view org/body.org @ 206:df46a609fed9

removed dead code
author Robert McIntyre <rlm@mit.edu>
date Thu, 09 Feb 2012 04:21:12 -0700
parents d3a2abfac405
children bb3b75bf1664
line wrap: on
line source
1 #+title: Building a Body
2 #+author: Robert McIntyre
3 #+email: rlm@mit.edu
4 #+description: Simulating a body (movement, touch, propioception) in jMonkeyEngine3.
5 #+SETUPFILE: ../../aurellem/org/setup.org
6 #+INCLUDE: ../../aurellem/org/level-0.org
9 * Design Constraints
11 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is
12 determined by the requirements of the AI that will use them. The
13 bodies must be easy for an AI to sense and control, and they must be
14 relatively simple for jMonkeyEngine to compute.
16 ** Bag of Bones
18 How to create such a body? One option I ultimately rejected is to use
19 blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea would have been to define a mesh
20 which describes the creature's entire body. To this you add an
21 (skeleton) which deforms this mesh. This technique is used extensively
22 to model humans and create realistic animations. It is hard to use for
23 my purposes because it is difficult to update the creature's Physics
24 Collision Mesh in tandem with its Geometric Mesh under the influence
25 of the armature. Withouth this the creature will not be able to grab
26 things in its environment, and it won't be able to tell where its
27 physical body is by using its eyes. Also, armatures do not specify
28 any rotational limits for a joint, making it hard to model elbows,
29 shoulders, etc.
31 ** EVE
33 Instead of using the human-like "deformable bag of bones" approach, I
34 decided to base my body plans on the robot EVE from the movie wall-E.
36 #+caption: EVE from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one.
37 [[../images/Eve.jpg]]
39 EVE's body is composed of several rigid components that are held
40 together by invisible joint constraints. This is what I mean by
41 "eve-like". The main reason that I use eve-style bodies is so that
42 there will be correspondence between the AI's vision and the physical
43 presence of its body. Each individual section is simulated by a
44 separate rigid body that corresponds exactly with its visual
45 representation and does not change. Sections are connected by
46 invisible joints that are well supported in jMonkyeEngine. Bullet, the
47 physics backend for jMonkeyEngine, can efficiently simulate hundreds
48 of rigid bodies connected by joints. Sections do not have to stay as
49 one piece forever; they can be dynamically replaced with multiple
50 sections to simulate splitting in two. This could be used to simulate
51 retractable claws or EVE's hands, which could coalece into one object
52 in the movie.
54 * Solidifying the Body
56 Here is a hand designed eve-style in blender.
58 #+attr_html: width="755"
59 [[../images/hand-screenshot0.png]]
61 If we load it directly into jMonkeyEngine, we get this:
63 #+name: test-1
64 #+begin_src clojure
65 (def hand-path "Models/test-creature/hand.blend")
67 (defn hand [] (load-blender-model hand-path))
69 (defn setup [world]
70 (let [cam (.getCamera world)]
71 (println-repl cam)
72 (.setLocation
73 cam (Vector3f.
74 -6.9015837, 8.644911, 5.6043186))
75 (.setRotation
76 cam
77 (Quaternion.
78 0.14046453, 0.85894054, -0.34301838, 0.3533118)))
79 (light-up-everything world)
80 (.setTimer world (RatchetTimer. 60))
81 world)
83 (defn test-one []
84 (world (hand)
85 standard-debug-controls
86 (comp
87 #(Capture/captureVideo
88 % (File. "/home/r/proj/cortex/render/body/1"))
89 setup)
90 no-op))
91 #+end_src
94 #+begin_src clojure :results silent
95 (.start (cortex.test.body/test-one))
96 #+end_src
98 #+begin_html
99 <div class="figure">
100 <center>
101 <video controls="controls" width="640">
102 <source src="../video/ghost-hand.ogg" type="video/ogg"
103 preload="none" poster="../images/aurellem-1280x480.png" />
104 </video>
105 </center>
106 <p>The hand model directly loaded from blender. It has no physical
107 presense in the simulation. </p>
108 </div>
109 #+end_html
111 You will notice that the hand has no physical presence -- it's a
112 hologram through which everything passes. Therefore, the first thing
113 to do is to make it solid. Blender has physics simulation on par with
114 jMonkeyEngine (they both use bullet as their physics backend), but it
115 can be difficult to translate between the two systems, so for now I
116 specify the mass of each object in blender and construct the physics
117 shape based on the mesh in jMonkeyEngine.
119 #+name: body-1
120 #+begin_src clojure
121 (defn physical!
122 "Iterate through the nodes in creature and make them real physical
123 objects in the simulation."
124 [#^Node creature]
125 (dorun
126 (map
127 (fn [geom]
128 (let [physics-control
129 (RigidBodyControl.
130 (HullCollisionShape.
