rlm@0: #+title: Simulated Senses
rlm@0: #+author: Robert McIntyre
rlm@0: #+email: rlm@mit.edu
rlm@0: #+MATHJAX: align:"left" mathml:t path:"../aurellem/src/MathJax/MathJax.js"
rlm@0: #+STYLE:
rlm@0: #+BABEL: :exports both :noweb yes :cache no :mkdirp yes
rlm@0: #+INCLUDE: ../aurellem/src/templates/level-0.org
rlm@0: #+description: Simulating senses for AI research using JMonkeyEngine3
rlm@0:
rlm@0: * Background
rlm@0: Artificial Intelligence has tried and failed for more than half a
rlm@0: century to produce programs as flexible, creative, and “intelligent”
rlm@0: as the human mind itself. Clearly, we are still missing some important
rlm@0: ideas concerning intelligent programs or we would have strong AI
rlm@0: already. What idea could be missing?
rlm@0:
rlm@0: When Turing first proposed his famous “Turing Test” in the
rlm@0: groundbreaking paper [[./sources/turing.pdf][/Computing Machines and Intelligence/]], he gave
rlm@0: little importance to how a computer program might interact with the
rlm@0: world:
rlm@0:
rlm@0: #+BEGIN_QUOTE
rlm@0: \ldquo{}We need not be too concerned about the legs, eyes, etc. The example of
rlm@0: Miss Helen Keller shows that education can take place provided that
rlm@0: communication in both directions between teacher and pupil can take
rlm@0: place by some means or other.\rdquo{}
rlm@0: #+END_QUOTE
rlm@0:
rlm@0: And from the example of Hellen Keller he went on to assume that the
rlm@0: only thing a fledgling AI program could need by way of communication
rlm@0: is a teletypewriter. But Hellen Keller did possess vision and hearing
rlm@0: for the first few months of her life, and her tactile sense was far
rlm@0: more rich than any text-stream could hope to achieve. She possessed a
rlm@0: body she could move freely, and had continual access to the real world
rlm@0: to learn from her actions.
rlm@0:
rlm@0: I believe that our programs are suffering from too little sensory
rlm@0: input to become really intelligent. Imagine for a moment that you
rlm@0: lived in a world completely cut off form all sensory stimulation. You
rlm@0: have no eyes to see, no ears to hear, no mouth to speak. No body, no
rlm@0: taste, no feeling whatsoever. The only sense you get at all is a
rlm@0: single point of light, flickering on and off in the void. If this was
rlm@0: your life from birth, you would never learn anything, and could never
rlm@0: become intelligent. Actual humans placed in sensory deprivation
rlm@0: chambers experience hallucinations and can begin to loose their sense
rlm@0: of reality in as little as 15 minutes[sensory-deprivation]. Most of
rlm@0: the time, the programs we write are in exactly this situation. They do
rlm@0: not interface with cameras and microphones, and they do not control a
rlm@0: real or simulated body or interact with any sort of world.
rlm@0:
rlm@0:
rlm@0: * Simulation vs. Reality
rlm@0: I want demonstrate that multiple senses are what enable
rlm@0: intelligence. There are two ways of playing around with senses and
rlm@0: computer programs:
rlm@0:
rlm@0: The first is to go entirely with simulation: virtual world, virtual
rlm@0: character, virtual senses. The advantages are that when everything is
rlm@0: a simulation, experiments in that simulation are absolutely
rlm@0: reproducible. It's also easier to change the character and world to
rlm@0: explore new situations and different sensory combinations.
rlm@0:
rlm@0:
rlm@0: ** Issues with Simulation
rlm@0:
rlm@0: If the world is to be simulated on a computer, then not only do you
rlm@0: have to worry about whether the character's senses are rich enough to
rlm@0: learn from the world, but whether the world itself is rendered with
rlm@0: enough detail and realism to give enough working material to the
rlm@0: character's senses. To name just a few difficulties facing modern
rlm@0: physics simulators: destructibility of the environment, simulation of
rlm@0: water/other fluids, large areas, nonrigid bodies, lots of objects,
rlm@0: smoke. I don't know of any computer simulation that would allow a
rlm@0: character to take a rock and grind it into fine dust, then use that
rlm@0: dust to make a clay sculpture, at least not without spending years
rlm@0: calculating the interactions of every single small grain of
rlm@0: dust. Maybe a simulated world with today's limitations doesn't provide
rlm@0: enough richness for real intelligence to evolve.
rlm@0:
rlm@0: ** Issues with Reality
rlm@0:
rlm@0: The other approach for playing with senses is to hook your software up
rlm@0: to real cameras, microphones, robots, etc., and let it loose in the
rlm@0: real world. This has the advantage of eliminating concerns about
rlm@0: simulating the world at the expense of increasing the complexity of
rlm@0: implementing the senses. Instead of just grabbing the current rendered
rlm@0: frame for processing, you have to use an actual camera with real
rlm@0: lenses and interact with photons to get an image. It is much harder to
rlm@0: change the character, which is now partly a physical robot of some
rlm@0: sort, since doing so involves changing things around in the real world
rlm@0: instead of modifying lines of code. While the real world is very rich
rlm@0: and definitely provides enough stimulation for intelligence to develop
rlm@0: as evidenced by our own existence, it is also uncontrollable in the
rlm@0: sense that a particular situation cannot be recreated perfectly or
rlm@0: saved for later use. It is harder to conduct science because it is
rlm@0: harder to repeat an experiment. The worst thing about using the real
rlm@0: world instead of a simulation is the matter of time. Instead of
rlm@0: simulated time you get the constant and unstoppable flow of real
rlm@0: time. This severely limits the sorts of software you can use to
rlm@0: program the AI because all sense inputs must be handled in real
rlm@0: time. Complicated ideas may have to be implemented in hardware or may
rlm@0: simply be impossible given the current speed of our
rlm@0: processors. Contrast this with a simulation, in which the flow of time
rlm@0: in the simulated world can be slowed down to accommodate the
rlm@0: limitations of the character's programming. In terms of cost, doing
rlm@0: everything in software is far cheaper than building custom real-time
rlm@0: hardware. All you need is a laptop and some patience.
rlm@0:
rlm@0: * Choose a Simulation Engine
rlm@0:
rlm@0: Mainly because of issues with controlling the flow of time, I chose to
rlm@0: simulate both the world and the character. I set out to make a minimal
rlm@0: world in which I could embed a character with multiple senses. My main
rlm@0: goal is to make an environment where I can perform further experiments
rlm@0: in simulated senses.
rlm@0:
rlm@0: As Carl Sagan once said, "If you wish to make an apple pie from
rlm@0: scratch, you must first invent the universe.” I examined many
rlm@0: different 3D environments to try and find something I would use as the
rlm@0: base for my simulation; eventually the choice came down to three
rlm@0: engines: the Quake II engine, the Source Engine, and jMonkeyEngine.
rlm@0:
rlm@0: ** Quake II/Jake2
rlm@0:
rlm@0: I spent a bit more than a month working with the Quake II Engine from
rlm@0: ID software to see if I could use it for my purposes. All the source
rlm@0: code was released by ID software into the Public Domain several years
rlm@0: ago, and as a result it has been ported and modified for many
rlm@0: different reasons. This engine was famous for its advanced use of
rlm@0: realistic shading and had decent and fast physics
rlm@0: simulation. Researchers at Princeton [[http://www.nature.com/nature/journal/v461/n7266/pdf/nature08499.pdf][used this code]] to study spatial
rlm@0: information encoding in the hippocampal cells of rats. Those
rlm@0: researchers created a special Quake II level that simulated a maze,
rlm@0: and added an interface where a mouse could run around inside a ball in
rlm@0: various directions to move the character in the simulated maze. They
rlm@0: measured hippocampal activity during this exercise to try and tease
rlm@0: out the method in which spatial data was stored in that area of the
rlm@0: brain. I find this promising because if a real living rat can interact
rlm@0: with a computer simulation of a maze in the same way as it interacts
rlm@0: with a real-world maze, then maybe that simulation is close enough to
rlm@0: reality that a simulated sense of vision and motor control interacting
rlm@0: with that simulation could reveal useful information about the real
rlm@0: thing. It happens that there is a Java port of the original C source
rlm@0: code called Jake2. The port demonstrates Java's OpenGL bindings and
rlm@0: runs anywhere from 90% to 105% as fast as the C version. After
rlm@0: reviewing much of the source of Jake2, I eventually rejected it
rlm@0: because the engine is too tied to the concept of a first-person
rlm@0: shooter game. One of the problems I had was that there does not seem
rlm@0: to be any easy way to attach multiple cameras to a single
rlm@0: character. There are also several physics clipping issues that are
rlm@0: corrected in a way that only applies to the main character and does
rlm@0: not apply to arbitrary objects. While there is a large community of
rlm@0: level modders, I couldn't find a community to support using the engine
rlm@0: to make new things.
rlm@0:
rlm@0: ** Source Engine
rlm@0:
rlm@0: The Source Engine evolved from the Quake II and Quake I engines and is
rlm@0: used by Valve in the Half-Life series of games. The physics simulation
rlm@0: in the Source Engine is quite accurate and probably the best out of
rlm@0: all the engines I investigated. There is also an extensive community
rlm@0: actively working with the engine. However, applications that use the
rlm@0: Source Engine must be written in C++, the code is not open, it only
rlm@0: runs on Windows, and the tools that come with the SDK to handle models
rlm@0: and textures are complicated and awkward to use.
