rlm@260: #+title: Simulated Muscles rlm@158: #+author: Robert McIntyre rlm@158: #+email: rlm@mit.edu rlm@158: #+description: muscles for a simulated creature rlm@158: #+keywords: simulation, jMonkeyEngine3, clojure rlm@158: #+SETUPFILE: ../../aurellem/org/setup.org rlm@158: #+INCLUDE: ../../aurellem/org/level-0.org rlm@158: rlm@180: rlm@260: * Muscles rlm@260: rlm@180: Surprisingly enough, terristerial creatures only move by using torque rlm@180: applied about their joints. There's not a single straight line of rlm@180: force in the human body at all! (A straight line of force would rlm@260: correspond to some sort of jet or rocket propulsion.) rlm@180: rlm@260: *(next paragraph is from memory and needs to be checked!)* rlm@180: rlm@260: In humans, muscles are composed of millions of sarcomeres, which can rlm@260: contract to exert force. A single motor neuron might control 100-1,000 rlm@260: sarcomeres. When the motor neuron is engaged by the brain, it rlm@260: activates all of the sarcomeres to which it is attached. Some motor rlm@260: neurons command many sarcomeres, and some command only a few. The rlm@260: spinal cord generally engages the motor neurons which control few rlm@260: sarcomeres before the motor neurons which control many sarcomeres. rlm@260: This recruitment stragety allows for percise movements at low rlm@260: strength. The collection of all motor neurons that control a muscle is rlm@260: called the motor pool. The brain essentially says "activate 30% of the rlm@260: motor pool" and the spinal cord recruits motor neurons untill 30% are rlm@260: activated. Since the distribution of power among motor neurons is rlm@267: unequal and recruitment goes from weakest to strongest, the first 30% rlm@267: of the motor pool might be 5% of the strength of the muscle. rlm@260: rlm@260: My simulated muscles follow a similiar design: Each muscle is defined rlm@267: by a 1-D array of numbers (the "motor pool"). Each entry in the array rlm@267: represents a motor neuron which controlls a number of sarcomeres equal rlm@267: to the value of the entry. A muscle also has a scalar :strength factor rlm@267: which determines the total force the muscle can exert when all motor rlm@267: neurons are activated. The effector function for a muscle takes a rlm@267: number to index into the motor pool, and that number "activates" all rlm@267: the motor neurons whose index is lower or equal to the number. Each rlm@267: motor-neuron will apply force in proportion to its value in the array. rlm@267: Lower values cause less force. The lower values can be put at the rlm@267: "beginning" of the 1-D array to simulate the layout of actual human rlm@267: muscles, which are capable of more percise movements when exerting rlm@267: less force. Or, the motor pool can simulate more exoitic recruitment rlm@267: strageties which do not correspond to human muscles. rlm@260: rlm@260: This 1D array is defined in an image file for ease of rlm@260: creation/visualization. Here is an example muscle profile image. rlm@260: rlm@260: #+caption: A muscle profile image that describes the strengths of each motor neuron in a muscle. White is weakest and dark red is strongest. This particular pattern has weaker motor neurons at the beginning, just like human muscle. rlm@260: [[../images/basic-muscle.png]] rlm@260: rlm@260: * Blender Meta-data rlm@260: rlm@260: In blender, each muscle is an empty node whose top level parent is rlm@260: named "muscles", just like eyes, ears, and joints. rlm@260: rlm@260: These functions define the expected meta-data for a muscle node. rlm@180: rlm@261: #+name: muscle-meta-data rlm@158: #+begin_src clojure rlm@260: (in-ns 'cortex.movement) rlm@158: rlm@180: (defvar rlm@180: ^{:arglists '([creature])} rlm@180: muscles rlm@180: (sense-nodes "muscles") rlm@180: "Return the children of the creature's \"muscles\" node.") rlm@158: rlm@260: (defn muscle-profile-image rlm@260: "Get the muscle-profile image from the node's blender meta-data." rlm@260: [#^Node muscle] rlm@260: (if-let [image (meta-data muscle "muscle")] rlm@260: (load-image image))) rlm@260: rlm@260: (defn muscle-strength rlm@260: "Return the strength of this muscle, or 1 if it is not defined." rlm@260: [#^Node muscle] rlm@260: (if-let [strength (meta-data muscle "strength")] rlm@260: strength 1)) rlm@260: rlm@260: (defn motor-pool rlm@260: "Return a vector where each entry is the strength of the \"motor rlm@260: neuron\" at that part in the muscle." rlm@260: [#^Node muscle] rlm@260: (let [profile (muscle-profile-image muscle)] rlm@260: (vec rlm@260: (let [width (.getWidth profile)] rlm@260: (for [x (range width)] rlm@260: (- 255 rlm@260: (bit-and rlm@260: 0x0000FF rlm@260: (.getRGB profile x 0)))))))) rlm@260: #+end_src rlm@260: rlm@273: Of note here is =motor-pool= which interprets the muscle-profile rlm@260: image in a way that allows me to use gradients between white and red, rlm@260: instead of shades of gray as I've been using for all the other rlm@260: senses. This is purely an aesthetic touch. rlm@260: rlm@260: * Creating Muscles rlm@261: #+name: muscle-kernel rlm@260: #+begin_src clojure rlm@261: (in-ns 'cortex.movement) rlm@261: rlm@260: (defn movement-kernel rlm@180: "Returns a function which when called with a integer value inside a rlm@191: