Mercurial > cortex
view org/touch.org @ 226:e5db1d2ff9a8
removed outdated test from touch.org
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sat, 11 Feb 2012 12:53:18 -0700 |
parents | facc2ef3fe5c |
children | 2a7f57e7efdb |
line wrap: on
line source
1 #+title: Simulated Sense of Touch2 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description: Simulated touch for AI research using JMonkeyEngine and clojure.5 #+keywords: simulation, tactile sense, jMonkeyEngine3, clojure6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org9 * Touch11 Touch is critical to navigation and spatial reasoning and as such I12 need a simulated version of it to give to my AI creatures.14 #+name: skin-main15 #+begin_src clojure16 (in-ns 'cortex.touch)18 (defn triangles19 "Return a sequence of all the Triangles which compose a given20 Geometry."21 [#^Geometry geom]22 (let23 [mesh (.getMesh geom)24 triangles (transient [])]25 (dorun26 (for [n (range (.getTriangleCount mesh))]27 (let [tri (Triangle.)]28 (.getTriangle mesh n tri)29 ;; (.calculateNormal tri)30 ;; (.calculateCenter tri)31 (conj! triangles tri))))32 (persistent! triangles)))34 (defn get-ray-origin35 "Return the origin which a Ray would have to have to be in the exact36 center of a particular Triangle in the Geometry in World37 Coordinates."38 [geom tri]39 (let [new (Vector3f.)]40 (.calculateCenter tri)41 (.localToWorld geom (.getCenter tri) new) new))43 (defn get-ray-direction44 "Return the direction which a Ray would have to have to be to point45 normal to the Triangle, in coordinates relative to the center of the46 Triangle."47 [geom tri]48 (let [n+c (Vector3f.)]49 (.calculateNormal tri)50 (.calculateCenter tri)51 (.localToWorld52 geom53 (.add (.getCenter tri) (.getNormal tri)) n+c)54 (.subtract n+c (get-ray-origin geom tri))))56 ;; Every Mesh has many triangles, each with its own index.57 ;; Every vertex has its own index as well.59 (defn tactile-sensor-profile60 "Return the touch-sensor distribution image in BufferedImage format,61 or nil if it does not exist."62 [#^Geometry obj]63 (if-let [image-path (meta-data obj "touch")]64 (load-image image-path)))66 (defn triangle67 "Get the triangle specified by triangle-index from the mesh within68 bounds."69 [#^Mesh mesh triangle-index]70 (let [scratch (Triangle.)]71 (.getTriangle mesh triangle-index scratch)72 scratch))74 (defn triangle-vertex-indices75 "Get the triangle vertex indices of a given triangle from a given76 mesh."77 [#^Mesh mesh triangle-index]78 (let [indices (int-array 3)]79 (.getTriangle mesh triangle-index indices)80 (vec indices)))82 (defn vertex-UV-coord83 "Get the uv-coordinates of the vertex named by vertex-index"84 [#^Mesh mesh vertex-index]85 (let [UV-buffer86 (.getData87 (.getBuffer88 mesh89 VertexBuffer$Type/TexCoord))]90 [(.get UV-buffer (* vertex-index 2))91 (.get UV-buffer (+ 1 (* vertex-index 2)))]))93 (defn triangle-UV-coord94 "Get the uv-cooridnates of the triangle's verticies."95 [#^Mesh mesh width height triangle-index]96 (map (fn [[u v]] (vector (* width u) (* height v)))97 (map (partial vertex-UV-coord mesh)98 (triangle-vertex-indices mesh triangle-index))))100 (defn same-side?101 "Given the points p1 and p2 and the reference point ref, is point p102 on the same side of the line that goes through p1 and p2 as ref is?"103 [p1 p2 ref p]104 (<=105 0106 (.dot107 (.cross (.subtract p2 p1) (.subtract p p1))108 (.cross (.subtract p2 p1) (.subtract ref p1)))))110 (defn triangle-seq [#^Triangle tri]111 [(.get1 tri) (.get2 tri) (.get3 tri)])113 (defn vector3f-seq [#^Vector3f v]114 [(.getX v) (.getY v) (.getZ v)])116 (defn inside-triangle?117 "Is the point inside the triangle?"118 {:author "Dylan Holmes"}119 [#^Triangle tri #^Vector3f p]120 (let [[vert-1 vert-2 vert-3] (triangle-seq tri)]121 (and122 (same-side? vert-1 vert-2 vert-3 p)123 (same-side? vert-2 vert-3 vert-1 p)124 (same-side? vert-3 vert-1 vert-2 p))))126 (defn triangle->matrix4f127 "Converts the triangle into a 4x4 matrix: The first three columns128 contain the vertices of the triangle; the last contains the unit129 normal of the triangle. The bottom row is filled with 1s."130 [#^Triangle t]131 (let [mat (Matrix4f.)132 [vert-1 vert-2 vert-3]133 ((comp vec map) #(.get t %) (range 3))134 unit-normal (do (.calculateNormal t)(.getNormal t))135 vertices [vert-1 vert-2 vert-3 unit-normal]]136 (dorun137 (for [row (range 4) col (range 3)]138 (do139 (.set mat col row (.get (vertices row)col))140 (.set mat 3 row 1))))141 mat))143 (defn triangle-transformation144 "Returns the affine transformation that converts each vertex in the145 first triangle into the corresponding vertex in the second146 triangle."147 [#^Triangle tri-1 #^Triangle tri-2]148 (.mult149 (triangle->matrix4f tri-2)150 (.invert (triangle->matrix4f tri-1))))152 (defn point->vector2f [[u v]]153 (Vector2f. u v))155 (defn vector2f->vector3f [v]156 (Vector3f. (.getX v) (.getY v) 0))158 (defn map-triangle [f #^Triangle tri]159 (Triangle.160 (f 0 (.get1 tri))161 (f 1 (.get2 tri))162 (f 2 (.get3 tri))))164 (defn points->triangle165 "Convert a list of points into a triangle."166 [points]167 (apply #(Triangle. %1 %2 %3)168 (map (fn [point]169 (let [point (vec point)]170 (Vector3f. (get point 0 0)171 (get point 1 0)172 (get point 2 0))))173 (take 3 points))))175 (defn convex-bounds176 "Returns the smallest square containing the given vertices, as a177 vector of integers [left top width height]."178 [uv-verts]179 (let [xs (map first uv-verts)180 ys (map second uv-verts)181 x0 (Math/floor (apply min xs))182 y0 (Math/floor (apply min ys))183 x1 (Math/ceil (apply max xs))184 y1 (Math/ceil (apply max ys))]185 [x0 y0 (- x1 x0) (- y1 y0)]))187 (defn sensors-in-triangle188 "Locate the touch sensors in the triangle, returning a map of their189 UV and geometry-relative coordinates."190 [image mesh tri-index]191 (let [width (.getWidth image)192 height (.getHeight image)193 UV-vertex-coords (triangle-UV-coord mesh width height tri-index)194 bounds (convex-bounds UV-vertex-coords)196 cutout-triangle (points->triangle UV-vertex-coords)197 UV-sensor-coords198 (filter (comp (partial inside-triangle? cutout-triangle)199 (fn [[u v]] (Vector3f. u v 0)))200 (white-coordinates image bounds))201 UV->geometry (triangle-transformation202 cutout-triangle203 (triangle mesh tri-index))204 geometry-sensor-coords205 (map (fn [[u v]] (.mult UV->geometry (Vector3f. u v 0)))206 UV-sensor-coords)]207 {:UV UV-sensor-coords :geometry geometry-sensor-coords}))209 (defn-memo locate-feelers210 "Search the geometry's tactile UV profile for touch sensors,211 returning their positions in geometry-relative coordinates."212 [#^Geometry geo]213 (let [mesh (.getMesh geo)214 num-triangles (.getTriangleCount mesh)]215 (if-let [image (tactile-sensor-profile geo)]216 (map217 (partial sensors-in-triangle image mesh)218 (range num-triangles))219 (repeat (.getTriangleCount mesh) {:UV nil :geometry nil}))))221 (defn-memo touch-topology222 "Return a sequence of vectors of the form [x y] describing the223 \"topology\" of the tactile sensors. Points that are close together224 in the touch-topology are generally close together in the simulation."225 [#^Gemoetry geo]226 (vec (collapse (reduce concat (map :UV (locate-feelers geo))))))228 (defn-memo feeler-coordinates229 "The location of the touch sensors in world-space coordinates."230 [#^Geometry geo]231 (vec (map :geometry (locate-feelers geo))))233 (defn touch-fn234 "Returns a function which returns tactile sensory data when called235 inside a running simulation."236 [#^Geometry geo]237 (let [feeler-coords (feeler-coordinates geo)238 tris (triangles geo)239 limit 0.1240 ;;results (CollisionResults.)241 ]242 (if (empty? (touch-topology geo))243 nil244 (fn [node]245 (let [sensor-origins246 (map247 #(map (partial local-to-world geo) %)248 feeler-coords)249 triangle-normals250 (map (partial get-ray-direction geo)251 tris)252 rays253 (flatten254 (map (fn [origins norm]255 (map #(doto (Ray. % norm)256 (.setLimit limit)) origins))257 sensor-origins triangle-normals))]258 (vector259 (touch-topology geo)260 (vec261 (for [ray rays]262 (do263 (let [results (CollisionResults.)]264 (.collideWith node ray results)265 (let [touch-objects266 (filter #(not (= geo (.getGeometry %)))267 results)]268 (- 255269 (if (empty? touch-objects) 255270 (rem271 (int272 (* 255 (/ (.getDistance273 (first touch-objects)) limit)))274 256))))))))))))))276 (defn touch!277 "Endow the creature with the sense of touch. Returns a sequence of278 functions, one for each body part with a tactile-sensor-proile,279 each of which when called returns sensory data for that body part."280 [#^Node creature]281 (filter282 (comp not nil?)283 (map touch-fn284 (filter #(isa? (class %) Geometry)285 (node-seq creature)))))287 (defn view-touch288 "Creates a function which accepts a list of touch sensor-data and289 displays each element to the screen."290 []291 (view-sense292 (fn293 [[coords sensor-data]]294 (let [image (points->image coords)]295 (dorun296 (for [i (range (count coords))]297 (.setRGB image ((coords i) 0) ((coords i) 1)298 (gray (sensor-data i)))))299 image))))300 #+end_src302 * Headers303 #+begin_src clojure304 (ns cortex.touch305 "Simulate the sense of touch in jMonkeyEngine3. Enables any Geometry306 to be outfitted with touch sensors with density determined by a UV307 image. In this way a Geometry can know what parts of itself are308 touching nearby objects. Reads specially prepared blender files to309 construct this sense automatically."310 {:author "Robert McIntyre"}311 (:use (cortex world util sense))312 (:use clojure.contrib.def)313 (:import (com.jme3.scene Geometry Node Mesh))314 (:import com.jme3.collision.CollisionResults)315 (:import com.jme3.scene.VertexBuffer$Type)316 (:import (com.jme3.math Triangle Vector3f Vector2f Ray Matrix4f)))317 #+end_src319 * COMMENT Code Generation320 #+begin_src clojure :tangle ../src/cortex/touch.clj321 <<skin-main>>322 #+end_src324 #+begin_src clojure :tangle ../src/cortex/test/touch.clj325 #+end_src