rlm@0:
rlm@0: ** jMonkeyEngine
rlm@0:
rlm@0: jMonkeyEngine is a new library for creating games in Java. It uses
rlm@0: OpenGL to render to the screen and uses screengraphs to avoid drawing
rlm@0: things that do not appear on the screen. It has an active community
rlm@0: and several games in the pipeline. The engine was not built to serve
rlm@0: any particular game but is instead meant to be used for any 3D
rlm@0: game. After experimenting with each of these three engines and a few
rlm@0: others for about 2 months I settled on jMonkeyEngine. I chose it
rlm@0: because it had the most features out of all the open projects I looked
rlm@0: at, and because I could then write my code in Clojure, an
rlm@0: implementation of LISP that runs on the JVM.
rlm@0:
rlm@0: * Setup
rlm@0:
rlm@0: First, I checked out the source to jMonkeyEngine:
rlm@0:
rlm@0: #+srcname: checkout
rlm@0: #+begin_src sh :results verbatim
rlm@0: svn checkout http://jmonkeyengine.googlecode.com/svn/trunk/engine jme3
rlm@0: #+end_src
rlm@0:
rlm@0: #+results: checkout
rlm@0: : Checked out revision 7975.
rlm@0:
rlm@0:
rlm@0: Building jMonkeyEngine is easy enough:
rlm@0:
rlm@0: #+srcname: build
rlm@0: #+begin_src sh :results verbatim
rlm@0: cd jme3
rlm@0: ant jar | tail -n 2
rlm@0: #+end_src
rlm@0:
rlm@0: #+results: build
rlm@0: : BUILD SUCCESSFUL
rlm@0: : Total time: 15 seconds
rlm@0:
rlm@0:
rlm@0: Also build the javadoc:
rlm@0:
rlm@0: #+srcname: javadoc
rlm@0: #+begin_src sh :results verbatim
rlm@0: cd jme3
rlm@0: ant javadoc | tail -n 2
rlm@0: #+end_src
rlm@0:
rlm@0: #+results: javadoc
rlm@0: : BUILD SUCCESSFUL
rlm@0: : Total time: 12 seconds
rlm@0:
rlm@0: Now, move the jars from the compilation into the project's lib folder.
rlm@0:
rlm@0: #+srcname: move-jars
rlm@0: #+begin_src sh :results verbatim
rlm@0: mkdir -p lib
rlm@0: mkdir -p src
rlm@0: cp jme3/dist/jMonkeyEngine3.jar lib/
rlm@0: cp jme3/dist/lib/* lib/
rlm@0: ls lib
rlm@0: #+end_src
rlm@0:
rlm@0: #+results: move-jars
rlm@0: #+begin_example
rlm@0: eventbus-1.4.jar
rlm@0: jbullet.jar
rlm@0: jheora-jst-debug-0.6.0.jar
rlm@0: jinput.jar
rlm@0: jME3-jbullet.jar
rlm@0: jME3-lwjgl-natives.jar
rlm@0: jME3-testdata.jar
rlm@0: jME3-test.jar
rlm@0: jMonkeyEngine3.jar
rlm@0: j-ogg-oggd.jar
rlm@0: j-ogg-vorbisd.jar
rlm@0: lwjgl.jar
rlm@0: nifty-1.3.jar
rlm@0: nifty-default-controls-1.3.jar
rlm@0: nifty-examples-1.3.jar
rlm@0: nifty-lwjgl-renderer-1.3.jar
rlm@0: nifty-openal-soundsystem-1.0.jar
rlm@0: nifty-style-black-1.3.jar
rlm@0: nifty-style-grey-1.0.jar
rlm@0: noise-0.0.1-SNAPSHOT.jar
rlm@0: stack-alloc.jar
rlm@0: vecmath.jar
rlm@0: xmlpull-xpp3-1.1.4c.jar
rlm@0: #+end_example
rlm@0:
rlm@0: It's good to create a =assets= directory in the style that the
rlm@0: =AssetManager= will like.
rlm@0:
rlm@0: #+srcname: create-assets
rlm@0: #+begin_src sh :results verbatim
rlm@0: mkdir -p assets
rlm@0: mkdir -p assets/Interface
rlm@0: mkdir -p assets/Materials
rlm@0: mkdir -p assets/MatDefs
rlm@0: mkdir -p assets/Models
rlm@0: mkdir -p assets/Scenes
rlm@0: mkdir -p assets/Shaders
rlm@0: mkdir -p assets/Sounds
rlm@0: mkdir -p assets/Textures
rlm@0: tree -L 1 assets
rlm@0: #+end_src
rlm@0:
rlm@0: #+results: create-assets
rlm@0: #+begin_example
rlm@0: assets
rlm@0: |-- Interface
rlm@0: |-- MatDefs
rlm@0: |-- Materials
rlm@0: |-- Models
rlm@0: |-- Scenes
rlm@0: |-- Shaders
rlm@0: |-- Sounds
rlm@0: `-- Textures
rlm@0:
rlm@0: 8 directories, 0 files
rlm@0: #+end_example
rlm@0:
rlm@0:
rlm@0: The java classpath should have all the jars contained in the =lib=
rlm@0: directory as well as the src directory.
rlm@0:
rlm@0: For example, here is the file I use to run my REPL for clojure.
rlm@0:
rlm@0: #+include: "~/swank-all" src sh :exports code
rlm@0:
rlm@0: The important thing here is that =cortex/lib/*=, =cortex/src=, and
rlm@0: =cortex/assets= appear on the classpath. (=cortex= is the base
rlm@0: directory of this project.)
rlm@0:
rlm@0: #+srcname: pwd
rlm@0: #+begin_src sh
rlm@0: pwd
rlm@0: #+end_src
rlm@0:
rlm@0: #+results: pwd
rlm@0: : /home/r/cortex
rlm@0:
rlm@0:
rlm@0: * Simulation Base
rlm@0:
rlm@0: ** Imports
rlm@0: First, I'll import jme core classes.
rlm@0: #+srcname: import
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns cortex.import
rlm@0: (:require swank.util.class-browse))
rlm@0:
rlm@0: (defn import-jme3 []
rlm@0: (import '[com.jme3.system AppSettings JmeSystem])
rlm@0: (import '[com.jme3.app Application SimpleApplication])
rlm@0: (import 'com.jme3.material.Material)
rlm@0: (import '[com.jme3.math Vector3f ColorRGBA Quaternion Transform])
rlm@0: (import '[com.jme3.scene Node Geometry])
rlm@0: (import '[com.jme3.scene.shape Box Sphere Sphere$TextureMode])
rlm@0: (import 'com.jme3.font.BitmapText)
rlm@0: (import '[com.jme3.input KeyInput InputManager])
rlm@0: (import '[com.jme3.input.controls
rlm@0: ActionListener AnalogListener KeyTrigger MouseButtonTrigger])
rlm@0: (import '[com.jme3.asset AssetManager DesktopAssetManager] )
rlm@0: (import '[com.jme3.asset.plugins HttpZipLocator ZipLocator])
rlm@0: (import '[com.jme3.light PointLight DirectionalLight])
rlm@0: (import '[com.jme3.animation AnimControl Skeleton Bone])
rlm@0: (import '[com.jme3.bullet.collision.shapes
rlm@0: MeshCollisionShape SphereCollisionShape BoxCollisionShape])
rlm@0: (import 'com.jme3.renderer.queue.RenderQueue$ShadowMode)
rlm@0: (import 'jme3test.TestChooser)
rlm@0: (import '[com.jme3.bullet PhysicsTickListener PhysicsSpace])
rlm@0: (import '[com.jme3.bullet.joints SixDofJoint HingeJoint
rlm@0: SliderJoint Point2PointJoint ConeJoint]))
rlm@0:
rlm@0:
rlm@0: (defmacro permissive-import* [class-symbol]
rlm@0: `(try
rlm@0: (import ~class-symbol)
rlm@0: (catch Exception e#
rlm@0: (println "can't import " ~class-symbol))))
rlm@0:
rlm@0: (defn permissive-import [class-symbol]
rlm@0: (eval (list 'cortex.import/permissive-import* class-symbol)))
rlm@0:
rlm@0: (defn selection-import [selection-fn]
rlm@0: (dorun
rlm@0: (map (comp permissive-import symbol)
rlm@0: (filter selection-fn
rlm@0: (map :name
rlm@0: swank.util.class-browse/available-classes)))))
rlm@0:
rlm@0: (defn mega-import-jme3
rlm@0: "ALL the jme classes. For REPL use."
rlm@0: []
rlm@0: (selection-import
rlm@0: #(and
rlm@0: (.startsWith % "com.jme3.")
rlm@0: ;; Don't import the Lwjgl stuff since it can throw exceptions
rlm@0: ;; upon being loaded.