running simulation will cause movement in the creature according rlm@191: to the muscle's position and strength profile. Each function rlm@191: returns the amount of force applied / max force." rlm@260: [#^Node creature #^Node muscle] rlm@260: (let [target (closest-node creature muscle) rlm@158: axis rlm@158: (.mult (.getWorldRotation muscle) Vector3f/UNIT_Y) rlm@260: strength (muscle-strength muscle) rlm@260: rlm@260: pool (motor-pool muscle) rlm@260: pool-integral (reductions + pool) rlm@191: force-index rlm@260: (vec (map #(float (* strength (/ % (last pool-integral)))) rlm@260: pool-integral)) rlm@158: control (.getControl target RigidBodyControl)] rlm@158: (fn [n] rlm@260: (let [pool-index (max 0 (min n (dec (count pool)))) rlm@191: force (force-index pool-index)] rlm@191: (.applyTorque control (.mult axis force)) rlm@191: (float (/ force strength)))))) rlm@158: rlm@180: (defn movement! rlm@180: "Endow the creature with the power of movement. Returns a sequence rlm@180: of functions, each of which accept an integer value and will rlm@180: activate their corresponding muscle." rlm@158: [#^Node creature] rlm@180: (for [muscle (muscles creature)] rlm@260: (movement-kernel creature muscle))) rlm@260: #+end_src rlm@158: rlm@273: =movement-kernel= creates a function that will move the nearest rlm@260: physical object to the muscle node. The muscle exerts a rotational rlm@260: force dependant on it's orientation to the object in the blender rlm@273: file. The function returned by =movement-kernel= is also a sense rlm@260: function: it returns the percent of the total muscle strength that is rlm@260: currently being employed. This is analogous to muscle tension in rlm@260: humans and completes the sense of proprioception begun in the last rlm@260: post. rlm@260: rlm@260: * Visualizing Muscle Tension rlm@260: Muscle exertion is a percent of a total, so the visulazation is just a rlm@260: simple percent bar. rlm@260: rlm@261: #+name: visualization rlm@260: #+begin_src clojure rlm@191: (defn movement-display-kernel rlm@191: "Display muscle exertion data as a bar filling up with red." rlm@191: [exertion] rlm@191: (let [height 20 rlm@191: width 300 rlm@191: image (BufferedImage. width height rlm@191: BufferedImage/TYPE_INT_RGB) rlm@191: fill (min (int (* width exertion)) width)] rlm@191: (dorun rlm@191: (for [x (range fill) rlm@191: y (range height)] rlm@191: (.setRGB image x y 0xFF0000))) rlm@191: image)) rlm@191: rlm@191: (defn view-movement rlm@191: "Creates a function which accepts a list of muscle-exertion data and rlm@191: displays each element of the list to the screen." rlm@191: [] rlm@191: (view-sense movement-display-kernel)) rlm@158: #+end_src rlm@158: rlm@260: * Adding Touch to the Worm rlm@158: rlm@277: To the worm, I add a two new nodes which describe a single muscle. rlm@277: rlm@277: #+attr_html: width=755 rlm@277: #+caption: The node highlighted in orange is the parent node of all muscles in the worm. The arrow highlighted in yellow represents the creature's single muscle, which moves the top segment. The other nodes which are not highlighted are joints, eyes, and ears. rlm@277: [[../images/worm-with-muscle.png]] rlm@277: rlm@277: rlm@277: rlm@261: #+begin_src clojure rlm@261: (defn test-movement rlm@261: ([] (test-movement false)) rlm@261: ([record?] rlm@261: (let [creature (doto (worm) (body!)) rlm@261: rlm@261: muscle-exertion (atom 0) rlm@261: muscles (movement! creature) rlm@261: muscle-display (view-movement)] rlm@261: (.setMass rlm@261: (.getControl (.getChild creature "worm-11") RigidBodyControl) rlm@261: (float 0)) rlm@261: (world rlm@261: (nodify [creature (floor)]) rlm@261: (merge standard-debug-controls rlm@261: {"key-h" rlm@261: (fn [_ value] rlm@261: (if value rlm@261: (swap! muscle-exertion (partial + 20)))) rlm@261: "key-n" rlm@261: (fn [_ value] rlm@261: (if value rlm@261: (swap! muscle-exertion (fn [v] (- v 20)))))}) rlm@261: (fn [world] rlm@261: (if record? rlm@261: (Capture/captureVideo rlm@261: world rlm@261: (File. "/home/r/proj/cortex/render/worm-muscles/main-view"))) rlm@261: (light-up-everything world) rlm@261: (enable-debug world) rlm@261: (.setTimer world (RatchetTimer. 60)) rlm@261: (set-gravity world (Vector3f. 0 0 0)) rlm@261: (.setLocation (.getCamera world) rlm@261: (Vector3f. -4.912815, 2.004171, 0.15710819)) rlm@261: (.setRotation (.getCamera world) rlm@261: (Quaternion. 0.13828252, 0.65516764, rlm@261: -0.12370994, 0.7323449)) rlm@261: rlm@261: (comment rlm@261: (com.aurellem.capture.Capture/captureVideo rlm@261: world (file-str "/home/r/proj/ai-videos/hand")))) rlm@261: (fn [world tpf] rlm@261: (muscle-display rlm@261: (map #(% @muscle-exertion) muscles) rlm@261: (if record? rlm@261: (File. "/home/r/proj/cortex/render/worm-muscles/muscles")))))))) rlm@261: #+end_src rlm@261: rlm@261: * Video Demonstration rlm@261: rlm@261: #+begin_html rlm@261:
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rlm@261: rlm@261:
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The worm is now able to move. The bar in the lower right displays rlm@261: the power output of the muscle . Each jump causes 20 more motor neurons to rlm@261: be recruited. Notice that the power output increases non-linearly rlm@261: with motror neuron recruitement, similiar to a human muscle.

rlm@261:
rlm@261: #+end_html rlm@261: rlm@261: rlm@261: ** Making the Worm Muscles Video rlm@261: #+name: magick7 rlm@261: #+begin_src clojure rlm@261: (ns cortex.video.magick7 rlm@261: (:import java.io.File) rlm@261: (:use clojure.contrib.shell-out)) rlm@261: rlm@261: (defn images [path] rlm@261: (sort (rest (file-seq (File. path))))) rlm@261: rlm@261: (def base "/home/r/proj/cortex/render/worm-muscles/") rlm@261: rlm@261: (defn pics [file] rlm@261: (images (str base file))) rlm@261: rlm@261: (defn combine-images [] rlm@261: (let [main-view (pics "main-view") rlm@261: muscles (pics "muscles/0") rlm@261: targets (map rlm@261: #(File. (str base "out/" (format "%07d.png" %))) rlm@261: (range 0 (count main-view)))] rlm@261: (dorun rlm@261: (pmap rlm@261: (comp rlm@261: (fn [[ main-view muscles target]] rlm@261: (println target) rlm@261: (sh "convert" rlm@261: main-view rlm@261: muscles "-geometry" "+320+440" "-composite" rlm@261: target)) rlm@261: (fn [& args] (map #(.getCanonicalPath %) args))) rlm@261: main-view muscles targets)))) rlm@261: #+end_src rlm@261: rlm@261: #+begin_src sh :results silent rlm@261: cd ~/proj/cortex/render/worm-muscles rlm@261: ffmpeg -r 60 -i out/%07d.png -b:v 9000k -c:v libtheora worm-muscles.ogg rlm@261: #+end_src rlm@158: rlm@260: * Headers rlm@260: #+name: muscle-header rlm@260: #+begin_src clojure rlm@260: (ns cortex.movement rlm@260: "Give simulated creatures defined in special blender files the power rlm@260: to move around in a simulated environment." rlm@260: {:author "Robert McIntyre"} rlm@260: (:use (cortex world util sense body)) rlm@260: (:use clojure.contrib.def) rlm@260: (:import java.awt.image.BufferedImage) rlm@260: (:import com.jme3.scene.Node) rlm@260: (:import com.jme3.math.Vector3f) rlm@260: (:import com.jme3.bullet.control.RigidBodyControl)) rlm@260: #+end_src rlm@260: rlm@261: #+name: test-header rlm@261: #+begin_src clojure rlm@261: (ns cortex.test.movement rlm@261: (:use (cortex world util sense body movement)) rlm@261: (:use cortex.test.body) rlm@261: (:use clojure.contrib.def) rlm@261: (:import java.io.File) rlm@261: (:import java.awt.image.BufferedImage) rlm@261: (:import com.jme3.scene.Node) rlm@261: (:import com.jme3.math.Vector3f) rlm@261: (:import (com.aurellem.capture Capture RatchetTimer)) rlm@261: (:import com.jme3.bullet.control.RigidBodyControl)) rlm@158: rlm@261: (cortex.import/mega-import-jme3) rlm@261: #+end_src rlm@261: rlm@261: * Source Listing rlm@261: - [[../src/cortex/movement.clj][cortex.movement]] rlm@261: - [[../src/cortex/test/movement.clj][cortex.test.movement]] rlm@261: - [[../src/cortex/video/magick7.clj][cortex.video.magick7]] rlm@261: #+html: rlm@261: - [[http://hg.bortreb.com ][source-repository]] rlm@158: rlm@158: * COMMENT code generation rlm@158: #+begin_src clojure :tangle ../src/cortex/movement.clj rlm@261: <> rlm@261: <> rlm@261: <> rlm@261: <> rlm@158: #+end_src rlm@261: rlm@261: #+begin_src clojure :tangle ../src/cortex/test/movement.clj rlm@261: <> rlm@261: <> rlm@261: #+end_src rlm@261: rlm@261: #+begin_src clojure :tangle ../src/cortex/video/magick7.clj rlm@261: <> rlm@261: #+end_src