131 (.getMesh geom))
132 (if-let [mass (meta-data geom "mass")]
133 (do
134 (println-repl
135 "setting" (.getName geom) "mass to" (float mass))
136 (float mass))
137 (float 1)))]
138 (.addControl geom physics-control)))
139 (filter #(isa? (class %) Geometry )
140 (node-seq creature)))))
141 #+end_src
143 =(physical!)= iterates through a creature's node structure, creating
144 CollisionShapes for each geometry with the mass specified in that
145 geometry's meta-data.
147 #+name: test-2
148 #+begin_src clojure
149 (in-ns 'cortex.test.body)
151 (def normal-gravity
152 {"key-g" (fn [world _]
153 (set-gravity world (Vector3f. 0 -9.81 0)))})
155 (defn floor []
156 (box 10 3 10 :position (Vector3f. 0 -10 0)
157 :color ColorRGBA/Gray :mass 0))
159 (defn test-two []
160 (world (nodify
161 [(doto (hand)
162 (physical!))
163 (floor)])
164 (merge standard-debug-controls normal-gravity)
165 (comp
166 #(Capture/captureVideo
167 % (File. "/home/r/proj/cortex/render/body/2"))
168 #(do (set-gravity % Vector3f/ZERO) %)
169 setup)
170 no-op))
171 #+end_src
173 #+begin_html
174 <div class="figure">
175 <center>
176 <video controls="controls" width="640">
177 <source src="../video/crumbly-hand.ogg" type="video/ogg"
178 preload="none" poster="../images/aurellem-1280x480.png" />
179 </video>
180 </center>
181 <p>The hand now has a physical presence, but there is nothing to hold
182 it together.</p>
183 </div>
184 #+end_html
186 Now that's some progress.
189 * Joints
191 Obviously, an AI is not going to be doing much just lying in pieces on
192 the floor. So, the next step to making a proper body is to connect
193 those pieces together with joints. jMonkeyEngine has a large array of
194 joints available via bullet, such as Point2Point, Cone, Hinge, and a
195 generic Six Degree of Freedom joint, with or without spring
196 restitution.
198 Although it should be possible to specify the joints using blender's
199 physics system, and then automatically import them with jMonkeyEngine,
200 the support isn't there yet, and there are a few problems with bullet
201 itself that need to be solved before it can happen.
203 So, I will use the same system for specifying joints as I will do for
204 some senses. Each joint is specified by an empty node whose parent
205 has the name "joints". Their orientation and meta-data determine what
206 joint is created.
208 #+attr_html: width="755"
209 #+caption: joints hack in blender. Each empty node here will be transformed into a joint in jMonkeyEngine
210 [[../images/hand-screenshot1.png]]
212 The empty node in the upper right, highlighted in yellow, is the
213 parent node of all the emptys which represent joints. The following
214 functions must do three things to translate these into real joints:
216 - Find the children of the "joints" node.
217 - Determine the two spatials the joint it meant to connect.
218 - Create the joint based on the meta-data of the empty node.
220 ** Finding the Joints
221 #+name: joints-2
222 #+begin_src clojure
223 (defvar
224 ^{:arglists '([creature])}
225 joints
226 (sense-nodes "joints")
227 "Return the children of the creature's \"joints\" node.")
228 #+end_src
230 The higher order function =(sense-nodes)= from cortex.sense makes our
231 first task very easy.
233 ** Joint Targets and Orientation
235 This technique for finding a joint's targets is very similiar to
236 =(cortex.sense/closest-node)=. A small cube, centered around the
237 empty-node, grows exponentially until it intersects two /physical/
238 objects. The objects are ordered according to the joint's rotation,
239 with the first one being the object that has more negative coordinates
240 in the joint's reference frame. Since the objects must be physical,
241 the empty-node itself escapes detection. Because the objects must be
242 physical, =(joint-targets)= must be called /after/ =(physical!)= is
243 called.
245 #+name: joints-3
246 #+begin_src clojure
247 (defn joint-targets
248 "Return the two closest two objects to the joint object, ordered
249 from bottom to top according to the joint's rotation."
250 [#^Node parts #^Node joint]
251 (loop [radius (float 0.01)]
252 (let [results (CollisionResults.)]
253 (.collideWith
254 parts
255 (BoundingBox. (.getWorldTranslation joint)
256 radius radius radius)
257 results)
258 (let [targets
259 (distinct
260 (map #(.getGeometry %) results))]
261 (if (>= (count targets) 2)
262 (sort-by
263 #(let [v
264 (jme-to-blender
265 (.mult
266 (.inverse (.getWorldRotation joint))
267 (.subtract (.getWorldTranslation %)
268 (.getWorldTranslation joint))))]
269 (println-repl (.getName %) ":" v)
270 (.dot (Vector3f. 1 1 1)
271 v))
272 (take 2 targets))
273 (recur (float (* radius 2))))))))
274 #+end_src
276 ** Generating Joints
278 This long chunk of code iterates through all the different ways of
279 specifying joints using blender meta-data and converts each one to the
280 appropriate jMonkyeEngine joint.
