changeset 201:1c915cc1118b

minor edits for sense.org
author Robert McIntyre <rlm@mit.edu>
date Tue, 07 Feb 2012 07:13:45 -0700
parents 7eb966144dad
children d5c597a7aed4
files org/sense.org
diffstat 1 files changed, 16 insertions(+), 16 deletions(-) [+]
line wrap: on
line diff
     1.1 --- a/org/sense.org	Mon Feb 06 08:26:20 2012 -0700
     1.2 +++ b/org/sense.org	Tue Feb 07 07:13:45 2012 -0700
     1.3 @@ -75,11 +75,11 @@
     1.4  
     1.5  Blender and jMonkeyEngine already have support for exactly this sort
     1.6  of data structure because it is used to "skin" models for games. It is
     1.7 -called [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV][UV-mapping]].  The three-dimensional surface is cut and smooshed
     1.8 -until it fits on a two-dimensional image. You paint whatever you want
     1.9 -on that image, and when the three-dimensional shape is rendered in a
    1.10 -game that image the smooshing and cutting us reversed and the image
    1.11 -appears on the three-dimensional object.
    1.12 +called [[http://wiki.blender.org/index.php/Doc:2.6/Manual/Textures/Mapping/UV][UV-mapping]].  The three-dimensional surface of a model is cut
    1.13 +and smooshed until it fits on a two-dimensional image. You paint
    1.14 +whatever you want on that image, and when the three-dimensional shape
    1.15 +is rendered in a game the smooshing and cutting us reversed and the
    1.16 +image appears on the three-dimensional object.
    1.17  
    1.18  To make a sense, interpret the UV-image as describing the distribution
    1.19  of that senses sensors. To get different types of sensors, you can
    1.20 @@ -111,7 +111,7 @@
    1.21  pixels so that they can be used to create senses. =(load-image)= finds
    1.22  images using jMonkeyEngine's asset-manager, so the image path is
    1.23  expected to be relative to the =assets= directory.  Thanks to Dylan
    1.24 -for the beautiful version of filter-pixels.
    1.25 +for the beautiful version of =(filter-pixels)=.
    1.26  
    1.27  #+name: topology-1
    1.28  #+begin_src clojure
    1.29 @@ -352,7 +352,8 @@
    1.30        (do (println-repl "could not find" parent-name "node") []))))
    1.31  
    1.32  (defn closest-node
    1.33 -  "Return the node in creature which is closest to the given node."
    1.34 +  "Return the physical node in creature which is closest to the given
    1.35 +  node."
    1.36    [#^Node creature #^Node empty]
    1.37    (loop [radius (float 0.01)]
    1.38      (let [results (CollisionResults.)]
    1.39 @@ -425,24 +426,23 @@
    1.40     (com.aurellem.capture RatchetTimer Capture)))
    1.41  
    1.42  (defn test-bind-sense
    1.43 -  "Show a camera that stays in the same relative position to a blue cube."
    1.44 +  "Show a camera that stays in the same relative position to a blue
    1.45 +  cube."
    1.46    []
    1.47 -  (let [camera-pos (Vector3f. 0 30 0)
    1.48 +  (let [eye-pos (Vector3f. 0 30 0)
    1.49          rock (box 1 1 1 :color ColorRGBA/Blue
    1.50                    :position (Vector3f. 0 10 0)
    1.51                    :mass 30)
    1.52 -        rot (.getWorldRotation rock)
    1.53          table (box 3 1 10 :color ColorRGBA/Gray :mass 0
    1.54                     :position (Vector3f. 0 -3 0))]
    1.55      (world
    1.56       (nodify [rock table])
    1.57       standard-debug-controls
    1.58 -     (fn [world]
    1.59 -       (let 
    1.60 -           [cam (doto (.clone (.getCamera world))
    1.61 -                  (.setLocation camera-pos)
    1.62 -                  (.lookAt Vector3f/ZERO
    1.63 -                           Vector3f/UNIT_X))]
    1.64 +     (fn init [world]
    1.65 +       (let [cam (doto (.clone (.getCamera world))
    1.66 +                   (.setLocation eye-pos)
    1.67 +                   (.lookAt Vector3f/ZERO
    1.68 +                            Vector3f/UNIT_X))]
    1.69           (bind-sense rock cam)
    1.70           (.setTimer world (RatchetTimer. 60))
    1.71           (Capture/captureVideo