rlm@37: #+title: Simulated Sense of Touch rlm@0: #+author: Robert McIntyre rlm@0: #+email: rlm@mit.edu rlm@37: #+description: Simulated touch for AI research using JMonkeyEngine and clojure. rlm@37: #+keywords: simulation, tactile sense, jMonkeyEngine3, clojure rlm@4: #+SETUPFILE: ../../aurellem/org/setup.org rlm@4: #+INCLUDE: ../../aurellem/org/level-0.org rlm@0: rlm@37: * Touch rlm@0: rlm@226: Touch is critical to navigation and spatial reasoning and as such I rlm@226: need a simulated version of it to give to my AI creatures. rlm@0: rlm@228: However, touch in my virtual can not exactly correspond to human touch rlm@228: because my creatures are made out of completely rigid segments that rlm@228: don't deform like human skin. rlm@228: rlm@228: Human skin has a wide array of touch sensors, each of which speciliaze rlm@228: in detecting different vibrational modes and pressures. These sensors rlm@228: can integrate a vast expanse of skin (i.e. your entire palm), or a rlm@228: tiny patch of skin at the tip of your finger. The hairs of the skin rlm@228: help detect objects before they even come into contact with the skin rlm@228: proper. rlm@228: rlm@228: Instead of measuring deformation or vibration, I surround each rigid rlm@228: part with a plenitude of hair-like objects which do not interact with rlm@228: the physical world. Physical objects can pass through them with no rlm@228: effect. The hairs are able to measure contact with other objects, and rlm@228: constantly report how much of their extent is covered. So, even though rlm@228: the creature's body parts do not deform, the hairs create a margin rlm@228: around those body parts which achieves a sense of touch which is a rlm@228: hybrid between a human's sense of deformation and sense from hairs. rlm@228: rlm@228: Implementing touch in jMonkeyEngine follows a different techinal route rlm@228: than vision and hearing. Those two senses piggybacked off rlm@228: jMonkeyEngine's 3D audio and video rendering subsystems. To simulate rlm@228: Touch, I use jMonkeyEngine's physics system to execute many small rlm@229: collision detections, one for each "hair". The placement of the rlm@229: "hairs" is determined by a UV-mapped image which shows where each hair rlm@229: should be on the 3D surface of the body. rlm@228: rlm@229: * Defining Touch Meta-Data in Blender rlm@229: rlm@245: Each geometry can have a single UV map which describes the position of rlm@245: the "hairs" which will constitute its sense of touch. This image path rlm@245: is stored under the "touch" key. The image itself is black and white, rlm@245: with black meaning a hair length of 0 (no hair is present) and white rlm@245: meaning a hair length of =scale=, which is a float stored under the rlm@245: key "scale". I call these "hairs" /feelers/. rlm@229: rlm@231: #+name: meta-data rlm@0: #+begin_src clojure rlm@229: (defn tactile-sensor-profile rlm@229: "Return the touch-sensor distribution image in BufferedImage format, rlm@229: or nil if it does not exist." rlm@229: [#^Geometry obj] rlm@229: (if-let [image-path (meta-data obj "touch")] rlm@229: (load-image image-path))) rlm@233: rlm@233: (defn tactile-scale rlm@233: "Return the maximum length of a hair. All hairs are scalled between rlm@233: 0.0 and this length, depending on their color. Black is 0, and rlm@233: white is maximum length, and everything in between is scalled rlm@233: linearlly. Default scale is 0.01 jMonkeyEngine units." rlm@233: [#^Geometry obj] rlm@233: (if-let [scale (meta-data obj "scale")] rlm@233: scale 0.1)) rlm@228: #+end_src rlm@156: rlm@246: Here is an example of a UV-map which specifies the position of touch rlm@246: sensors along the surface of the worm. rlm@229: rlm@246: #+attr_html: width=755 rlm@246: #+caption: This is the tactile-sensor-profile for the upper segment of the worm. It