282 #+name: joints-4
283 #+begin_src clojure
284 (defmulti joint-dispatch
285 "Translate blender pseudo-joints into real JME joints."
286 (fn [constraints & _]
287 (:type constraints)))
289 (defmethod joint-dispatch :point
290 [constraints control-a control-b pivot-a pivot-b rotation]
291 (println-repl "creating POINT2POINT joint")
292 ;; bullet's point2point joints are BROKEN, so we must use the
293 ;; generic 6DOF joint instead of an actual Point2Point joint!
295 ;; should be able to do this:
296 (comment
297 (Point2PointJoint.
298 control-a
299 control-b
300 pivot-a
301 pivot-b))
303 ;; but instead we must do this:
304 (println-repl "substuting 6DOF joint for POINT2POINT joint!")
305 (doto
306 (SixDofJoint.
307 control-a
308 control-b
309 pivot-a
310 pivot-b
311 false)
312 (.setLinearLowerLimit Vector3f/ZERO)
313 (.setLinearUpperLimit Vector3f/ZERO)))
315 (defmethod joint-dispatch :hinge
316 [constraints control-a control-b pivot-a pivot-b rotation]
317 (println-repl "creating HINGE joint")
318 (let [axis
319 (if-let
320 [axis (:axis constraints)]
321 axis
322 Vector3f/UNIT_X)
323 [limit-1 limit-2] (:limit constraints)
324 hinge-axis
325 (.mult
326 rotation
327 (blender-to-jme axis))]
328 (doto
329 (HingeJoint.
330 control-a
331 control-b
332 pivot-a
333 pivot-b
334 hinge-axis
335 hinge-axis)
336 (.setLimit limit-1 limit-2))))
338 (defmethod joint-dispatch :cone
339 [constraints control-a control-b pivot-a pivot-b rotation]
340 (let [limit-xz (:limit-xz constraints)
341 limit-xy (:limit-xy constraints)
342 twist (:twist constraints)]
344 (println-repl "creating CONE joint")
345 (println-repl rotation)
346 (println-repl
347 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))
348 (println-repl
349 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))
350 (println-repl
351 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))
352 (doto
353 (ConeJoint.
354 control-a
355 control-b
356 pivot-a
357 pivot-b
358 rotation
359 rotation)
360 (.setLimit (float limit-xz)
361 (float limit-xy)
362 (float twist)))))
364 (defn connect
365 "Create a joint between 'obj-a and 'obj-b at the location of
366 'joint. The type of joint is determined by the metadata on 'joint.
368 Here are some examples:
369 {:type :point}
370 {:type :hinge :limit [0 (/ Math/PI 2)] :axis (Vector3f. 0 1 0)}
371 (:axis defaults to (Vector3f. 1 0 0) if not provided for hinge joints)
373 {:type :cone :limit-xz 0]
374 :limit-xy 0]
375 :twist 0]} (use XZY rotation mode in blender!)"
376 [#^Node obj-a #^Node obj-b #^Node joint]
377 (let [control-a (.getControl obj-a RigidBodyControl)
378 control-b (.getControl obj-b RigidBodyControl)
379 joint-center (.getWorldTranslation joint)
380 joint-rotation (.toRotationMatrix (.getWorldRotation joint))
381 pivot-a (world-to-local obj-a joint-center)
382 pivot-b (world-to-local obj-b joint-center)]
384 (if-let [constraints
385 (map-vals
386 eval
387 (read-string
388 (meta-data joint "joint")))]
389 ;; A side-effect of creating a joint registers
390 ;; it with both physics objects which in turn
391 ;; will register the joint with the physics system
392 ;; when the simulation is started.
393 (do
394 (println-repl "creating joint between"
395 (.getName obj-a) "and" (.getName obj-b))
396 (joint-dispatch constraints
397 control-a control-b
398 pivot-a pivot-b
399 joint-rotation))
400 (println-repl "could not find joint meta-data!"))))
401 #+end_src
403 Creating joints is now a matter applying =(connect)= to each joint
404 node.
406 #+name: joints-5
407 #+begin_src clojure
408 (defn joints!
409 "Connect the solid parts of the creature with physical joints. The
410 joints are taken from the \"joints\" node in the creature."
411 [#^Node creature]
412 (dorun
413 (map
414 (fn [joint]
415 (let [[obj-a obj-b] (joint-targets creature joint)]
416 (connect obj-a obj-b joint)))
417 (joints creature))))
418 #+end_src
421 ** Round 3
423 Now we can test the hand in all its glory.
425 #+name: test-3
426 #+begin_src clojure
427 (in-ns 'cortex.test.body)
429 (def debug-control
430 {"key-h" (fn [world val]
431 (if val (enable-debug world)))
432 "key-u" (fn [world _] (set-gravity world Vector3f/ZERO))})
434 (defn test-three []
435 (world (nodify
436 [(doto (hand)
437 (physical!)