rlm@0: (not (re-matches #".*Lwjgl.*" %)))))
rlm@0: #+end_src
rlm@0:
rlm@0: The =mega-import-jme3= is quite usefull for debugging purposes since
rlm@0: it allows completion for almost all of JME's classes
rlm@0:
rlm@0: ** Simplification
rlm@0: *** World
rlm@0:
rlm@0: It is comvienent to wrap the JME elements that deal with creating a
rlm@0: world, creation of basic objects, and Keyboard input with a nicer
rlm@0: interface (at least for my purposes).
rlm@0:
rlm@0: #+srcname: world-inputs
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns cortex.world)
rlm@0: (require 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0:
rlm@0: (defvar *app-settings*
rlm@0: (doto (AppSettings. true)
rlm@0: (.setFullscreen false)
rlm@0: (.setTitle "Aurellem.")
rlm@0: ;; disable 32 bit stuff for now
rlm@0: ;;(.setAudioRenderer "Send")
rlm@0: )
rlm@0: "These settings control how the game is displayed on the screen for
rlm@0: debugging purposes. Use binding forms to change this if desired.
rlm@0: Full-screen mode does not work on some computers.")
rlm@0:
rlm@0: (defn asset-manager
rlm@0: "returns a new, configured assetManager" []
rlm@0: (JmeSystem/newAssetManager
rlm@0: (.getResource
rlm@0: (.getContextClassLoader (Thread/currentThread))
rlm@0: "com/jme3/asset/Desktop.cfg")))
rlm@0:
rlm@0: (defmacro no-exceptions
rlm@0: "Sweet relief like I never knew."
rlm@0: [& forms]
rlm@0: `(try ~@forms (catch Exception e# (.printStackTrace e#))))
rlm@0:
rlm@0: (defn thread-exception-removal []
rlm@0: (println "removing exceptions from " (Thread/currentThread))
rlm@0: (.setUncaughtExceptionHandler
rlm@0: (Thread/currentThread)
rlm@0: (proxy [Thread$UncaughtExceptionHandler] []
rlm@0: (uncaughtException
rlm@0: [thread thrown]
rlm@0: (println "uncaught-exception thrown in " thread)
rlm@0: (println (.getMessage thrown))))))
rlm@0:
rlm@0: (def println-repl (bound-fn [& args] (apply println args)))
rlm@0:
rlm@0: (use '[pokemon [lpsolve :only [constant-map]]])
rlm@0:
rlm@0: (defn no-op [& _])
rlm@0:
rlm@0: (defn all-keys
rlm@0: "Construct a map of strings representing all the manual inputs from
rlm@0: either the keyboard or mouse."
rlm@0: []
rlm@0: (let [inputs (constant-map KeyInput)]
rlm@0: (assoc
rlm@0: (zipmap (map (fn [field]
rlm@0: (.toLowerCase (re-gsub #"_" "-" field))) (vals inputs))
rlm@0: (map (fn [val] (KeyTrigger. val)) (keys inputs)))
rlm@0: ;;explicitly add mouse controls
rlm@0: "mouse-left" (MouseButtonTrigger. 0)
rlm@0: "mouse-middle" (MouseButtonTrigger. 2)
rlm@0: "mouse-right" (MouseButtonTrigger. 1))))
rlm@0:
rlm@0: (defn initialize-inputs
rlm@0: "more java-interop cruft to establish keybindings for a particular virtual world"
rlm@0: [game input-manager key-map]
rlm@0: (doall (map (fn [[name trigger]]
rlm@0: (.addMapping ^InputManager input-manager
rlm@0: name (into-array (class trigger) [trigger]))) key-map))
rlm@0: (doall (map (fn [name]
rlm@0: (.addListener ^InputManager input-manager game
rlm@0: (into-array String [name]))) (keys key-map))))
rlm@0:
rlm@0: #+end_src
rlm@0:
rlm@0: These functions are all for debug controlling of the world through
rlm@0: keyboard and mouse.
rlm@0:
rlm@0: We reuse =constant-map= from =pokemon.lpsolve= to get the numerical
rlm@0: values for all the keys defined in the =KeyInput= class. The
rlm@0: documentation for =constant-map= is:
rlm@0:
rlm@0: #+begin_src clojure :results output
rlm@0: (doc pokemon.lpsolve/constant-map)
rlm@0: #+end_src
rlm@0:
rlm@0: #+results:
rlm@0: : -------------------------
rlm@0: : pokemon.lpsolve/constant-map
rlm@0: : ([class])
rlm@0: : Takes a class and creates a map of the static constant integer
rlm@0: : fields with their names. This helps with C wrappers where they have
rlm@0: : just defined a bunch of integer constants instead of enums
rlm@0:
rlm@0:
rlm@0: Then, =all-keys= converts the constant names like =KEY_J= to the more
rlm@0: clojure-like =key-j=, and returns a map from these keys to
rlm@0: jMonkeyEngine KeyTrigger objects, the use of which will soon become
rlm@0: apparent. =all-keys= also adds the three mouse button controls to the
rlm@0: map.
rlm@0:
rlm@0: #+srcname: world
rlm@0: #+begin_src clojure :results silent
rlm@0: (in-ns 'cortex.world)
rlm@0:
rlm@0: (defn traverse
rlm@0: "apply f to every non-node, deeply"
rlm@0: [f node]
rlm@0: (if (isa? (class node) Node)
rlm@0: (dorun (map (partial traverse f) (.getChildren node)))
rlm@0: (f node)))
rlm@0:
rlm@0: (def gravity (Vector3f. 0 -9.81 0))
rlm@0:
rlm@0: (defn world
rlm@0: [root-node key-map setup-fn update-fn]
rlm@0: (let [physics-manager (BulletAppState.)
rlm@0: shadow-renderer (BasicShadowRenderer. (asset-manager) (int 256))
rlm@0: ;;maybe use a better shadow renderer someday!
rlm@0: ;;shadow-renderer (PssmShadowRenderer. (asset-manager) 256 1)
rlm@0: ]
rlm@0: (doto
rlm@0: (proxy [SimpleApplication ActionListener] []
rlm@0: (simpleInitApp
rlm@0: []
rlm@0: (no-exceptions
rlm@0: (.setTimer this (IsoTimer. 60))
rlm@0: ;; Create key-map.
rlm@0: (.setFrustumFar (.getCamera this) 300)
rlm@0: (initialize-inputs this (.getInputManager this) (all-keys))
rlm@0: ;; Don't take control of the mouse
rlm@0: (org.lwjgl.input.Mouse/setGrabbed false)
rlm@0: ;; add all objects to the world
rlm@0: (.attachChild (.getRootNode this) root-node)
rlm@0: ;; enable physics
rlm@0: ;; add a physics manager
rlm@0: (.attach (.getStateManager this) physics-manager)
rlm@0: (.setGravity (.getPhysicsSpace physics-manager) gravity)
rlm@0:
rlm@0:
rlm@0: ;; go through every object and add it to the physics manager
rlm@0: ;; if relavant.
rlm@0: (traverse (fn [geom]
rlm@0: (dorun
rlm@0: (for [n (range (.getNumControls geom))]
rlm@0: (do
rlm@0: (println-repl "adding control " (.getControl geom n))
rlm@0: (.add (.getPhysicsSpace physics-manager)
rlm@0: (.getControl geom n))))))
rlm@0: (.getRootNode this))
rlm@0: ;;(.addAll (.getPhysicsSpace physics-manager) (.getRootNode this))
rlm@0:
rlm@0: (setup-fn this)
rlm@0: (.setDirection shadow-renderer
rlm@0: (.normalizeLocal (Vector3f. -1 -1 -1)))
rlm@0: (.addProcessor (.getViewPort this) shadow-renderer)
rlm@0: (.setShadowMode (.getRootNode this) RenderQueue$ShadowMode/Off)
rlm@0: ))
rlm@0: (simpleUpdate
rlm@0: [tpf]
rlm@0: (no-exceptions
rlm@0: (update-fn this tpf)))
rlm@0: (onAction
rlm@0: [binding value tpf]
rlm@0: ;; whenever a key is pressed, call the function returned from
rlm@0: ;; key-map.
rlm@0: (no-exceptions
rlm@0: (if-let [react (key-map binding)]
rlm@0: (react this value)))))
rlm@0: ;; don't show a menu to change options.
rlm@0:
rlm@0: (.setShowSettings false)
rlm@0: (.setPauseOnLostFocus false)
rlm@0: (.setSettings *app-settings*))))
rlm@0:
rlm@0: (defn apply-map
rlm@0: "Like apply, but works for maps and functions that expect an implicit map
rlm@0: and nothing else as in (fn [& {}]).
rlm@0: ------- Example -------
rlm@0: (defn jjj [& {:keys [www] :or {www \"oph yeah\"} :as env}] (println www))
rlm@0: (apply-map jjj {:www \"whatever\"})
rlm@0: -->\"whatever\""
rlm@0: [fn m]
rlm@0: (apply fn (reduce #(into %1 %2) [] m)))
rlm@0:
rlm@0: #+end_src
rlm@0:
rlm@0:
rlm@0: =world= is the most important function here.
rlm@0: *** TODO more documentation
rlm@0:
rlm@0: #+srcname: world-shapes
rlm@0: #+begin_src clojure :results silent
rlm@0: (in-ns 'cortex.world)
rlm@0: (defrecord shape-description
rlm@0: [name
rlm@0: color
rlm@0: mass
rlm@0: friction
rlm@0: texture
rlm@0: material
rlm@0: position
rlm@0: rotation
rlm@0: shape
rlm@0: physical?])
