Mercurial > cortex
view org/body.org @ 206:df46a609fed9
removed dead code
author | Robert McIntyre <rlm@mit.edu> |
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date | Thu, 09 Feb 2012 04:21:12 -0700 |
parents | d3a2abfac405 |
children | bb3b75bf1664 |
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1 #+title: Building a Body2 #+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.org9 * Design Constraints11 I use [[www.blender.org/][blender]] to design bodies. The design of the bodies is12 determined by the requirements of the AI that will use them. The13 bodies must be easy for an AI to sense and control, and they must be14 relatively simple for jMonkeyEngine to compute.16 ** Bag of Bones18 How to create such a body? One option I ultimately rejected is to use19 blender's [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Rigging/Armatures][armature]] system. The idea would have been to define a mesh20 which describes the creature's entire body. To this you add an21 (skeleton) which deforms this mesh. This technique is used extensively22 to model humans and create realistic animations. It is hard to use for23 my purposes because it is difficult to update the creature's Physics24 Collision Mesh in tandem with its Geometric Mesh under the influence25 of the armature. Withouth this the creature will not be able to grab26 things in its environment, and it won't be able to tell where its27 physical body is by using its eyes. Also, armatures do not specify28 any rotational limits for a joint, making it hard to model elbows,29 shoulders, etc.31 ** EVE33 Instead of using the human-like "deformable bag of bones" approach, I34 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 held40 together by invisible joint constraints. This is what I mean by41 "eve-like". The main reason that I use eve-style bodies is so that42 there will be correspondence between the AI's vision and the physical43 presence of its body. Each individual section is simulated by a44 separate rigid body that corresponds exactly with its visual45 representation and does not change. Sections are connected by46 invisible joints that are well supported in jMonkyeEngine. Bullet, the47 physics backend for jMonkeyEngine, can efficiently simulate hundreds48 of rigid bodies connected by joints. Sections do not have to stay as49 one piece forever; they can be dynamically replaced with multiple50 sections to simulate splitting in two. This could be used to simulate51 retractable claws or EVE's hands, which could coalece into one object52 in the movie.54 * Solidifying the Body56 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-164 #+begin_src clojure65 (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 (.setLocation73 cam (Vector3f.74 -6.9015837, 8.644911, 5.6043186))75 (.setRotation76 cam77 (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-controls86 (comp87 #(Capture/captureVideo88 % (File. "/home/r/proj/cortex/render/body/1"))89 setup)90 no-op))91 #+end_src94 #+begin_src clojure :results silent95 (.start (cortex.test.body/test-one))96 #+end_src98 #+begin_html99 <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 physical107 presense in the simulation. </p>108 </div>109 #+end_html111 You will notice that the hand has no physical presence -- it's a112 hologram through which everything passes. Therefore, the first thing113 to do is to make it solid. Blender has physics simulation on par with114 jMonkeyEngine (they both use bullet as their physics backend), but it115 can be difficult to translate between the two systems, so for now I116 specify the mass of each object in blender and construct the physics117 shape based on the mesh in jMonkeyEngine.119 #+name: body-1120 #+begin_src clojure121 (defn physical!122 "Iterate through the nodes in creature and make them real physical123 objects in the simulation."124 [#^Node creature]125 (dorun126 (map127 (fn [geom]128 (let [physics-control129 (RigidBodyControl.130 (HullCollisionShape.131 (.getMesh geom))132 (if-let [mass (meta-data geom "mass")]133 (do134 (println-repl135 "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_src143 =(physical!)= iterates through a creature's node structure, creating144 CollisionShapes for each geometry with the mass specified in that145 geometry's meta-data.147 #+name: test-2148 #+begin_src clojure149 (in-ns 'cortex.test.body)151 (def normal-gravity152 {"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 (nodify161 [(doto (hand)162 (physical!))163 (floor)])164 (merge standard-debug-controls normal-gravity)165 (comp166 #(Capture/captureVideo167 % (File. "/home/r/proj/cortex/render/body/2"))168 #(do (set-gravity % Vector3f/ZERO) %)169 setup)170 no-op))171 #+end_src173 #+begin_html174 <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 hold182 it together.</p>183 </div>184 #+end_html186 Now that's some progress.189 * Joints191 Obviously, an AI is not going to be doing much just lying in pieces on192 the floor. So, the next step to making a proper body is to connect193 those pieces together with joints. jMonkeyEngine has a large array of194 joints available via bullet, such as Point2Point, Cone, Hinge, and a195 generic Six Degree of Freedom joint, with or without spring196 restitution.198 Although it should be possible to specify the joints using blender's199 physics system, and then automatically import them with jMonkeyEngine,200 the support isn't there yet, and there are a few problems with bullet201 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 for204 some senses. Each joint is specified by an empty node whose parent205 has the name "joints". Their orientation and meta-data determine what206 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 jMonkeyEngine210 [[../images/hand-screenshot1.png]]212 The empty node in the upper right, highlighted in yellow, is the213 parent node of all the emptys which represent joints. The following214 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 Joints221 #+name: joints-2222 #+begin_src clojure223 (defvar224 ^{:arglists '([creature])}225 joints226 (sense-nodes "joints")227 "Return the children of the creature's \"joints\" node.")228 #+end_src230 The higher order function =(sense-nodes)= from cortex.sense makes our231 first task very easy.233 ** Joint Targets and Orientation235 This technique for finding a joint's targets is very similiar to236 =(cortex.sense/closest-node)=. A small cube, centered around the237 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 coordinates240 in the joint's reference frame. Since the objects must be physical,241 the empty-node itself escapes detection. Because the objects must be242 physical, =(joint-targets)= must be called /after/ =(physical!)= is243 called.245 #+name: joints-3246 #+begin_src clojure247 (defn joint-targets248 "Return the two closest two objects to the joint object, ordered249 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 (.collideWith254 parts255 (BoundingBox. (.getWorldTranslation joint)256 radius radius radius)257 results)258 (let [targets259 (distinct260 (map #(.getGeometry %) results))]261 (if (>= (count targets) 2)262 (sort-by263 #(let [v264 (jme-to-blender265 (.mult266 (.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_src276 ** Generating Joints278 This long chunk of code iterates through all the different ways of279 specifying joints using blender meta-data and converts each one to the280 appropriate jMonkyeEngine joint.282 #+name: joints-4283 #+begin_src clojure284 (defmulti joint-dispatch285 "Translate blender pseudo-joints into real JME joints."286 (fn [constraints & _]287 (:type constraints)))289 (defmethod joint-dispatch :point290 [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 the293 ;; generic 6DOF joint instead of an actual Point2Point joint!295 ;; should be able to do this:296 (comment297 (Point2PointJoint.298 control-a299 control-b300 pivot-a301 pivot-b))303 ;; but instead we must do this:304 (println-repl "substuting 6DOF joint for POINT2POINT joint!")305 (doto306 (SixDofJoint.307 control-a308 control-b309 pivot-a310 pivot-b311 false)312 (.setLinearLowerLimit Vector3f/ZERO)313 (.setLinearUpperLimit Vector3f/ZERO)))315 (defmethod joint-dispatch :hinge316 [constraints control-a control-b pivot-a pivot-b rotation]317 (println-repl "creating HINGE joint")318 (let [axis319 (if-let320 [axis (:axis constraints)]321 axis322 Vector3f/UNIT_X)323 [limit-1 limit-2] (:limit constraints)324 hinge-axis325 (.mult326 rotation327 (blender-to-jme axis))]328 (doto329 (HingeJoint.330 control-a331 control-b332 pivot-a333 pivot-b334 hinge-axis335 hinge-axis)336 (.setLimit limit-1 limit-2))))338 (defmethod joint-dispatch :cone339 [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-repl347 "UNIT_X --> " (.mult rotation (Vector3f. 1 0 0)))348 (println-repl349 "UNIT_Y --> " (.mult rotation (Vector3f. 0 1 0)))350 (println-repl351 "UNIT_Z --> " (.mult rotation (Vector3f. 0 0 1)))352 (doto353 (ConeJoint.354 control-a355 control-b356 pivot-a357 pivot-b358 rotation359 rotation)360 (.setLimit (float limit-xz)361 (float limit-xy)362 (float twist)))))364 (defn connect365 "Create a joint between 'obj-a and 'obj-b at the location of366 '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 [constraints385 (map-vals386 eval387 (read-string388 (meta-data joint "joint")))]389 ;; A side-effect of creating a joint registers390 ;; it with both physics objects which in turn391 ;; will register the joint with the physics system392 ;; when the simulation is started.393 (do394 (println-repl "creating joint between"395 (.getName obj-a) "and" (.getName obj-b))396 (joint-dispatch constraints397 control-a control-b398 pivot-a pivot-b399 joint-rotation))400 (println-repl "could not find joint meta-data!"))))401 #+end_src403 Creating joints is now a matter applying =(connect)= to each joint404 node.406 #+name: joints-5407 #+begin_src clojure408 (defn joints!409 "Connect the solid parts of the creature with physical joints. The410 joints are taken from the \"joints\" node in the creature."411 [#^Node creature]412 (dorun413 (map414 (fn [joint]415 (let [[obj-a obj-b] (joint-targets creature joint)]416 (connect obj-a obj-b joint)))417 (joints creature))))418 #+end_src421 ** Round 3423 Now we can test the hand in all its glory.425 #+name: test-3426 #+begin_src clojure427 (in-ns 'cortex.test.body)429 (def debug-control430 {"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 (nodify436 [(doto (hand)437 (physical!)438 (joints!))439 (floor)])440 (merge standard-debug-controls debug-control441 normal-gravity)442 (comp443 #(Capture/captureVideo444 % (File. "/home/r/proj/cortex/render/body/3"))445 #(do (set-gravity % Vector3f/ZERO) %)446 setup)447 no-op))448 #+end_src450 =(physical!)= makes the hand solid, then =(joints!)= connects each451 piece together.453 #+begin_html454 <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_html465 The joints are visualized as green connections between each segment466 for debug purposes. You can see that they correspond to the empty467 nodes in the blender file.469 * Wrap-Up!471 It is convienent to combine =(physical!)= and =(joints!)= into one472 function that completely creates the creature's physical body.474 #+name: joints-6475 #+begin_src clojure476 (defn body!477 "Endow the creature with a physical body connected with joints. The478 particulars of the joints and the masses of each pody part are479 determined in blender."480 [#^Node creature]481 (physical! creature)482 (joints! creature))483 #+end_src485 * The Worm487 Going forward, I will use a model that is less complicated than the488 hand. It has two segments and one joint, and I call it the worm. All489 of the senses described in the following posts will be applied to this490 worm.492 #+name: test-4493 #+begin_src clojure494 (in-ns 'cortex.test.body)496 (defn worm-1 []497 (let [timer (RatchetTimer. 60)]498 (world499 (nodify500 [(doto501 (load-blender-model502 "Models/test-creature/worm.blend")503 (body!))504 (floor)])505 (merge standard-debug-controls debug-control)506 #(do507 (speed-up %)508 (light-up-everything %)509 (.setTimer % timer)510 (cortex.util/display-dialated-time % timer)511 (Capture/captureVideo512 % (File. "/home/r/proj/cortex/render/body/4")))513 no-op)))514 #+end_src516 #+begin_html517 <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 will525 be grafted.</p>526 </div>527 #+end_html529 * Bookkeeping531 Header; here for completeness.533 #+name: body-header534 #+begin_src clojure535 (ns cortex.body536 "Assemble a physical creature using the definitions found in a537 specially prepared blender file. Creates rigid bodies and joints so538 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 (:import543 (com.jme3.math Vector3f Quaternion Vector2f Matrix3f)544 (com.jme3.bullet.joints545 SixDofJoint Point2PointJoint HingeJoint ConeJoint)546 com.jme3.bullet.control.RigidBodyControl547 com.jme3.collision.CollisionResults548 com.jme3.bounding.BoundingBox549 com.jme3.scene.Node550 com.jme3.scene.Geometry551 com.jme3.bullet.collision.shapes.HullCollisionShape))552 #+end_src554 #+name: test-header555 #+begin_src clojure556 (ns cortex.test.body557 (:use (cortex world util body))558 (:import559 (com.aurellem.capture Capture RatchetTimer)560 (com.jme3.math Quaternion Vector3f ColorRGBA)561 java.io.File))562 #+end_src564 * Source566 Dylan -- I'll fill these in later567 - cortex.body568 - cortex.test.body569 - blender files572 * COMMENT Generate Source573 #+begin_src clojure :tangle ../src/cortex/body.clj574 <<body-header>>575 <<body-1>>576 <<joints-2>>577 <<joints-3>>578 <<joints-4>>579 <<joints-5>>580 <<joints-6>>581 #+end_src583 #+begin_src clojure :tangle ../src/cortex/test/body.clj584 <<test-header>>585 <<test-1>>586 <<test-2>>587 <<test-3>>588 <<test-4>>589 #+end_src