438 (joints!))
439 (floor)])
440 (merge standard-debug-controls debug-control
441 normal-gravity)
442 (comp
443 #(Capture/captureVideo
444 % (File. "/home/r/proj/cortex/render/body/3"))
445 #(do (set-gravity % Vector3f/ZERO) %)
446 setup)
447 no-op))
448 #+end_src
450 =(physical!)= makes the hand solid, then =(joints!)= connects each
451 piece together.
453 #+begin_html
454 <div class="figure">
455 <center>
456 <video controls="controls" width="640">
457 <source src="../video/full-hand.ogg" type="video/ogg"
458 preload="none" poster="../images/aurellem-1280x480.png" />
459 </video>
460 </center>
461 <p>Now the hand is physical and has joints.</p>
462 </div>
463 #+end_html
465 The joints are visualized as green connections between each segment
466 for debug purposes. You can see that they correspond to the empty
467 nodes in the blender file.
469 * Wrap-Up!
471 It is convienent to combine =(physical!)= and =(joints!)= into one
472 function that completely creates the creature's physical body.
474 #+name: joints-6
475 #+begin_src clojure
476 (defn body!
477 "Endow the creature with a physical body connected with joints. The
478 particulars of the joints and the masses of each pody part are
479 determined in blender."
480 [#^Node creature]
481 (physical! creature)
482 (joints! creature))
483 #+end_src
485 * The Worm
487 Going forward, I will use a model that is less complicated than the
488 hand. It has two segments and one joint, and I call it the worm. All
489 of the senses described in the following posts will be applied to this
490 worm.
492 #+name: test-4
493 #+begin_src clojure
494 (in-ns 'cortex.test.body)
496 (defn worm-1 []
497 (let [timer (RatchetTimer. 60)]
498 (world
499 (nodify
500 [(doto
501 (load-blender-model
502 "Models/test-creature/worm.blend")
503 (body!))
504 (floor)])
505 (merge standard-debug-controls debug-control)
506 #(do
507 (speed-up %)
508 (light-up-everything %)
509 (.setTimer % timer)
510 (cortex.util/display-dialated-time % timer)
511 (Capture/captureVideo
512 % (File. "/home/r/proj/cortex/render/body/4")))
513 no-op)))
514 #+end_src
516 #+begin_html
517 <div class="figure">
518 <center>
519 <video controls="controls" width="640">
520 <source src="../video/worm-1.ogg" type="video/ogg"
521 preload="none" poster="../images/aurellem-1280x480.png" />
522 </video>
523 </center>
524 <p>This worm model will be the platform onto which future senses will
525 be grafted.</p>
526 </div>
527 #+end_html
529 * Bookkeeping
531 Header; here for completeness.
533 #+name: body-header
534 #+begin_src clojure
535 (ns cortex.body
536 "Assemble a physical creature using the definitions found in a
537 specially prepared blender file. Creates rigid bodies and joints so
538 that a creature can have a physical presense in the simulation."
539 {:author "Robert McIntyre"}
540 (:use (cortex world util sense))
541 (:use clojure.contrib.def)
542 (:import
543 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)
544 (com.jme3.bullet.joints
545 SixDofJoint Point2PointJoint HingeJoint ConeJoint)
546 com.jme3.bullet.control.RigidBodyControl
547 com.jme3.collision.CollisionResults
548 com.jme3.bounding.BoundingBox
549 com.jme3.scene.Node
550 com.jme3.scene.Geometry
551 com.jme3.bullet.collision.shapes.HullCollisionShape))
552 #+end_src
554 #+name: test-header
555 #+begin_src clojure
556 (ns cortex.test.body
557 (:use (cortex world util body))
558 (:import
559 (com.aurellem.capture Capture RatchetTimer)
560 (com.jme3.math Quaternion Vector3f ColorRGBA)
561 java.io.File))
562 #+end_src
564 * Source
566 Dylan -- I'll fill these in later
567 - cortex.body
568 - cortex.test.body
569 - blender files
572 * COMMENT Generate Source
573 #+begin_src clojure :tangle ../src/cortex/body.clj
574 <<body-header>>
575 <<body-1>>
576 <<joints-2>>
577 <<joints-3>>
578 <<joints-4>>
579 <<joints-5>>
580 <<joints-6>>
581 #+end_src
583 #+begin_src clojure :tangle ../src/cortex/test/body.clj
584 <<test-header>>
585 <<test-1>>
586 <<test-2>>
587 <<test-3>>
588 <<test-4>>
589 #+end_src