rlm@0:
rlm@0: (def base-shape
rlm@0: (shape-description.
rlm@0: "default-shape"
rlm@0: false
rlm@0: ;;ColorRGBA/Blue
rlm@0: 1.0 ;; mass
rlm@0: 1.0 ;; friction
rlm@0: ;; texture
rlm@0: "Textures/Terrain/BrickWall/BrickWall.jpg"
rlm@0: ;; material
rlm@0: "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: Vector3f/ZERO
rlm@0: Quaternion/IDENTITY
rlm@0: (Box. Vector3f/ZERO 0.5 0.5 0.5)
rlm@0: true))
rlm@0:
rlm@0: (defn make-shape
rlm@0: [#^shape-description d]
rlm@0: (let [mat (Material. (asset-manager) (:material d))
rlm@0: geom (Geometry. (:name d) (:shape d))]
rlm@0: (if (:texture d)
rlm@0: (let [key (TextureKey. (:texture d))]
rlm@0: (.setGenerateMips key true)
rlm@0: (.setTexture mat "ColorMap" (.loadTexture (asset-manager) key))))
rlm@0: (if (:color d) (.setColor mat "Color" (:color d)))
rlm@0: (.setMaterial geom mat)
rlm@0: (if-let [rotation (:rotation d)] (.rotate geom rotation))
rlm@0: (.setLocalTranslation geom (:position d))
rlm@0: (if (:physical? d)
rlm@0: (let [impact-shape (doto (GImpactCollisionShape. (.getMesh geom)) (.setMargin 0))
rlm@0: physics-control (RigidBodyControl.
rlm@0: impact-shape
rlm@0: (float (:mass d)))]
rlm@0: (.createJmeMesh impact-shape)
rlm@0: (.addControl geom physics-control)
rlm@0: ;;(.setSleepingThresholds physics-control (float 0) (float 0))
rlm@0: (.setFriction physics-control (:friction d))))
rlm@0: ;;the default is to keep this node in the physics engine forever.
rlm@0: ;;these commands must come after the control is added to the geometry.
rlm@0: ;;
rlm@0: geom))
rlm@0:
rlm@0: (defn box
rlm@0: ([l w h & {:as options}]
rlm@0: (let [options (merge base-shape options)]
rlm@0: (make-shape (assoc options
rlm@0: :shape (Box. l w h)))))
rlm@0: ([] (box 0.5 0.5 0.5)))
rlm@0:
rlm@0: (defn sphere
rlm@0: ([r & {:as options}]
rlm@0: (let [options (merge base-shape options)]
rlm@0: (make-shape (assoc options
rlm@0: :shape (Sphere. 32 32 (float r))))))
rlm@0: ([] (sphere 0.5)))
rlm@0:
rlm@0: (defn add-element [game node]
rlm@0: (.addAll
rlm@0: (.getPhysicsSpace
rlm@0: (.getState
rlm@0: (.getStateManager game)
rlm@0: BulletAppState))
rlm@0: node)
rlm@0: (.attachChild (.getRootNode game) node))
rlm@0:
rlm@0: (defn set-gravity*
rlm@0: [game gravity]
rlm@0: (traverse
rlm@0: (fn [geom]
rlm@0: (if-let
rlm@0: [control (.getControl geom RigidBodyControl)]
rlm@0: (do
rlm@0: (.setGravity control gravity)
rlm@0: (.applyImpulse control Vector3f/ZERO Vector3f/ZERO)
rlm@0: )))
rlm@0: (.getRootNode game)))
rlm@0:
rlm@0: #+end_src
rlm@0:
rlm@0: These are convienence functions for creating JME objects and
rlm@0: manipulating a world.
rlm@0:
rlm@0: #+srcname: world-view
rlm@0: #+begin_src clojure :results silent
rlm@0: (in-ns 'cortex.world)
rlm@0:
rlm@0: (defprotocol Viewable
rlm@0: (view [something]))
rlm@0:
rlm@0: (extend-type com.jme3.scene.Geometry
rlm@0: Viewable
rlm@0: (view [geo]
rlm@0: (view (doto (Node.)(.attachChild geo)))))
rlm@0:
rlm@0: (extend-type com.jme3.scene.Node
rlm@0: Viewable
rlm@0: (view [node]
rlm@0: (.start
rlm@0: (world node
rlm@0: {}
rlm@0: (fn [world]
rlm@0: (.enableDebug
rlm@0: (.getPhysicsSpace
rlm@0: (.getState
rlm@0: (.getStateManager world)
rlm@0: BulletAppState))
rlm@0: (asset-manager))
rlm@0: (set-gravity* world Vector3f/ZERO)
rlm@0: ;; (set-gravity* world (Vector3f. 0 (float -0.4) 0))
rlm@0: (let [sun (doto (DirectionalLight.)
rlm@0: (.setDirection (.normalizeLocal (Vector3f. 1 0 -2)))
rlm@0: (.setColor ColorRGBA/White))]
rlm@0: (.addLight (.getRootNode world) sun)))
rlm@0: no-op))))
rlm@0:
rlm@0: (defn position-camera [game]
rlm@0: (doto (.getCamera game)
rlm@0: (.setLocation (Vector3f. 0 6 6))
rlm@0: (.lookAt Vector3f/ZERO (Vector3f. 0 1 0))))
rlm@0:
rlm@0: #+end_src
rlm@0:
rlm@0: Here I make the =Viewable= protocol and extend it to JME's types. Now
rlm@0: hello-world can be written as easily as:
rlm@0:
rlm@0: #+begin_src clojure :results silent
rlm@0: (cortex.world/view (cortex.world/box))
rlm@0: #+end_src
rlm@0:
rlm@0: ** Hello
rlm@0: Here are the jmonkeyengine "Hello" programs translated to clojure.
rlm@0: *** Hello Simple App
rlm@0: Here is the hello world example for jme3 in clojure.
rlm@0: It's a more or less direct translation from the java source
rlm@0: from
rlm@0: http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_simpleapplication.
rlm@0:
rlm@0: Of note is the fact that since we don't have access to the
rlm@0: =AssetManager= via extendig =SimpleApplication=, we have to build one
rlm@0: ourselves.
rlm@0:
rlm@0: #+srcname: hello-simple-app
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.hello-simple-app)
rlm@0: (require 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (cortex.import/import-jme3)
rlm@0: (use 'cortex.world)
rlm@0:
rlm@0:
rlm@0: (def cube (Box. Vector3f/ZERO 1 1 1))
rlm@0:
rlm@0: (def geom (Geometry. "Box" cube))
rlm@0:
rlm@0: (def mat (Material. (asset-manager) "Common/MatDefs/Misc/Unshaded.j3md"))
rlm@0:
rlm@0: (.setColor mat "Color" ColorRGBA/Blue)
rlm@0:
rlm@0: (.setMaterial geom mat)
rlm@0:
rlm@0: (defn simple-app []
rlm@0: (doto
rlm@0: (proxy [SimpleApplication] []
rlm@0: (simpleInitApp
rlm@0: []
rlm@0: ;; Don't take control of the mouse
rlm@0: (org.lwjgl.input.Mouse/setGrabbed false)
rlm@0: (.attachChild (.getRootNode this) geom)))
rlm@0: ;; don't show a menu to change options.
rlm@0: (.setShowSettings false)
rlm@0: (.setPauseOnLostFocus false)
rlm@0: (.setSettings *app-settings*)))
rlm@0: #+end_src
rlm@0:
rlm@0: Running this program will begin a new jMonkeyEngine game which
rlm@0: displays a single blue cube.
rlm@0:
rlm@0: #+begin_src clojure :exports code :results silent
rlm@0: (.start (hello.hello-simple-app/simple-app))
rlm@0: #+end_src
rlm@0:
rlm@0: #+caption: the simplest JME game.
rlm@0: [[./images/simple-app.jpg]]
rlm@0:
rlm@0:
rlm@0:
rlm@0: *** Hello Physics
rlm@0: From http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_physics
rlm@0:
rlm@0: #+srcname: brick-wall-header
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.brick-wall)
rlm@0: (require 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (use '[pokemon [lpsolve :only [constant-map]]])
rlm@0: (use 'cortex.world)
rlm@0: #+end_src
rlm@0:
rlm@0: #+srcname: brick-wall-body
rlm@0: #+begin_src clojure :results silent
rlm@0: (in-ns 'hello.brick-wall)
rlm@0:
rlm@0: (defn floor
rlm@0: "make a sturdy, unmovable physical floor"
rlm@0: []
rlm@0: (box 20 1 20 :mass 0 :color false :position (Vector3f. 0 -2 0)))
rlm@0:
rlm@0: (def brick-length 0.48)
rlm@0: (def brick-width 0.24)
rlm@0: (def brick-height 0.12)
rlm@0:
rlm@0:
rlm@0: (defn brick* [position]
rlm@0: (doto (box brick-length brick-height brick-width
rlm@0: :position position :name "brick"
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Textures/Terrain/BrickWall/BrickWall.jpg"
rlm@0: :mass 36)
rlm@0: (->
rlm@0: (.getMesh)
rlm@0: (.scaleTextureCoordinates (Vector2f. 1 0.5)))
rlm@0: ;;(.setShadowMode RenderQueue$ShadowMode/CastAndReceive)
rlm@0: )
rlm@0: )
rlm@0:
rlm@0: (defn inception-brick-wall
rlm@0: "construct a physical brick wall"
rlm@0: []
rlm@0: (let [node (Node. "brick-wall")]
rlm@0: (dorun
rlm@0: (map (comp #(.attachChild node %) brick*)
rlm@0: (for
rlm@0: [x (range 15)
rlm@0: y (range 10)
rlm@0: z (range 1)]
rlm@0: (Vector3f.