defines regions of high touch sensitivity (where there are many white pixels) and regions of low sensitivity (where white pixels are sparse). rlm@246: [[../images/finger-UV.png]] rlm@234: rlm@233: * Skin Creation rlm@238: rlm@238: =(touch-kernel)= generates the functions which implement the sense of rlm@238: touch for a creature. These functions must do 6 things to obtain touch rlm@238: data. rlm@238: rlm@238: - Get the tactile profile image and scale paramaters which describe rlm@238: the layout of feelers along the object's surface. rlm@239: =(tactile-sensor-profile)=, =(tactile-scale)= rlm@239: rlm@238: - Find the triangles which make up the mesh in pixel-space and in rlm@238: world-space. rlm@239: =(triangles)= =(pixel-triangles)= rlm@239: rlm@239: - Find the coordinates of each pixel in pixel space. These rlm@239: coordinates are used to make the touch-topology. rlm@240: =(feeler-pixel-coords)= rlm@239: rlm@238: - Find the coordinates of each pixel in world-space. These rlm@240: coordinates are the origins of the feelers. =(feeler-origins)= rlm@239: rlm@238: - Calculate the normals of the triangles in world space, and add rlm@238: them to each of the origins of the feelers. These are the rlm@238: normalized coordinates of the tips of the feelers. rlm@240: For both of these, =(feeler-tips)= rlm@239: rlm@238: - Generate some sort of topology for the sensors. rlm@239: =(touch-topology)= rlm@239: rlm@238: rlm@233: #+name: kernel rlm@233: #+begin_src clojure rlm@233: (in-ns 'cortex.touch) rlm@233: rlm@244: (defn set-ray [#^Ray ray #^Matrix4f transform rlm@244: #^Vector3f origin #^Vector3f tip] rlm@243: ;; Doing everything locally recduces garbage collection by enough to rlm@243: ;; be worth it. rlm@243: (.mult transform origin (.getOrigin ray)) rlm@243: rlm@243: (.mult transform tip (.getDirection ray)) rlm@244: (.subtractLocal (.getDirection ray) (.getOrigin ray))) rlm@242: rlm@233: (defn touch-kernel rlm@234: "Constructs a function which will return tactile sensory data from rlm@234: 'geo when called from inside a running simulation" rlm@234: [#^Geometry geo] rlm@243: (if-let rlm@243: [profile (tactile-sensor-profile geo)] rlm@243: (let [ray-reference-origins (feeler-origins geo profile) rlm@243: ray-reference-tips (feeler-tips geo profile) rlm@244: ray-length (tactile-scale geo) rlm@243: current-rays (map (fn [_] (Ray.)) ray-reference-origins) rlm@243: topology (touch-topology geo profile)] rlm@244: (dorun (map #(.setLimit % ray-length) current-rays)) rlm@233: (fn [node] rlm@243: (let [transform (.getWorldMatrix geo)] rlm@243: (dorun rlm@244: (map (fn [ray ref-origin ref-tip] rlm@244: (set-ray ray transform ref-origin ref-tip)) rlm@243: current-rays ray-reference-origins rlm@244: ray-reference-tips)) rlm@233: (vector rlm@243: topology rlm@233: (vec rlm@243: (for [ray current-rays] rlm@233: (do rlm@233: (let [results (CollisionResults.)] rlm@233: (.collideWith node ray results) rlm@233: (let [touch-objects rlm@233: (filter #(not (= geo (.getGeometry %))) rlm@233: results)] rlm@233: [(if (empty? touch-objects) rlm@243: (.getLimit ray) rlm@243: (.getDistance (first touch-objects))) rlm@243: (.getLimit ray)]))))))))))) rlm@233: rlm@233: (defn touch! rlm@233: "Endow the creature with the sense of touch. Returns a sequence of rlm@233: functions, one for each body part with a tactile-sensor-proile, rlm@233: each of which when called returns sensory data for that body part." rlm@233: [#^Node creature] rlm@233: (filter rlm@233: (comp not nil?) rlm@233: (map touch-kernel rlm@233: (filter #(isa? (class %) Geometry) rlm@233: (node-seq creature))))) rlm@233: #+end_src rlm@233: rlm@238: * Sensor Related Functions rlm@238: rlm@238: These functions analyze the touch-sensor-profile image convert the rlm@238: location of each touch sensor from pixel coordinates to UV-coordinates rlm@238: and XYZ-coordinates. rlm@238: rlm@238: #+name: sensors rlm@238: #+begin_src clojure rlm@240: (in-ns 'cortex.touch) rlm@240: rlm@240: (defn feeler-pixel-coords rlm@239: "Returns the coordinates of the feelers in pixel space in lists, one rlm@239: list for each triangle, ordered in the same way as (triangles) and rlm@239: (pixel-triangles)." rlm@239: [#^Geometry geo image] rlm@240: (map rlm@240: (fn [pixel-triangle] rlm@240: (filter rlm@240: (fn [coord] rlm@240: (inside-triangle? (->triangle pixel-triangle) rlm@240: (->vector3f coord))) rlm@240: (white-coordinates image (convex-bounds pixel-triangle)))) rlm@240: (pixel-triangles geo image))) rlm@239: rlm@242: (defn feeler-world-coords [#^Geometry geo image] rlm@240: (let [transforms rlm@240: (map #(triangles->affine-transform rlm@240: (->triangle %1) (->triangle %2)) rlm@240: (pixel-triangles geo image) rlm@240: (triangles geo))] rlm@242: (map (fn [transform coords] rlm@240: (map #(.mult transform (->vector3f %)) coords)) rlm@240: transforms (feeler-pixel-coords geo image)))) rlm@239: rlm@242: (defn feeler-origins [#^Geometry geo image] rlm@242: (reduce concat (feeler-world-coords geo image))) rlm@242: rlm@240: (defn feeler-tips [#^Geometry geo image] rlm@242: (let [world-coords (feeler-world-coords geo image) rlm@241: normals rlm@241: (map rlm@241: (fn [triangle] rlm@241: (.calculateNormal triangle) rlm@241: (.clone (.getNormal triangle))) rlm@241: (map ->triangle (triangles geo)))] rlm@242: rlm@242: (mapcat (fn [origins normal] rlm@242: (map #(.add % normal) origins)) rlm@242: world-coords normals))) rlm@241: rlm@241: (defn touch-topology [#^Geometry geo image] rlm@243: (collapse (reduce concat (feeler-pixel-coords geo image)))) rlm@238: #+end_src rlm@238: rlm@233: * Visualizing Touch rlm@233: #+name: visualization rlm@233: #+begin_src clojure rlm@233: (in-ns 'cortex.touch) rlm@233: rlm@233: (defn touch->gray rlm@245: "Convert a pair of [distance, max-distance] into a grayscale pixel." rlm@233: [distance max-distance] rlm@245: (gray (- 255 (rem (int (* 255 (/ distance max-distance))) 256)))) rlm@233: rlm@233: (defn view-touch rlm@245: "Creates a function which accepts a list of touch sensor-data and rlm@233: displays each element to the screen." rlm@233: [] rlm@233: (view-sense rlm@246: (fn [[coords sensor-data]] rlm@233: (let [image (points->image coords)] rlm@233: (dorun rlm@233: (for [i (range (count coords))] rlm@233: (.setRGB image ((coords i) 0) ((coords i) 1) rlm@246: (apply touch->gray (sensor-data i))))) image)))) rlm@233: #+end_src rlm@233: rlm@233: rlm@233: rlm@228: * Triangle Manipulation Functions rlm@228: rlm@229: The rigid bodies which make up a creature have an underlying rlm@229: =Geometry=, which is a =Mesh= plus a =Material= and other important rlm@229: data involved with displaying the body. rlm@229: rlm@229: A =Mesh= is composed of =Triangles=, and each =Triangle= has three rlm@229: verticies which have coordinates in XYZ space and UV space. rlm@229: rlm@229: Here, =(triangles)= gets all the triangles which compose a mesh, and rlm@229: =(triangle-UV-coord)= returns the the UV coordinates of the verticies rlm@229: of a triangle. rlm@229: rlm@231: #+name: triangles-1 rlm@228: #+begin_src clojure rlm@239: (in-ns 'cortex.touch) rlm@239: rlm@239: (defn vector3f-seq [#^Vector3f v] rlm@239: [(.getX v) (.getY v) (.getZ v)]) rlm@239: rlm@239: (defn triangle-seq [#^Triangle tri] rlm@239: [(vector3f-seq (.get1 tri)) rlm@239: (vector3f-seq (.get2 tri)) rlm@239: (vector3f-seq (.get3 tri))]) rlm@239: rlm@240: (defn ->vector3f rlm@240: ([coords] (Vector3f. (nth coords 0 0) rlm@240: (nth coords 1 0) rlm@240: (nth coords 2 0)))) rlm@239: rlm@239: (defn ->triangle [points] rlm@239: (apply #(Triangle. %1 %2 %3) (map ->vector3f points))) rlm@239: rlm@239: (defn triangle rlm@245: "Get the triangle specified by triangle-index from the mesh." rlm@239: [#^Geometry geo triangle-index] rlm@239: (triangle-seq rlm@239: (let [scratch (Triangle.)] rlm@239: (.getTriangle (.getMesh geo) triangle-index scratch) scratch))) rlm@239: rlm@228: (defn triangles rlm@228: "Return a sequence of all the Triangles which compose a given rlm@228: Geometry." rlm@239: [#^Geometry geo] rlm@239: (map (partial triangle geo) (range (.getTriangleCount (.getMesh geo))))) rlm@228: rlm@228: (defn triangle-vertex-indices rlm@228: "Get the triangle vertex indices of a given triangle from a given rlm@228: mesh." rlm@228: [#^Mesh mesh triangle-index] rlm@228: (let [indices (int-array 3)] rlm@228: (.getTriangle mesh triangle-index indices) rlm@228: (vec indices))) rlm@228: rlm@228: (defn vertex-UV-coord rlm@228: "Get the UV-coordinates of the vertex named by vertex-index" rlm@228: [#^Mesh mesh vertex-index] rlm@228: (let [UV-buffer rlm@228: (.getData rlm@228: (.getBuffer rlm@228: mesh rlm@228: VertexBuffer$Type/TexCoord))] rlm@228: [(.get UV-buffer (* vertex-index 2)) rlm@228: (.get UV-buffer (+ 1 (* vertex-index 2)))])) rlm@228: rlm@239: (defn pixel-triangle [#^Geometry geo image index] rlm@239: (let [mesh (.getMesh geo) rlm@239: width (.getWidth image) rlm@239: height (.getHeight image)] rlm@239: (vec (map (fn [[u v]] (vector (* width u) (* height v))) rlm@239: (map (partial vertex-UV-coord mesh) rlm@239: (triangle-vertex-indices mesh index)))))) rlm@228: rlm@239: (defn pixel-triangles [#^Geometry geo image] rlm@239: (let [height (.getHeight image) rlm@239: width (.getWidth image)] rlm@239: (map (partial pixel-triangle geo image) rlm@239: (range (.getTriangleCount (.getMesh geo)))))) rlm@229: rlm@228: #+end_src rlm@228: rlm@228: * Triangle Affine Transforms rlm@228: rlm@229: The position of each hair is stored in a 2D image in UV rlm@229: coordinates. To place the hair in 3D space we must convert from UV rlm@229: coordinates to XYZ coordinates. Each =Triangle= has coordinates in rlm@229: both UV-space and XYZ-space, which defines a unique [[http://mathworld.wolfram.com/AffineTransformation.html ][Affine Transform]] rlm@229: for translating any coordinate within the UV triangle to the rlm@229: cooresponding coordinate in the XYZ triangle. rlm@229: rlm@231: #+name: triangles-3 rlm@228: #+begin_src clojure rlm@243: (in-ns 'cortex.touch) rlm@243: rlm@228: (defn triangle->matrix4f rlm@228: "Converts the triangle into a 4x4 matrix: The first three columns rlm@228: contain the vertices of the triangle; the last contains the unit rlm@228: normal of the triangle. The bottom row is filled with 1s." rlm@228: [#^Triangle t] rlm@228: (let [mat (Matrix4f.) rlm@228: [vert-1 vert-2 vert-3] rlm@228: ((comp vec map) #(.get t %) (range 3)) rlm@228: unit-normal (do (.calculateNormal t)(.getNormal t)) rlm@228: vertices [vert-1 vert-2 vert-3 unit-normal]] rlm@228: (dorun rlm@228: (for [row (range 4) col (range 3)] rlm@228: (do rlm@228: (.set mat col row (.get (vertices row)col)) rlm@245: (.set mat 3 row 1)))) mat)) rlm@228: rlm@240: (defn triangles->affine-transform rlm@228: "Returns the affine transformation that converts each vertex in the rlm@228: first triangle into the corresponding vertex in the second rlm@228: triangle." rlm@228: [#^Triangle tri-1 #^Triangle tri-2] rlm@228: (.mult rlm@228: (triangle->matrix4f tri-2) rlm@228: (.invert (triangle->matrix4f tri-1)))) rlm@228: #+end_src rlm@228: rlm@239: rlm@239: * Schrapnel Conversion Functions rlm@239: rlm@239: It is convienent to treat a =Triangle= as a sequence of verticies, and rlm@239: a =Vector2f= and =Vector3f= as a sequence of floats. These conversion rlm@239: functions make this easy. If these classes implemented =Iterable= then rlm@239: this code would not be necessary. Hopefully they will in the future. rlm@239: rlm@229: * Triangle Boundaries rlm@229: rlm@229: For efficiency's sake I will divide the UV-image into small squares rlm@229: which inscribe each UV-triangle, then extract the points which lie rlm@229: inside the triangle and map them to 3D-space using rlm@229: =(triangle-transform)= above. To do this I need a function, rlm@229: =(inside-triangle?)=, which determines whether a point is inside a rlm@229: triangle in 2D UV-space. rlm@228: rlm@231: #+name: triangles-4 rlm@228: #+begin_src clojure rlm@229: (defn convex-bounds rlm@229: "Returns the smallest square containing the given vertices, as a rlm@229: vector of integers [left top width height]." rlm@240: [verts] rlm@240: (let [xs (map first verts) rlm@240: ys (map second verts) rlm@229: x0 (Math/floor (apply min xs)) rlm@229: y0 (Math/floor (apply min ys)) rlm@229: x1 (Math/ceil (apply max xs)) rlm@229: y1 (Math/ceil (apply max ys))] rlm@229: [x0 y0 (- x1 x0) (- y1 y0)])) rlm@229: rlm@229: (defn same-side? rlm@229: "Given the points p1 and p2 and the reference point ref, is point p rlm@229: on the same side of the line that goes through p1 and p2 as ref is?" rlm@229: [p1 p2 ref p] rlm@229: (<= rlm@229: 0 rlm@229: (.dot rlm@229: (.cross (.subtract p2 p1) (.subtract p p1)) rlm@229: (.cross (.subtract p2 p1) (.subtract ref p1))))) rlm@229: rlm@229: (defn inside-triangle? rlm@229: "Is the point inside the triangle?" rlm@229: {:author "Dylan Holmes"} rlm@229: [#^Triangle tri #^Vector3f p] rlm@240: (let [[vert-1 vert-2 vert-3] [(.get1 tri) (.get2 tri) (.get3 tri)]] rlm@229: (and rlm@229: (same-side? vert-1 vert-2 vert-3 p) rlm@229: (same-side? vert-2 vert-3 vert-1 p) rlm@229: (same-side? vert-3 vert-1 vert-2 p)))) rlm@229: #+end_src rlm@229: rlm@228: * Physics Collision Objects rlm@230: rlm@234: The "hairs" are actually =Rays= which extend from a point on a rlm@230: =Triangle= in the =Mesh= normal to the =Triangle's= surface. rlm@230: rlm@226: * Headers rlm@231: rlm@231: #+name: touch-header rlm@226: #+begin_src clojure rlm@226: (ns cortex.touch rlm@226: "Simulate the sense of touch in jMonkeyEngine3. Enables any Geometry rlm@226: to be outfitted with touch sensors with density determined by a UV rlm@226: image. In this way a Geometry can know what parts of itself are rlm@226: touching nearby objects. Reads specially prepared blender files to rlm@226: construct this sense automatically." rlm@226: {:author "Robert McIntyre"} rlm@226: (:use (cortex world util sense)) rlm@226: (:use clojure.contrib.def) rlm@226: (:import (com.jme3.scene Geometry Node Mesh)) rlm@226: (:import com.jme3.collision.CollisionResults) rlm@226: (:import com.jme3.scene.VertexBuffer$Type) rlm@226: (:import (com.jme3.math Triangle Vector3f Vector2f Ray Matrix4f))) rlm@226: #+end_src rlm@37: rlm@232: * Adding Touch to the Worm rlm@232: rlm@232: #+name: test-touch rlm@232: #+begin_src clojure rlm@232: (ns cortex.test.touch rlm@232: (:use (cortex world util sense body touch)) rlm@232: (:use cortex.test.body)) rlm@232: rlm@232: (cortex.import/mega-import-jme3) rlm@232: rlm@232: (defn test-touch [] rlm@232: (let [the-worm (doto (worm) (body!)) rlm@232: touch (touch! the-worm) rlm@232: touch-display (view-touch)] rlm@232: (world (nodify [the-worm (floor)]) rlm@232: standard-debug-controls rlm@232: rlm@232: (fn [world] rlm@244: (speed-up world) rlm@232: (light-up-everything world)) rlm@232: rlm@232: (fn [world tpf] rlm@246: (touch-display rlm@246: (map #(% (.getRootNode world)) touch)))))) rlm@232: #+end_src rlm@228: * Source Listing rlm@228: * Next rlm@228: rlm@228: rlm@226: * COMMENT Code Generation rlm@39: #+begin_src clojure :tangle ../src/cortex/touch.clj rlm@231: <> rlm@231: <> rlm@231: <> rlm@231: <> rlm@231: <> rlm@231: <> rlm@231: <> rlm@231: <> rlm@0: #+end_src rlm@0: rlm@232: rlm@68: #+begin_src clojure :tangle ../src/cortex/test/touch.clj rlm@232: <> rlm@39: #+end_src rlm@39: rlm@0: rlm@0: rlm@0: rlm@32: rlm@32: rlm@226: