Mercurial > cortex
view org/util.org @ 180:f1b078375484
refactored movement
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Sat, 04 Feb 2012 07:20:12 -0700 |
parents | c33a8e5fe7bc |
children | deac7b708750 |
line wrap: on
line source
1 #+title: Clojure Utilities for jMonkeyEngine32 #+author: Robert McIntyre3 #+email: rlm@mit.edu4 #+description:5 #+keywords: JME3, clojure, import, utilities6 #+SETUPFILE: ../../aurellem/org/setup.org7 #+INCLUDE: ../../aurellem/org/level-0.org9 [TABLE-OF-CONTENTS]11 These are a collection of functions to make programming jMonkeyEngine12 in clojure easier.14 * Imports16 #+name: import17 #+begin_src clojure :results silent18 (ns cortex.import19 (:require swank.util.class-browse))21 (defn permissive-import22 [classname]23 (eval `(try (import '~classname)24 (catch java.lang.Exception e#25 (println "couldn't import " '~classname))))26 classname)28 (defn jme-class? [classname]29 (and30 (.startsWith classname "com.jme3.")31 ;; Don't import the Lwjgl stuff since it can throw exceptions32 ;; upon being loaded.33 (not (re-matches #".*Lwjgl.*" classname))))35 (defn jme-classes36 "returns a list of all jme3 classes"37 []38 (filter39 jme-class?40 (map :name41 swank.util.class-browse/available-classes)))43 (defn mega-import-jme344 "Import ALL the jme classes. For REPL use."45 []46 (doall47 (map (comp permissive-import symbol) (jme-classes))))48 #+end_src50 jMonkeyEngine3 has a plethora of classes which can be overwhelming to51 manage. This code uses reflection to import all of them. Once I'm52 happy with the general structure of a namespace I can deal with53 importing only the classes it actually needs.55 The =mega-import-jme3= is quite usefull for debugging purposes since56 it allows completion for almost all of JME's classes from the REPL.58 Out of curiousity, let's see just how many classes =mega-import-jme3=59 imports:61 #+begin_src clojure :exports both :results output62 (println (clojure.core/count (cortex.import/jme-classes)) "classes")63 #+end_src65 #+results:66 : 955 classes69 * Utilities71 The utilities here come in three main groups:72 - Changing settings in a running =Application=73 - Creating objects74 - Debug Actions75 - Visualizing objects77 *** Changing Settings79 #+name: util80 #+begin_src clojure81 (ns cortex.util82 "Utility functions for making jMonkeyEngine3 easier to program from83 clojure."84 {:author "Robert McIntyre"}85 (:use cortex.world)86 (:use clojure.contrib.def)87 (:import com.jme3.math.Vector3f)88 (:import com.jme3.math.Quaternion)89 (:import com.jme3.asset.TextureKey)90 (:import com.jme3.bullet.control.RigidBodyControl)91 (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape)92 (:import com.jme3.scene.shape.Box)93 (:import com.jme3.scene.Node)94 (:import com.jme3.scene.shape.Sphere)95 (:import com.jme3.light.AmbientLight)96 (:import com.jme3.light.DirectionalLight)97 (:import (com.jme3.math Triangle ColorRGBA))98 (:import com.jme3.bullet.BulletAppState)99 (:import com.jme3.material.Material)100 (:import com.jme3.scene.Geometry)101 (:import java.awt.image.BufferedImage)102 (:import javax.swing.JPanel)103 (:import javax.swing.JFrame)104 (:import javax.swing.SwingUtilities)106 (:import (java.util.logging Level Logger)))108 (defvar println-repl109 (bound-fn [& args] (apply println args))110 "println called from the LWJGL thread will not go to the REPL, but111 instead to whatever terminal started the JVM process. This function112 will always output to the REPL")114 (defn position-camera115 "Change the position of the in-world camera."116 ([world position direction up]117 (doto (.getCamera world)118 (.setLocation )119 (.lookAt direction up)))120 ([world position direction]121 (position-camera122 world position direction Vector3f/UNIT_Y)))124 (defn enable-debug125 "Turn on debug wireframes for every object in this simulation."126 [world]127 (.enableDebug128 (.getPhysicsSpace129 (.getState130 (.getStateManager world)131 BulletAppState))132 (asset-manager)))134 (defn speed-up135 "Increase the dismally slow speed of the world's camera."136 [world]137 (.setMoveSpeed (.getFlyByCamera world)138 (float 60))139 (.setRotationSpeed (.getFlyByCamera world)140 (float 3))141 world)144 (defn no-logging145 "Disable all of jMonkeyEngine's logging."146 []147 (.setLevel (Logger/getLogger "com.jme3") Level/OFF))149 (defn set-accuracy150 "Change the accuracy at which the World's Physics is calculated."151 [world new-accuracy]152 (let [physics-manager153 (.getState154 (.getStateManager world) BulletAppState)]155 (.setAccuracy156 (.getPhysicsSpace physics-manager)157 (float new-accuracy))))160 (defn set-gravity161 "In order to change the gravity of a scene, it is not only necessary162 to set the gravity variable, but to \"tap\" every physics object in163 the scene to reactivate physics calculations."164 [world gravity]165 (traverse166 (fn [geom]167 (if-let168 ;; only set gravity for physical objects.169 [control (.getControl geom RigidBodyControl)]170 (do171 (.setGravity control gravity)172 ;; tappsies!173 (.applyImpulse control Vector3f/ZERO Vector3f/ZERO))))174 (.getRootNode world)))176 (defn add-element177 "Add the Spatial to the world's environment"178 ([world element node]179 (.addAll180 (.getPhysicsSpace181 (.getState182 (.getStateManager world)183 BulletAppState))184 element)185 (.attachChild node element))186 ([world element]187 (add-element world element (.getRootNode world))))189 (defn apply-map190 "Like apply, but works for maps and functions that expect an191 implicit map and nothing else as in (fn [& {}]).192 ------- Example -------193 (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}]194 (println www))195 (apply-map demo {:www \"hello!\"})196 -->\"hello\""197 [fn m]198 (apply fn (reduce #(into %1 %2) [] m)))200 (defn map-vals201 "Transform a map by applying a function to its values,202 keeping the keys the same."203 [f m] (zipmap (keys m) (map f (vals m))))205 (defn runonce206 "Decorator. returns a function which will run only once.207 Inspired by Halloway's version from Lancet."208 {:author "Robert McIntyre"}209 [function]210 (let [sentinel (Object.)211 result (atom sentinel)]212 (fn [& args]213 (locking sentinel214 (if (= @result sentinel)215 (reset! result (apply function args))216 @result)))))219 #+end_src221 #+results: util222 : #'cortex.util/apply-map225 *** Creating Basic Shapes227 #+name: shapes228 #+begin_src clojure :results silent229 (in-ns 'cortex.util)231 (defn load-bullet232 "Runnig this function unpacks the native bullet libraries and makes233 them available."234 []235 (let [sim (world (Node.) {} no-op no-op)]236 (doto sim237 (.enqueue238 (fn []239 (.stop sim)))240 (.start))))243 (defrecord shape-description244 [name245 color246 mass247 friction248 texture249 material250 position251 rotation252 shape253 physical?254 GImpact?255 ])257 (defvar base-shape258 (shape-description.259 "default-shape"260 false261 ;;ColorRGBA/Blue262 1.0 ;; mass263 1.0 ;; friction264 ;; texture265 "Textures/Terrain/BrickWall/BrickWall.jpg"266 ;; material267 "Common/MatDefs/Misc/Unshaded.j3md"268 Vector3f/ZERO269 Quaternion/IDENTITY270 (Box. Vector3f/ZERO 0.5 0.5 0.5)271 true272 false)273 "Basic settings for shapes.")275 (defn make-shape276 [#^shape-description d]277 (let [asset-manager (asset-manager)278 mat (Material. asset-manager (:material d))279 geom (Geometry. (:name d) (:shape d))]280 (if (:texture d)281 (let [key (TextureKey. (:texture d))]282 ;;(.setGenerateMips key true)283 ;;(.setTexture mat "ColorMap" (.loadTexture asset-manager key))284 ))285 (if (:color d) (.setColor mat "Color" (:color d)))286 (.setMaterial geom mat)287 (if-let [rotation (:rotation d)] (.rotate geom rotation))288 (.setLocalTranslation geom (:position d))289 (if (:physical? d)290 (let [physics-control291 (if (:GImpact d)292 ;; Create an accurate mesh collision shape if desired.293 (RigidBodyControl.294 (doto (GImpactCollisionShape.295 (.getMesh geom))296 (.createJmeMesh)297 ;;(.setMargin 0)298 )299 (float (:mass d)))300 ;; otherwise use jme3's default301 (RigidBodyControl. (float (:mass d))))]302 (.addControl geom physics-control)303 ;;(.setSleepingThresholds physics-control (float 0) (float 0))304 (.setFriction physics-control (:friction d))))305 geom))307 (defn box308 ([l w h & {:as options}]309 (let [options (merge base-shape options)]310 (make-shape (assoc options311 :shape (Box. l w h)))))312 ([] (box 0.5 0.5 0.5)))314 (defn sphere315 ([r & {:as options}]316 (let [options (merge base-shape options)]317 (make-shape (assoc options318 :shape (Sphere. 32 32 (float r))))))319 ([] (sphere 0.5)))321 (defn green-x-ray322 "A usefull material for debuging -- it can be seen no matter what323 object occuldes it."324 []325 (doto (Material. (asset-manager)326 "Common/MatDefs/Misc/Unshaded.j3md")327 (.setColor "Color" ColorRGBA/Green)328 (-> (.getAdditionalRenderState)329 (.setDepthTest false))))331 (defn node-seq332 "Take a node and return a seq of all its children333 recursively. There will be no nodes left in the resulting334 structure"335 [#^Node node]336 (tree-seq #(isa? (class %) Node) #(.getChildren %) node))338 (defn nodify339 "Take a sequence of things that can be attached to a node and return340 a node with all of them attached"341 ([name children]342 (let [node (Node. name)]343 (dorun (map #(.attachChild node %) children))344 node))345 ([children] (nodify "" children)))348 #+end_src351 *** Debug Actions352 #+name: debug-actions353 #+begin_src clojure :results silent354 (in-ns 'cortex.util)356 (defn basic-light-setup357 "returns a sequence of lights appropiate for fully lighting a scene"358 []359 (conj360 (doall361 (map362 (fn [direction]363 (doto (DirectionalLight.)364 (.setDirection direction)365 (.setColor ColorRGBA/White)))366 [;; six faces of a cube367 Vector3f/UNIT_X368 Vector3f/UNIT_Y369 Vector3f/UNIT_Z370 (.mult Vector3f/UNIT_X (float -1))371 (.mult Vector3f/UNIT_Y (float -1))372 (.mult Vector3f/UNIT_Z (float -1))]))373 (doto (AmbientLight.)374 (.setColor ColorRGBA/White))))376 (defn light-up-everything377 "Add lights to a world appropiate for quickly seeing everything378 in the scene. Adds six DirectionalLights facing in orthogonal379 directions, and one AmbientLight to provide overall lighting380 coverage."381 [world]382 (dorun383 (map384 #(.addLight (.getRootNode world) %)385 (basic-light-setup))))387 (defn fire-cannon-ball388 "Creates a function that fires a cannon-ball from the current game's389 camera. The cannon-ball will be attached to the node if provided, or390 to the game's RootNode if no node is provided."391 ([node]392 (fn [game value]393 (if (not value)394 (let [camera (.getCamera game)395 cannon-ball396 (sphere 0.7397 :material "Common/MatDefs/Misc/Unshaded.j3md"398 :texture "Textures/PokeCopper.jpg"399 :position400 (.add (.getLocation camera)401 (.mult (.getDirection camera) (float 1)))402 :mass 3)] ;200 0.05403 (.setLinearVelocity404 (.getControl cannon-ball RigidBodyControl)405 (.mult (.getDirection camera) (float 50))) ;50406 (add-element game cannon-ball (if node node (.getRootNode game)))))))407 ([]408 (fire-cannon-ball false)))410 (def standard-debug-controls411 {"key-space" (fire-cannon-ball)})414 (defn tap [obj direction force]415 (let [control (.getControl obj RigidBodyControl)]416 (.applyTorque417 control418 (.mult (.getPhysicsRotation control)419 (.mult (.normalize direction) (float force))))))422 (defn with-movement423 [object424 [up down left right roll-up roll-down :as keyboard]425 forces426 [root-node427 keymap428 intilization429 world-loop]]430 (let [add-keypress431 (fn [state keymap key]432 (merge keymap433 {key434 (fn [_ pressed?]435 (reset! state pressed?))}))436 move-up? (atom false)437 move-down? (atom false)438 move-left? (atom false)439 move-right? (atom false)440 roll-left? (atom false)441 roll-right? (atom false)443 directions [(Vector3f. 0 1 0)(Vector3f. 0 -1 0)444 (Vector3f. 0 0 1)(Vector3f. 0 0 -1)445 (Vector3f. -1 0 0)(Vector3f. 1 0 0)]446 atoms [move-left? move-right? move-up? move-down?447 roll-left? roll-right?]449 keymap* (reduce merge450 (map #(add-keypress %1 keymap %2)451 atoms452 keyboard))454 splice-loop (fn []455 (dorun456 (map457 (fn [sym direction force]458 (if @sym459 (tap object direction force)))460 atoms directions forces)))462 world-loop* (fn [world tpf]463 (world-loop world tpf)464 (splice-loop))]465 [root-node466 keymap*467 intilization468 world-loop*]))472 #+end_src475 *** Viewing Objects477 #+name: world-view478 #+begin_src clojure :results silent479 (in-ns 'cortex.util)481 (defn view-image482 "Initailizes a JPanel on which you may draw a BufferedImage.483 Returns a function that accepts a BufferedImage and draws it to the484 JPanel."485 []486 (let [image487 (atom488 (BufferedImage. 1 1 BufferedImage/TYPE_4BYTE_ABGR))489 panel490 (proxy [JPanel] []491 (paint492 [graphics]493 (proxy-super paintComponent graphics)494 (.drawImage graphics @image 0 0 nil)))495 frame (JFrame. "Display Image")]496 (SwingUtilities/invokeLater497 (fn []498 (doto frame499 (-> (.getContentPane) (.add panel))500 (.pack)501 (.setLocationRelativeTo nil)502 (.setResizable true)503 (.setVisible true))))504 (fn [#^BufferedImage i]505 (reset! image i)506 (.setSize frame (+ 8 (.getWidth i)) (+ 28 (.getHeight i)))507 (.repaint panel 0 0 (.getWidth i) (.getHeight i)))))509 (defprotocol Viewable510 (view [something]))512 (extend-type com.jme3.scene.Geometry513 Viewable514 (view [geo]515 (view (doto (Node.)(.attachChild geo)))))517 (extend-type com.jme3.scene.Node518 Viewable519 (view520 [node]521 (.start522 (world523 node524 {}525 (fn [world]526 (enable-debug world)527 (set-gravity world Vector3f/ZERO)528 (light-up-everything world))529 no-op))))531 (extend-type com.jme3.math.ColorRGBA532 Viewable533 (view534 [color]535 (view (doto (Node.)536 (.attachChild (box 1 1 1 :color color))))))538 (defprotocol Textual539 (text [something]540 "Display a detailed textual analysis of the given object."))542 (extend-type com.jme3.scene.Node543 Textual544 (text [node]545 (println "Total Vertexes: " (.getVertexCount node))546 (println "Total Triangles: " (.getTriangleCount node))547 (println "Controls :")548 (dorun (map #(text (.getControl node %)) (range (.getNumControls node))))549 (println "Has " (.getQuantity node) " Children:")550 (doall (map text (.getChildren node)))))552 (extend-type com.jme3.animation.AnimControl553 Textual554 (text [control]555 (let [animations (.getAnimationNames control)]556 (println "Animation Control with " (count animations) " animation(s):")557 (dorun (map println animations)))))559 (extend-type com.jme3.animation.SkeletonControl560 Textual561 (text [control]562 (println "Skeleton Control with the following skeleton:")563 (println (.getSkeleton control))))565 (extend-type com.jme3.bullet.control.KinematicRagdollControl566 Textual567 (text [control]568 (println "Ragdoll Control")))570 (extend-type com.jme3.scene.Geometry571 Textual572 (text [control]573 (println "...geo...")))575 (extend-type Triangle576 Textual577 (text [t]578 (println "Triangle: " \newline (.get1 t) \newline579 (.get2 t) \newline (.get3 t))))581 #+end_src583 Here I make the =Viewable= protocol and extend it to JME's types. Now584 JME3's =hello-world= can be written as easily as:586 #+begin_src clojure :results silent587 (cortex.util/view (cortex.util/box))588 #+end_src591 * COMMENT code generation592 #+begin_src clojure :tangle ../src/cortex/import.clj593 <<import>>594 #+end_src597 #+begin_src clojure :tangle ../src/cortex/util.clj :noweb yes598 <<util>>599 <<shapes>>600 <<debug-actions>>601 <<world-view>>602 #+end_src