rlm@0: (* brick-length x 1.03)
rlm@0: (* brick-width y y 10)
rlm@0: (* brick-height z)))))
rlm@0: node))
rlm@0:
rlm@0: (defn gravity-toggle
rlm@0: [new-value]
rlm@0: (fn [game value]
rlm@0: (println-repl "set gravity to " new-value)
rlm@0: (if value
rlm@0: (set-gravity* game new-value)
rlm@0: (set-gravity* game gravity))))
rlm@0:
rlm@0: (defn fire-cannon-ball []
rlm@0: (fn [game value]
rlm@0: (if (not value)
rlm@0: (let [camera (.getCamera game)
rlm@0: cannon-ball
rlm@0: (sphere 0.7
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Textures/PokeCopper.jpg"
rlm@0: :position
rlm@0: (.add (.getLocation camera)
rlm@0: (.mult (.getDirection camera) (float 1)))
rlm@0: :mass 3)] ;200 0.05
rlm@0: (.setShadowMode cannon-ball RenderQueue$ShadowMode/CastAndReceive)
rlm@0: (.setLinearVelocity
rlm@0: (.getControl cannon-ball RigidBodyControl)
rlm@0: (.mult (.getDirection camera) (float 50))) ;50
rlm@0: (add-element game cannon-ball)))))
rlm@0:
rlm@0: (defn floor* []
rlm@0: (doto (box 10 0.1 5 :name "floor" ;10 0.1 5 ; 240 0.1 240
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Textures/Terrain/Pond/Pond.png"
rlm@0: :position (Vector3f. 0 -0.1 0 )
rlm@0: :mass 0)
rlm@0: (->
rlm@0: (.getMesh)
rlm@0: (.scaleTextureCoordinates (Vector2f. 3 6)));64 64
rlm@0: (->
rlm@0: (.getMaterial)
rlm@0: (.getTextureParam "ColorMap")
rlm@0: (.getTextureValue)
rlm@0: (.setWrap Texture$WrapMode/Repeat))
rlm@0: (.setShadowMode RenderQueue$ShadowMode/Receive)
rlm@0: ))
rlm@0:
rlm@0: (defn brick-wall* []
rlm@0: (let [node (Node. "brick-wall")]
rlm@0: (dorun
rlm@0: (map
rlm@0: (comp #(.attachChild node %) brick*)
rlm@0: (for [y (range 15)
rlm@0: x (range 4)
rlm@0: z (range 1)]
rlm@0: (Vector3f.
rlm@0: (+ (* 2 x brick-length)
rlm@0: (if (even? (+ y z))
rlm@0: (/ brick-length 4) (/ brick-length -4)))
rlm@0: (+ (* brick-height (inc (* 2 y))))
rlm@0: (* 2 z brick-width) ))))
rlm@0: (.setShadowMode node RenderQueue$ShadowMode/CastAndReceive)
rlm@0: node))
rlm@0:
rlm@0: (defn brick-wall-game-run []
rlm@0: (doto
rlm@0: (world
rlm@0: (doto (Node.) (.attachChild (floor*))
rlm@0: (.attachChild (brick-wall*))
rlm@0: )
rlm@0: {"key-i" (gravity-toggle (Vector3f. 0 0 -9.81))
rlm@0: "key-m" (gravity-toggle (Vector3f. 0 0 9.81))
rlm@0: "key-l" (gravity-toggle (Vector3f. 9.81 0 0))
rlm@0: "key-j" (gravity-toggle (Vector3f. -9.81 0 0))
rlm@0: "key-k" (gravity-toggle Vector3f/ZERO)
rlm@0: "key-u" (gravity-toggle (Vector3f. 0 9.81 0))
rlm@0: "key-o" (gravity-toggle (Vector3f. 0 -9.81 0))
rlm@0: "key-f" (fn[game value]
rlm@0: (if (not value) (add-element game (brick-wall*))))
rlm@0: "key-return" (fire-cannon-ball)}
rlm@0: position-camera
rlm@0: (fn [& _]))
rlm@0: (.start)))
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :results silent
rlm@0: (hello.brick-wall/brick-wall-game-run)
rlm@0: #+end_src
rlm@0:
rlm@0: #+caption: the brick wall standing
rlm@0: [[./images/brick-wall-standing.jpg]]
rlm@0:
rlm@0: #+caption: the brick wall after it has been knocked over by a "pok\eacute{}ball"
rlm@0: [[./images/brick-wall-knocked-down.jpg]]
rlm@0:
rlm@0: *** Other Brick Games
rlm@0: #+srcname: other-games
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns cortex.other-games
rlm@0: {:author "Dylan Holmes"})
rlm@0: (use 'cortex.world)
rlm@0: (use 'hello.brick-wall)
rlm@0: (use 'cortex.import)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0:
rlm@0: (defn scad [position]
rlm@0: (doto (box 0.1 0.1 0.1
rlm@0: :position position :name "brick"
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Textures/Terrain/BrickWall/BrickWall.jpg"
rlm@0: :mass 20)
rlm@0: (->
rlm@0: (.getMesh)
rlm@0: (.scaleTextureCoordinates (Vector2f. 1 0.5))
rlm@0: )
rlm@0: (-> (.getControl RigidBodyControl)
rlm@0: (.setLinearVelocity (Vector3f. 0 100 0))
rlm@0: )
rlm@0:
rlm@0: ;;(.setShadowMode RenderQueue$ShadowMode/Cast)
rlm@0: ))
rlm@0:
rlm@0:
rlm@0: (defn shrapnel []
rlm@0: (let [node (Node. "explosion-day")]
rlm@0: (dorun
rlm@0: (map
rlm@0: (comp #(.attachChild node %) scad)
rlm@0: (for [y (range 15)
rlm@0: x (range 4)
rlm@0: z (range 1)]
rlm@0: (Vector3f.
rlm@0: (+ (* 2 x brick-height)
rlm@0: (if (even? (+ y z)) (/ brick-height 4) (/ brick-height -4)))
rlm@0: (+ (* brick-height (inc (* 2 y))))
rlm@0: (* 2 z brick-height) ))))
rlm@0: node))
rlm@0:
rlm@0:
rlm@0: (def domino-height 0.48)
rlm@0: (def domino-thickness 0.12)
rlm@0: (def domino-width 0.24)
rlm@0:
rlm@0: (def domino-thickness 0.05)
rlm@0: (def domino-width 0.5)
rlm@0: (def domino-height 1)
rlm@0:
rlm@0: (defn domino
rlm@0: ([position]
rlm@0: (domino position (Quaternion/IDENTITY)))
rlm@0: ([position rotation]
rlm@0: (doto (box domino-width domino-height domino-thickness
rlm@0: :position position :name "domino"
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Textures/Terrain/BrickWall/BrickWall.jpg"
rlm@0: :mass 1
rlm@0: :rotation rotation)
rlm@0: (.setShadowMode RenderQueue$ShadowMode/CastAndReceive)
rlm@0: )))
rlm@0:
rlm@0:
rlm@0: (defn domino-row []
rlm@0: (let [node (Node. "domino-row")]
rlm@0: (dorun
rlm@0: (map
rlm@0: (comp #(.attachChild node %) domino)
rlm@0: (for [
rlm@0: z (range 10)
rlm@0: x (range 5)
rlm@0: ]
rlm@0: (Vector3f.
rlm@0: (+ (* z domino-width) (* x 5 domino-width))
rlm@0: (/ domino-height 1)
rlm@0: (* -5.5 domino-thickness z) ))))
rlm@0:
rlm@0: node))
rlm@0:
rlm@0: (defn domino-cycle []
rlm@0: (let [node (Node. "domino-cycle")]
rlm@0: (dorun
rlm@0: (map
rlm@0: (comp #(.attachChild node %) (partial apply domino) )
rlm@0: (for [n (range 720)]
rlm@0: (let [space (* domino-height 5.5)
rlm@0: r (fn[n] (* (+ n 3) domino-width 0.5))
rlm@0: t (fn[n] (reduce
rlm@0: +
rlm@0: (map
rlm@0: (fn dt[n] (/ space (* 2 (Math/PI) (r n))))
rlm@0: (range n))))
rlm@0: t (t n)
rlm@0: r (r n)
rlm@0: ct (Math/cos t)
rlm@0: st (Math/sin t)
rlm@0: ]
rlm@0: (list
rlm@0: (Vector3f.
rlm@0: (* -1 r st)
rlm@0: (/ domino-height 1)
rlm@0: (* r ct))
rlm@0: (.fromAngleAxis (Quaternion.)
rlm@0: (- (/ 3.1415926 2) t) (Vector3f. 0 1 0))
rlm@0: )))
rlm@0: ))
rlm@0: node))
rlm@0:
rlm@0:
rlm@0: (defn domino-game-run []
rlm@0: (doto
rlm@0: (world
rlm@0: (doto (Node.) (.attachChild (floor*))
rlm@0: )
rlm@0: {"key-i" (gravity-toggle (Vector3f. 0 0 -9.81))
rlm@0: "key-m" (gravity-toggle (Vector3f. 0 0 9.81))
rlm@0: "key-l" (gravity-toggle (Vector3f. 9.81 0 0))
rlm@0: "key-j" (gravity-toggle (Vector3f. -9.81 0 0))
rlm@0: "key-k" (gravity-toggle (Vector3f. 0 9.81 0) )
rlm@0: "key-u" (fn[g v] ((gravity-toggle (Vector3f. 0 -0 0)) g true))
rlm@0: "key-o" (gravity-toggle (Vector3f. 0 -9.81 0))
rlm@0:
rlm@0: "key-space"
rlm@0: (fn[game value]
rlm@0:
rlm@0: (if (not value)
rlm@0: (let [d (domino (Vector3f. 0 (/ domino-height 0.25) 0)
rlm@0: (.fromAngleAxis (Quaternion.)
rlm@0: (/ Math/PI 2) (Vector3f. 0 1 0)))]
rlm@0: (add-element game d))))
rlm@0: "key-f"
rlm@0: (fn[game value](if (not value) (add-element game (domino-cycle))))
rlm@0: "key-return" (fire-cannon-ball)}
rlm@0: position-camera
rlm@0: (fn [& _]))
rlm@0: (.start)))
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :results silent
rlm@0: (cortex.other-games/domino-game-run)
rlm@0: #+end_src
rlm@0:
rlm@0: #+caption: floating dominos
rlm@0: [[./images/dominos.jpg]]
rlm@0:
rlm@0: *** Hello Loop
rlm@0: #+srcname: hello-loop
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.loop)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0:
rlm@0: (defn blue-cube []
rlm@0: (box 1 1 1
rlm@0: :color ColorRGBA/Blue
rlm@0: :texture false
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :name "blue-cube"
rlm@0: :physical? false))
rlm@0:
rlm@0: (defn blue-cube-game []
rlm@0: (let [cube (blue-cube)
rlm@0: root (doto (Node.) (.attachChild cube))]
rlm@0: (world root
rlm@0: {}
rlm@0: no-op
rlm@0: (fn [game tpf]
rlm@0: (.rotate cube 0.0 (* 2 tpf) 0.0)))))
rlm@0: #+end_src
rlm@0:
rlm@0: *** Hello Collision
rlm@0:
rlm@0: #+srcname: hello-collision
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.collision)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0:
rlm@0:
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (use '[hello [brick-wall :only [fire-cannon-ball brick-wall*]]])
rlm@0:
rlm@0:
rlm@0: (defn environment []
rlm@0: (let
rlm@0: [scene-model
rlm@0: (doto
rlm@0: (.loadModel
rlm@0: (doto (asset-manager)
rlm@0: (.registerLocator
rlm@0: "/home/r/cortex/assets/zips/town.zip" ZipLocator))
rlm@0: "main.scene")
rlm@0: (.setLocalScale (float 2.0)))
rlm@0: collision-shape
rlm@0: (CollisionShapeFactory/createMeshShape #^Node scene-model)
rlm@0: landscape (RigidBodyControl. collision-shape 0)]
rlm@0: (.setShadowMode scene-model RenderQueue$ShadowMode/CastAndReceive)
rlm@0: (.addControl scene-model landscape)
rlm@0: scene-model))
rlm@0:
rlm@0: (defn player-fn []
rlm@0: (doto
rlm@0: (CharacterControl.
rlm@0: (CapsuleCollisionShape. (float 1.5) (float 6)(float 1))
rlm@0: (float 0.05))
rlm@0: (.setJumpSpeed 20)
rlm@0: (.setFallSpeed 30)
rlm@0: (.setGravity 30) ;30
rlm@0: (.setPhysicsLocation (Vector3f. 0 10 0))))
rlm@0:
rlm@0: (defn lights []
rlm@0: [(doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 1 1 1 1) (float 1))))
rlm@0: (doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 1 0.7 0 1) (float 1))))
rlm@0: (doto (DirectionalLight.)
rlm@0: (.setColor (.mult ColorRGBA/White (float 0.9) ))
rlm@0: (.setDirection (.normalizeLocal (Vector3f. 2.8 -28 2.8))))])
rlm@0:
rlm@0: (defn night-lights []
rlm@0: [(doto (AmbientLight.) (.setColor (.mult (ColorRGBA. 0.275 0.467 0.784 1) (float 0.3))))
rlm@0: (doto (DirectionalLight.)
rlm@0: (.setColor (.mult ColorRGBA/White (float 0.2) ))
rlm@0: (.setDirection (.normalizeLocal (Vector3f. 2.8 -28 2.8))))])
rlm@0:
rlm@0: (def player (atom (player-fn)))
rlm@0:
rlm@0: (defn setup-fn [game]
rlm@0: (dorun (map #(.addLight (.getRootNode game) %) (lights)))
rlm@0: ;; set the color of the sky
rlm@0: (.setBackgroundColor (.getViewPort game) (ColorRGBA. 0.3 0.4 0.9 1))
rlm@0: ;(.setBackgroundColor (.getViewPort game) (ColorRGBA. 0 0 0 1)
rlm@0: (doto (.getFlyByCamera game)
rlm@0: (.setMoveSpeed (float 100))
rlm@0: (.setRotationSpeed 3))
rlm@0: (.add
rlm@0: (.getPhysicsSpace
rlm@0: (.getState (.getStateManager game) BulletAppState))
rlm@0: @player)
rlm@0:
rlm@0: (doto (Node.) (.attachChild (.getRootNode game))
rlm@0: (.attachChild (brick-wall*))
rlm@0: )
rlm@0:
rlm@0: )
rlm@0:
rlm@0:
rlm@0: (def walking-up? (atom false))
rlm@0: (def walking-down? (atom false))
rlm@0: (def walking-left? (atom false))
rlm@0: (def walking-right? (atom false))
rlm@0:
rlm@0: (defn set-walk [walk-atom game value]
rlm@0: ;;(println-repl "setting stuff to " value)
rlm@0: (reset! walk-atom value))
rlm@0:
rlm@0: (defn responses []
rlm@0: {"key-w" (partial set-walk walking-up?)
rlm@0: "key-d" (partial set-walk walking-right?)
rlm@0: "key-s" (partial set-walk walking-down?)
rlm@0: "key-a" (partial set-walk walking-left?)
rlm@0: "key-return" (fire-cannon-ball)
rlm@0: "key-space" (fn [game value] (.jump @player))
rlm@0: })
rlm@0:
rlm@0: (defn update-fn
rlm@0: [game tpf]
rlm@0: (let [camera (.getCamera game)
rlm@0: cam-dir (.multLocal
rlm@0: (.clone
rlm@0: (.getDirection camera)) (float 0.6))
rlm@0: cam-left (.multLocal
rlm@0: (.clone
rlm@0: (.getLeft camera)) (float 0.4))
rlm@0: walk-direction (Vector3f. 0 0 0)]
rlm@0:
rlm@0: (cond
rlm@0: @walking-up? (.addLocal walk-direction cam-dir)
rlm@0: @walking-right? (.addLocal walk-direction (.negate cam-left))
rlm@0: @walking-down? (.addLocal walk-direction (.negate cam-dir))
rlm@0: @walking-left? (.addLocal walk-direction cam-left))
rlm@0: (.setWalkDirection @player walk-direction)
rlm@0: (.setLocation camera (.getPhysicsLocation @player))))
rlm@0:
rlm@0: (defn run-game []
rlm@0: (.start
rlm@0: (world (environment)
rlm@0: (responses)
rlm@0: setup-fn
rlm@0: update-fn)))
rlm@0: #+end_src
rlm@0:
rlm@0: *** Hello Terrain
rlm@0: #+srcname: hello-terrain
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.terrain)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (import jme3tools.converters.ImageToAwt)
rlm@0:
rlm@0:
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (use '[hello [brick-wall :only [fire-cannon-ball brick-wall*]]])
rlm@0:
rlm@0:
rlm@0: (defn setup-fn [type game]
rlm@0: (.setMoveSpeed (.getFlyByCamera game) 50)
rlm@0: (.setFrustumFar (.getCamera game) 10000)
rlm@0: (let [env (environment type)
rlm@0: cameras [(.getCamera game)]
rlm@0: control (TerrainLodControl. env cameras)]
rlm@0: ;;(.addControl env control)
rlm@0: (.attachChild (.getRootNode game) env)))
rlm@0:
rlm@0: (defn environment [type]
rlm@0: (let
rlm@0: [mat_terrain
rlm@0: (Material. (asset-manager) "Common/MatDefs/Terrain/Terrain.j3md")
rlm@0: grass (.loadTexture (asset-manager) "Textures/Terrain/splat/grass.jpg")
rlm@0: dirt (.loadTexture (asset-manager) "Textures/Terrain/splat/dirt.jpg")
rlm@0: rock (.loadTexture (asset-manager) "Textures/Terrain/splat/road.jpg")
rlm@0: heightmap-image (.loadTexture (asset-manager)
rlm@0: ({:mountain "Textures/Terrain/splat/mountains512.png"
rlm@0: :fortress "Textures/Terrain/splat/fortress512.png"
rlm@0: }type))
rlm@0: heightmap (ImageBasedHeightMap.
rlm@0: (ImageToAwt/convert (.getImage heightmap-image) false true 0))
rlm@0: terrain (do (.load heightmap)
rlm@0: (TerrainQuad. "my terrain" 65 513 (.getHeightMap heightmap)))
rlm@0: ]
rlm@0:
rlm@0: (dorun (map #(.setWrap % Texture$WrapMode/Repeat)
rlm@0: [grass dirt rock]))
rlm@0:
rlm@0: (doto mat_terrain
rlm@0: (.setTexture "Tex1" grass)
rlm@0: (.setFloat "Tex1Scale" (float 64))
rlm@0:
rlm@0: (.setTexture "Tex2" dirt)
rlm@0: (.setFloat "Tex2Scale" (float 32))
rlm@0:
rlm@0: (.setTexture "Tex3" rock)
rlm@0: (.setFloat "Tex3Scale" (float 128))
rlm@0:
rlm@0: (.setTexture "Alpha"
rlm@0: (.loadTexture
rlm@0: (asset-manager)
rlm@0: ({:mountain "Textures/Terrain/splat/alphamap.png"
rlm@0: :fortress "Textures/Terrain/splat/alphamap2.png"} type))))
rlm@0:
rlm@0: (doto terrain
rlm@0: (.setMaterial mat_terrain)
rlm@0: (.setLocalTranslation 0 -100 0)
rlm@0: (.setLocalScale 2 1 2))))
rlm@0:
rlm@0:
rlm@0:
rlm@0: (defn run-terrain-game [type]
rlm@0: (.start
rlm@0: (world
rlm@0: (Node.)
rlm@0: {}
rlm@0: (partial setup-fn type)
rlm@0: no-op)))
rlm@0: #+end_src
rlm@0:
rlm@0:
rlm@0:
rlm@0: #+srcname: hello-animation
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.animation)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (use '[hello [collision :only [lights]]])
rlm@0:
rlm@0: (defn stand
rlm@0: [channel]
rlm@0: (doto channel
rlm@0: (.setAnim "stand" (float 0.5))
rlm@0: (.setLoopMode LoopMode/DontLoop)
rlm@0: (.setSpeed (float 1))))
rlm@0:
rlm@0: (defn anim-listener []
rlm@0: (proxy [AnimEventListener] []
rlm@0: (onAnimChange
rlm@0: [control channel animation-name]
rlm@0: (println-repl "RLM --- onAnimChange"))
rlm@0: (onAnimCycleDone
rlm@0: [control channel animation-name]
rlm@0: (if (= animation-name "Walk")
rlm@0: (stand channel)
rlm@0: ))))
rlm@0:
rlm@0: (defn setup-fn [channel game]
rlm@0: (dorun (map #(.addLight (.getRootNode game) %) (lights)))
rlm@0: ;; set the color of the sky
rlm@0: (.setBackgroundColor (.getViewPort game) (ColorRGBA. 0.3 0.4 0.9 1))
rlm@0: ;(.setBackgroundColor (.getViewPort game) (ColorRGBA. 0 0 0 1)
rlm@0: (.setAnim channel "stand")
rlm@0: (doto (.getFlyByCamera game)
rlm@0: (.setMoveSpeed (float 10))
rlm@0: (.setRotationSpeed 1)))
rlm@0:
rlm@0: (defn walk [channel]
rlm@0: (println-repl "zzz")
rlm@0: (doto channel
rlm@0: (.setAnim "Walk" (float 0.5))
rlm@0: (.setLoopMode LoopMode/Loop)))
rlm@0:
rlm@0:
rlm@0: (defn key-map [channel]
rlm@0: {"key-space" (fn [game value]
rlm@0: (if (not value)
rlm@0: (walk channel)))})
rlm@0:
rlm@0: (defn player []
rlm@0: (let [model (.loadModel (asset-manager) "Models/Oto/Oto.mesh.xml")
rlm@0: control (.getControl model AnimControl)]
rlm@0: (.setLocalScale model (float 0.5))
rlm@0: (.clearListeners control)
rlm@0: (.addListener control (anim-control))
rlm@0: model))
rlm@0:
rlm@0:
rlm@0:
rlm@0: (defn run-anim-game []
rlm@0: (let [ninja (player)
rlm@0: control (.getControl ninja AnimControl)
rlm@0: channel (.createChannel control)]
rlm@0: (.start
rlm@0: (world
rlm@0: ninja
rlm@0: (key-map channel)
rlm@0: (partial setup-fn channel)
rlm@0: no-op))))
rlm@0: #+end_src
rlm@0:
rlm@0: *** Hello Materials
rlm@0: #+srcname: material
rlm@0: #+begin_src clojure :results silent
rlm@0: (ns hello.material)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0:
rlm@0: (defn simple-cube []
rlm@0: (box 1 1 1
rlm@0: :position (Vector3f. -3 1.1 0)
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Interface/Logo/Monkey.jpg"
rlm@0: :physical? false))
rlm@0:
rlm@0: (defn leaky-box []
rlm@0: (box 1 1 1
rlm@0: :position (Vector3f. 3 -1 0)
rlm@0: :material "Common/MatDefs/Misc/ColoredTextured.j3md"
rlm@0: :texture "Textures/ColoredTex/Monkey.png"
rlm@0: :color (ColorRGBA. 1 0 1 1)
rlm@0: :physical? false))
rlm@0:
rlm@0: (defn transparent-box []
rlm@0: (doto
rlm@0: (box 1 1 0.1
rlm@0: :position Vector3f/ZERO
rlm@0: :name "window frame"
rlm@0: :material "Common/MatDefs/Misc/Unshaded.j3md"
rlm@0: :texture "Textures/ColoredTex/Monkey.png"
rlm@0: :physical? false)
rlm@0: (-> (.getMaterial)
rlm@0: (.getAdditionalRenderState)
rlm@0: (.setBlendMode RenderState$BlendMode/Alpha))
rlm@0: (.setQueueBucket RenderQueue$Bucket/Transparent)))
rlm@0:
rlm@0: (defn bumpy-sphere []
rlm@0: (doto
rlm@0: (sphere 2
rlm@0: :position (Vector3f. 0 2 -2)
rlm@0: :name "Shiny rock"
rlm@0: :material "Common/MatDefs/Light/Lighting.j3md"
rlm@0: :texture false
rlm@0: :physical? false)
rlm@0: (-> (.getMesh)
rlm@0: (doto
rlm@0: (.setTextureMode Sphere$TextureMode/Projected)
rlm@0: (TangentBinormalGenerator/generate)))
rlm@0: (-> (.getMaterial)
rlm@0: (doto
rlm@0: (.setTexture "DiffuseMap" (.loadTexture (asset-manager)
rlm@0: "Textures/Terrain/Pond/Pond.png"))
rlm@0: (.setTexture "NormalMap" (.loadTexture (asset-manager)
rlm@0: "Textures/Terrain/Pond/Pond_normal.png"))
rlm@0: (.setFloat "Shininess" (float 5))))
rlm@0: (.rotate (float 1.6) 0 0)))
rlm@0:
rlm@0:
rlm@0: (defn start-game []
rlm@0: (.start
rlm@0: (world
rlm@0: (let [root (Node.)]
rlm@0: (dorun (map #(.attachChild root %)
rlm@0: [(simple-cube) (leaky-box) (transparent-box) (bumpy-sphere)]))
rlm@0: root)
rlm@0: {}
rlm@0: (fn [world]
rlm@0: (let [sun (doto (DirectionalLight.)
rlm@0: (.setDirection (.normalizeLocal (Vector3f. 1 0 -2)))
rlm@0: (.setColor ColorRGBA/White))]
rlm@0: (.addLight (.getRootNode world) sun)))
rlm@0: no-op
rlm@0: )))
rlm@0: #+end_src
rlm@0:
rlm@0:
rlm@0:
rlm@0: * The Body
rlm@0: ** Eyes
rlm@0:
rlm@0: Ultimately I want to make creatures with eyes. Each eye can be
rlm@0: independely moved and should see its own version of the world
rlm@0: depending on where it is.
