prop-debug (proprioception-debug-window)855 muscle-fns (enable-muscles creature)856 ;; dream858 ]861 (apply862 world863 (with-movement864 (.getChild creature "worm-21")865 ["key-r" "key-t"866 "key-f" "key-g"867 "key-v" "key-b"]868 [10 10 10 10 1 1]869 [(nodify [creature870 (box 10 2 10 :position (Vector3f. 0 -9 0)871 :color ColorRGBA/Gray :mass 0)872 x-axis y-axis z-axis873 me874 ])875 (merge standard-debug-controls876 {"key-return"877 (fn [_ value]878 (if value879 (do880 (println-repl "play-sound")881 (.play bell))))882 "key-h"883 (fn [_ value]884 (if value885 (do886 (println-repl "muscle activating!")887 ((first muscle-fns) 199))))889 })890 (fn [world]891 (light-up-everything world)892 (enable-debug world)893 (dorun (map #(% world) init-vision-fns))894 (dorun (map #(% world) init-hearing-fns))896 (add-eye world897 (attach-eye creature (test-eye))898 (comp (view-image) BufferedImage!))900 (add-eye world (.getCamera world) no-op)901 ;;(set-gravity world (Vector3f. 0 0 0))902 ;;(com.aurellem.capture.Capture/captureVideo903 ;; world (file-str "/home/r/proj/ai-videos/hand"))904 ;;(.setTimer world (RatchetTimer. 60))905 (speed-up world)906 (set-gravity world (Vector3f. 0 0 0))907 )908 (fn [world tpf]909 ;;(dorun910 ;; (map #(%1 %2) touch-nerves (repeat (.getRootNode world))))912 (prop-debug (prop))914 (dorun915 (map #(%1 (%2 (.getRootNode world)))916 touch-debug-windows touch-nerves))918 (dorun919 (map #(%1 (%2))920 vision-debug vision-data))921 (dorun922 (map #(%1 (%2)) hearing-windows hearing-senses))925 ;;(println-repl (vision-data))926 (.setLocalTranslation me (.getLocation (.getCamera world)))929 )]930 ;;(let [timer (atom 0)]931 ;; (fn [_ _]932 ;; (swap! timer inc)933 ;; (if (= (rem @timer 60) 0)934 ;; (println-repl (float (/ @timer 60))))))935 ))))945 ;;; experiments in collisions949 (defn collision-test []950 (let [b-radius 1951 b-position (Vector3f. 0 0 0)952 obj-b (box 1 1 1 :color ColorRGBA/Blue953 :position b-position954 :mass 0)955 node (nodify [obj-b])956 bounds-b957 (doto (Picture.)958 (.setHeight 50)959 (.setWidth 50)960 (.setImage (asset-manager)961 "Models/creature1/hand.png"962 false963 ))965 ;;(Ray. (Vector3f. 0 -5 0) (.normalize (Vector3f. 0 1 0)))967 collisions968 (let [cr (CollisionResults.)]969 (.collideWith node bounds-b cr)970 (println (map #(.getContactPoint %) cr))971 cr)973 ;;collision-points974 ;;(map #(sphere 0.1 :position (.getContactPoint %))975 ;; collisions)977 ;;node (nodify (conj collision-points obj-b))979 sim980 (world node981 {"key-space"982 (fn [_ value]983 (if value984 (let [cr (CollisionResults.)]985 (.collideWith node bounds-b cr)986 (println-repl (map #(.getContactPoint %) cr))987 cr)))}988 no-op989 no-op)991 ]992 sim994 ))997 ;; the camera will stay in its initial position/rotation with relation998 ;; to the spatial.1001 (defn follow-test1002 "show a camera that stays in the same relative position to a blue cube."1003 []1004 (let [camera-pos (Vector3f. 0 30 0)1005 rock (box 1 1 1 :color ColorRGBA/Blue1006 :position (Vector3f. 0 10 0)1007 :mass 301008 )1009 rot (.getWorldRotation rock)1011 table (box 3 1 10 :color ColorRGBA/Gray :mass 01012 :position (Vector3f. 0 -3 0))]1014 (world1015 (nodify [rock table])1016 standard-debug-controls1017 (fn [world]1018 (let1019 [cam (doto (.clone (.getCamera world))1020 (.setLocation camera-pos)1021 (.lookAt Vector3f/ZERO1022 Vector3f/UNIT_X))]1023 (bind-sense rock cam)1025 (.setTimer world (RatchetTimer. 60))1026 (add-eye world cam (comp (view-image) BufferedImage!))1027 (add-eye world (.getCamera world) no-op))1028 )1029 (fn [_ _] (println-repl rot)))))1033 #+end_src1035 #+results: body-11036 : #'cortex.silly/follow-test1039 * COMMENT purgatory1040 #+begin_src clojure1041 (defn bullet-trans []1042 (let [obj-a (sphere 0.5 :color ColorRGBA/Red1043 :position (Vector3f. -10 5 0))1044 obj-b (sphere 0.5 :color ColorRGBA/Blue1045 :position (Vector3f. -10 -5 0)1046 :mass 0)1047 control-a (.getControl obj-a RigidBodyControl)1048 control-b (.getControl obj-b RigidBodyControl)1049 swivel1050 (.toRotationMatrix1051 (doto (Quaternion.)1052 (.fromAngleAxis (/ Math/PI 2)1053 Vector3f/UNIT_X)))]1054 (doto1055 (ConeJoint.1056 control-a control-b1057 (Vector3f. 0 5 0)1058 (Vector3f. 0 -5 0)1059 swivel swivel)1060 (.setLimit (* 0.6 (/ Math/PI 4))1061 (/ Math/PI 4)1062 (* Math/PI 0.8)))1063 (world (nodify1064 [obj-a obj-b])1065 standard-debug-controls1066 enable-debug1067 no-op)))1070 (defn bullet-trans* []1071 (let [obj-a (box 1.5 0.5 0.5 :color ColorRGBA/Red1072 :position (Vector3f. 5 0 0)1073 :mass 90)1074 obj-b (sphere 0.5 :color ColorRGBA/Blue1075 :position (Vector3f. -5 0 0)1076 :mass 0)1077 control-a (.getControl obj-a RigidBodyControl)1078 control-b (.getControl obj-b RigidBodyControl)1079 move-up? (atom nil)1080 move-down? (atom nil)1081 move-left? (atom nil)1082 move-right? (atom nil)1083 roll-left? (atom nil)1084 roll-right? (atom nil)1085 force 1001086 swivel1087 (.toRotationMatrix1088 (doto (Quaternion.)1089 (.fromAngleAxis (/ Math/PI 2)1090 Vector3f/UNIT_X)))1091 x-move1092 (doto (Matrix3f.)1093 (.fromStartEndVectors Vector3f/UNIT_X1094 (.normalize (Vector3f. 1 1 0))))1096 timer (atom 0)]1097 (doto1098 (ConeJoint.1099 control-a control-b1100 (Vector3f. -8 0 0)1101 (Vector3f. 2 0 0)1102 ;;swivel swivel1103 ;;Matrix3f/IDENTITY Matrix3f/IDENTITY1104 x-move Matrix3f/IDENTITY1105 )1106 (.setCollisionBetweenLinkedBodys false)1107 (.setLimit (* 1 (/ Math/PI 4)) ;; twist1108 (* 1 (/ Math/PI 4)) ;; swing span in X-Y plane1109 (* 0 (/ Math/PI 4)))) ;; swing span in Y-Z plane1110 (world (nodify1111 [obj-a obj-b])1112 (merge standard-debug-controls1113 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))1114 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))1115 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))1116 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))1117 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))1118 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})1120 (fn [world]1121 (enable-debug world)1122 (set-gravity world Vector3f/ZERO)1123 )1125 (fn [world _]1127 (if @move-up?1128 (.applyForce control-a1129 (Vector3f. force 0 0)1130 (Vector3f. 0 0 0)))1131 (if @move-down?1132 (.applyForce control-a1133 (Vector3f. (- force) 0 0)1134 (Vector3f. 0 0 0)))1135 (if @move-left?1136 (.applyForce control-a1137 (Vector3f. 0 force 0)1138 (Vector3f. 0 0 0)))1139 (if @move-right?1140 (.applyForce control-a1141 (Vector3f. 0 (- force) 0)1142 (Vector3f. 0 0 0)))1144 (if @roll-left?1145 (.applyForce control-a1146 (Vector3f. 0 0 force)1147 (Vector3f. 0 0 0)))1148 (if @roll-right?1149 (.applyForce control-a1150 (Vector3f. 0 0 (- force))1151 (Vector3f. 0 0 0)))1153 (if (zero? (rem (swap! timer inc) 100))1154 (.attachChild1155 (.getRootNode world)1156 (sphere 0.05 :color ColorRGBA/Yellow1157 :physical? false :position1158 (.getWorldTranslation obj-a)))))1159 )1160 ))1162 (defn transform-trianglesdsd1163 "Transform that converts each vertex in the first triangle1164 into the corresponding vertex in the second triangle."1165 [#^Triangle tri-1 #^Triangle tri-2]1166 (let [in [(.get1 tri-1)1167 (.get2 tri-1)1168 (.get3 tri-1)]1169 out [(.get1 tri-2)1170 (.get2 tri-2)1171 (.get3 tri-2)]]1172 (let [translate (doto (Matrix4f.) (.setTranslation (.negate (in 0))))1173 in* [(.mult translate (in 0))1174 (.mult translate (in 1))1175 (.mult translate (in 2))]1176 final-translation1177 (doto (Matrix4f.)1178 (.setTranslation (out 1)))1180 rotate-11181 (doto (Matrix3f.)1182 (.fromStartEndVectors1183 (.normalize1184 (.subtract1185 (in* 1) (in* 0)))1186 (.normalize1187 (.subtract1188 (out 1) (out 0)))))1189 in** [(.mult rotate-1 (in* 0))1190 (.mult rotate-1 (in* 1))1191 (.mult rotate-1 (in* 2))]1192 scale-factor-11193 (.mult1194 (.normalize1195 (.subtract1196 (out 1)1197 (out 0)))1198 (/ (.length1199 (.subtract (out 1)1200 (out 0)))1201 (.length1202 (.subtract (in** 1)1203 (in** 0)))))1204 scale-1 (doto (Matrix4f.) (.setScale scale-factor-1))1205 in*** [(.mult scale-1 (in** 0))1206 (.mult scale-1 (in** 1))1207 (.mult scale-1 (in** 2))]1213 ]1215 (dorun (map println in))1216 (println)1217 (dorun (map println in*))1218 (println)1219 (dorun (map println in**))1220 (println)1221 (dorun (map println in***))1222 (println)1224 ))))1227 (defn world-setup [joint]1228 (let [joint-position (Vector3f. 0 0 0)1229 joint-rotation1230 (.toRotationMatrix1231 (.mult1232 (doto (Quaternion.)1233 (.fromAngleAxis1234 (* 1 (/ Math/PI 4))1235 (Vector3f. -1 0 0)))1236 (doto (Quaternion.)1237 (.fromAngleAxis1238 (* 1 (/ Math/PI 2))1239 (Vector3f. 0 0 1)))))1240 top-position (.mult joint-rotation (Vector3f. 8 0 0))1242 origin (doto1243 (sphere 0.1 :physical? false :color ColorRGBA/Cyan1244 :position top-position))1245 top (doto1246 (sphere 0.1 :physical? false :color ColorRGBA/Yellow1247 :position top-position)1249 (.addControl1250 (RigidBodyControl.1251 (CapsuleCollisionShape. 0.5 1.5 1) (float 20))))1252 bottom (doto1253 (sphere 0.1 :physical? false :color ColorRGBA/DarkGray1254 :position (Vector3f. 0 0 0))1255 (.addControl1256 (RigidBodyControl.1257 (CapsuleCollisionShape. 0.5 1.5 1) (float 0))))1258 table (box 10 2 10 :position (Vector3f. 0 -20 0)1259 :color ColorRGBA/Gray :mass 0)1260 a (.getControl top RigidBodyControl)1261 b (.getControl bottom RigidBodyControl)]1263 (cond1264 (= joint :cone)1266 (doto (ConeJoint.1267 a b1268 (world-to-local top joint-position)1269 (world-to-local bottom joint-position)1270 joint-rotation1271 joint-rotation1272 )1275 (.setLimit (* (/ 10) Math/PI)1276 (* (/ 4) Math/PI)1277 0)))1278 [origin top bottom table]))1280 (defn test-joint [joint]1281 (let [[origin top bottom floor] (world-setup joint)1282 control (.getControl top RigidBodyControl)1283 move-up? (atom false)1284 move-down? (atom false)1285 move-left? (atom false)1286 move-right? (atom false)1287 roll-left? (atom false)1288 roll-right? (atom false)1289 timer (atom 0)]1291 (world1292 (nodify [top bottom floor origin])1293 (merge standard-debug-controls1294 {"key-r" (fn [_ pressed?] (reset! move-up? pressed?))1295 "key-t" (fn [_ pressed?] (reset! move-down? pressed?))1296 "key-f" (fn [_ pressed?] (reset! move-left? pressed?))1297 "key-g" (fn [_ pressed?] (reset! move-right? pressed?))1298 "key-v" (fn [_ pressed?] (reset! roll-left? pressed?))1299 "key-b" (fn [_ pressed?] (reset! roll-right? pressed?))})1301 (fn [world]1302 (light-up-everything world)1303 (enable-debug world)1304 (set-gravity world (Vector3f. 0 0 0))1305 )1307 (fn [world _]1308 (if (zero? (rem (swap! timer inc) 100))1309 (do1310 ;; (println-repl @timer)1311 (.attachChild (.getRootNode world)1312 (sphere 0.05 :color ColorRGBA/Yellow1313 :position (.getWorldTranslation top)1314 :physical? false))1315 (.attachChild (.getRootNode world)1316 (sphere 0.05 :color ColorRGBA/LightGray1317 :position (.getWorldTranslation bottom)1318 :physical? false))))1320 (if @move-up?1321 (.applyTorque control1322 (.mult (.getPhysicsRotation control)1323 (Vector3f. 0 0 10))))1324 (if @move-down?1325 (.applyTorque control1326 (.mult (.getPhysicsRotation control)1327 (Vector3f. 0 0 -10))))1328 (if @move-left?1329 (.applyTorque control1330 (.mult (.getPhysicsRotation control)1331 (Vector3f. 0 10 0))))1332 (if @move-right?1333 (.applyTorque control1334 (.mult (.getPhysicsRotation control)1335 (Vector3f. 0 -10 0))))1336 (if @roll-left?1337 (.applyTorque control1338 (.mult (.getPhysicsRotation control)1339 (Vector3f. -1 0 0))))1340 (if @roll-right?1341 (.applyTorque control1342 (.mult (.getPhysicsRotation control)1343 (Vector3f. 1 0 0))))))))1347 (defprotocol Frame1348 (frame [this]))1350 (extend-type BufferedImage1351 Frame1352 (frame [image]1353 (merge1354 (apply1355 hash-map1356 (interleave1357 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]1358 (vector x y)))1359 (doall (for [x (range (.getWidth image)) y (range (.getHeight image))]1360 (let [data (.getRGB image x y)]1361 (hash-map :r (bit-shift-right (bit-and 0xff0000 data) 16)1362 :g (bit-shift-right (bit-and 0x00ff00 data) 8)1363 :b (bit-and 0x0000ff data)))))))1364 {:width (.getWidth image) :height (.getHeight image)})))1367 (extend-type ImagePlus1368 Frame1369 (frame [image+]1370 (frame (.getBufferedImage image+))))1373 #+end_src1376 * COMMENT generate source1377 #+begin_src clojure :tangle ../src/cortex/silly.clj1378 <<body-1>>1379 #+end_src