rlm@0: #+srcname: eyes
rlm@0: #+begin_src clojure
rlm@0: (ns body.eye)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (import java.nio.ByteBuffer)
rlm@0: (import java.awt.image.BufferedImage)
rlm@0: (import java.awt.Color)
rlm@0: (import java.awt.Dimension)
rlm@0: (import java.awt.Graphics)
rlm@0: (import java.awt.Graphics2D)
rlm@0: (import java.awt.event.WindowAdapter)
rlm@0: (import java.awt.event.WindowEvent)
rlm@0: (import java.awt.image.BufferedImage)
rlm@0: (import java.nio.ByteBuffer)
rlm@0: (import javax.swing.JFrame)
rlm@0: (import javax.swing.JPanel)
rlm@0: (import javax.swing.SwingUtilities)
rlm@0: (import javax.swing.ImageIcon)
rlm@0: (import javax.swing.JOptionPane)
rlm@0: (import java.awt.image.ImageObserver)
rlm@0:
rlm@0:
rlm@0:
rlm@0: (defn scene-processor
rlm@0: "deals with converting FrameBuffers to BufferedImages so
rlm@0: that the continuation function can be defined only in terms
rlm@0: of what it does with BufferedImages"
rlm@0: [continuation]
rlm@0: (let [byte-buffer (atom nil)
rlm@0: renderer (atom nil)
rlm@0: image (atom nil)]
rlm@0: (proxy [SceneProcessor] []
rlm@0: (initialize
rlm@0: [renderManager viewPort]
rlm@0: (let [cam (.getCamera viewPort)
rlm@0: width (.getWidth cam)
rlm@0: height (.getHeight cam)]
rlm@0: (reset! renderer (.getRenderer renderManager))
rlm@0: (reset! byte-buffer
rlm@0: (BufferUtils/createByteBuffer
rlm@0: (* width height 4)))
rlm@0: (reset! image (BufferedImage. width height
rlm@0: BufferedImage/TYPE_4BYTE_ABGR))))
rlm@0: (isInitialized [] (not (nil? @byte-buffer)))
rlm@0: (reshape [_ _ _])
rlm@0: (preFrame [_])
rlm@0: (postQueue [_])
rlm@0: (postFrame
rlm@0: [#^FrameBuffer fb]
rlm@0: (.clear @byte-buffer)
rlm@0: (.readFrameBuffer @renderer fb @byte-buffer)
rlm@0: (Screenshots/convertScreenShot @byte-buffer @image)
rlm@0: (continuation @image))
rlm@0: (cleanup []))))
rlm@0:
rlm@0: (defn add-eye
rlm@0: "Add an eye to the world, and call continuation on
rlm@0: every frame produced"
rlm@0: [world camera continuation]
rlm@0: (let [width (.getWidth camera)
rlm@0: height (.getHeight camera)
rlm@0: render-manager (.getRenderManager world)
rlm@0: viewport (.createMainView render-manager "eye-view" camera)]
rlm@0: (doto viewport
rlm@0: (.setBackgroundColor ColorRGBA/Black)
rlm@0: (.setClearFlags true true true)
rlm@0: (.addProcessor (scene-processor continuation))
rlm@0: (.attachScene (.getRootNode world)))))
rlm@0:
rlm@0: (defn make-display-frame [display width height]
rlm@0: (SwingUtilities/invokeLater
rlm@0: (fn []
rlm@0: (.setPreferredSize display (Dimension. width height))
rlm@0: (doto (JFrame. "Eye Camera!")
rlm@0: (-> (.getContentPane) (.add display))
rlm@0: (.setDefaultCloseOperation JFrame/DISPOSE_ON_CLOSE)
rlm@0: (.pack)
rlm@0: (.setLocationRelativeTo nil)
rlm@0: (.setResizable false)
rlm@0: (.setVisible true)))))
rlm@0:
rlm@0: (defn image-monitor [#^BufferedImage image]
rlm@0: (proxy [JPanel] []
rlm@0: (paintComponent
rlm@0: [g]
rlm@0: (proxy-super paintComponent g)
rlm@0: (locking image
rlm@0: (.drawImage g image 0 0
rlm@0: (proxy [ImageObserver]
rlm@0: []
rlm@0: (imageUpdate
rlm@0: []
rlm@0: (proxy-super imageUpdate))))))))
rlm@0:
rlm@0: (defn movie-image []
rlm@0: (let [setup
rlm@0: (runonce
rlm@0: (fn [#^BufferedImage image]
rlm@0: (let [width (.getWidth image)
rlm@0: height (.getHeight image)
rlm@0: display (image-monitor image)
rlm@0: frame (make-display-frame display width height)]
rlm@0: display)))]
rlm@0: (fn [#^BufferedImage image]
rlm@0: (.repaint (setup image)))))
rlm@0:
rlm@0:
rlm@0: (defn observer
rlm@0: "place thy eye!"
rlm@0: [world camera]
rlm@0: (let [eye camera
rlm@0: width (.getWidth eye)
rlm@0: height (.getHeight eye)]
rlm@0: (no-exceptions
rlm@0: (add-eye
rlm@0: world
rlm@0: eye
rlm@0: (movie-image)))))
rlm@0: #+end_src
rlm@0:
rlm@0: #+srcname: test-vision
rlm@0: #+begin_src clojure
rlm@0:
rlm@0: (ns test.vision)
rlm@0: (use 'cortex.world)
rlm@0: (use 'cortex.import)
rlm@0: (use 'clojure.contrib.def)
rlm@0: (use 'body.eye)
rlm@0: (cortex.import/mega-import-jme3)
rlm@0: (rlm.rlm-commands/help)
rlm@0: (import java.nio.ByteBuffer)
rlm@0: (import java.awt.image.BufferedImage)
rlm@0: (import java.awt.Color)
rlm@0: (import java.awt.Dimension)
rlm@0: (import java.awt.Graphics)
rlm@0: (import java.awt.Graphics2D)
rlm@0: (import java.awt.event.WindowAdapter)
rlm@0: (import java.awt.event.WindowEvent)
rlm@0: (import java.awt.image.BufferedImage)
rlm@0: (import java.nio.ByteBuffer)
rlm@0: (import javax.swing.JFrame)
rlm@0: (import javax.swing.JPanel)
rlm@0: (import javax.swing.SwingUtilities)
rlm@0: (import javax.swing.ImageIcon)
rlm@0: (import javax.swing.JOptionPane)
rlm@0: (import java.awt.image.ImageObserver)
rlm@0:
rlm@0:
rlm@0: (def width 200)
rlm@0: (def height 200)
rlm@0:
rlm@0: (defn camera []
rlm@0: (doto (Camera. width height)
rlm@0: (.setFrustumPerspective 45 1 1 1000)
rlm@0: (.setLocation (Vector3f. -3 0 -5))
rlm@0: (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))
rlm@0:
rlm@0: (defn camera2 []
rlm@0: (doto (Camera. width height)
rlm@0: (.setFrustumPerspective 45 1 1 1000)
rlm@0: (.setLocation (Vector3f. 3 0 -5))
rlm@0: (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))
rlm@0:
rlm@0: (defn setup-fn [world]
rlm@0: (let [eye (camera)
rlm@0: width (.getWidth eye)
rlm@0: height (.getHeight eye)]
rlm@0: (no-exceptions
rlm@0: (add-eye
rlm@0: world
rlm@0: eye
rlm@0: (runonce visual))
rlm@0: (add-eye
rlm@0: world
rlm@0: (camera2)
rlm@0: (runonce visual)))))
rlm@0:
rlm@0: (defn spider-eye [position]
rlm@0: (doto (Camera. 200 200 )
rlm@0: (.setFrustumPerspective 45 1 1 1000)
rlm@0: (.setLocation position)
rlm@0: (.lookAt Vector3f/ZERO Vector3f/UNIT_Y)))
rlm@0:
rlm@0: (defn setup-fn* [world]
rlm@0: (let [eye (camera)
rlm@0: width (.getWidth eye)
rlm@0: height (.getHeight eye)]
rlm@0: ;;(.setClearFlags (.getViewPort world) true true true)
rlm@0: (observer world (.getCamera world))
rlm@0: (observer world (spider-eye (Vector3f. 3 0 -5)))
rlm@0: ;;(observer world (spider-eye (Vector3f. 0 0 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. -3 0 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. 0 3 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. 0 -3 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. 3 3 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. -3 3 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. 3 -3 -5)))
rlm@0: ;; (observer world (spider-eye (Vector3f. -3 -3 -5)))
rlm@0:
rlm@0: )
rlm@0: world)
rlm@0:
rlm@0: (defn test-world []
rlm@0: (let [thing (box 1 1 1 :physical? false)]
rlm@0: (world
rlm@0: (doto (Node.)
rlm@0: (.attachChild thing))
rlm@0: {}
rlm@0: setup-fn
rlm@0: (fn [world tpf]
rlm@0: (.rotate thing (* tpf 0.2) 0 0)
rlm@0: ))))
rlm@0:
rlm@0:
rlm@0: #+end_src
rlm@0:
rlm@0:
rlm@0: #+results: eyes
rlm@0: : #'body.eye/test-world
rlm@0:
rlm@0: Note the use of continuation passing style for connecting the eye to a
rlm@0: function to process the output. The example code will create two
rlm@0: videos of the same rotating cube from different angles, sutiable for
rlm@0: stereoscopic vision.
rlm@0:
rlm@0:
rlm@0:
rlm@0:
rlm@0:
rlm@0:
rlm@0: * COMMENT code generation
rlm@0: #+begin_src clojure :tangle ../src/cortex/import.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/brick_wall.clj
rlm@0: <>
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/hello_simple_app.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/cortex/world.clj
rlm@0: <>
rlm@0: <>
rlm@0: <>
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/cortex/other_games.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/loop.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/collision.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/terrain.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/animation.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/hello/material.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/body/eye.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0: #+begin_src clojure :tangle ../src/test/vision.clj
rlm@0: <>
rlm@0: #+end_src
rlm@0:
rlm@0:
rlm@0: