Mercurial > cortex
changeset 132:3206d5e20bee
still trying to fix proprioception
author | Robert McIntyre <rlm@mit.edu> |
---|---|
date | Tue, 31 Jan 2012 01:40:47 -0700 |
parents | e98850b83c2c |
children | 2ed7e60d3821 |
files | org/body.org |
diffstat | 1 files changed, 88 insertions(+), 7 deletions(-) [+] |
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1.1 --- a/org/body.org Mon Jan 30 07:21:46 2012 -0700 1.2 +++ b/org/body.org Tue Jan 31 01:40:47 2012 -0700 1.3 @@ -17,6 +17,15 @@ 1.4 com.jme3.math.Matrix3f 1.5 com.jme3.bullet.control.RigidBodyControl)) 1.6 1.7 + 1.8 + 1.9 +(defn quaternion-decompose [#^Quaternion q] 1.10 + (map 1.11 + #(arc-between % (.rotate q %)) 1.12 + [Vector3f/UNIT_X 1.13 + Vector3f/UNIT_Y 1.14 + Vector3f/UNIT_Z])) 1.15 + 1.16 (defn any-orthogonal 1.17 "Generate an arbitray (but stable) orthogonal vector to a given 1.18 vector." 1.19 @@ -44,6 +53,30 @@ 1.20 beta (.dot basis-2 (.project rotated basis-2))] 1.21 (Math/atan2 beta alpha))) 1.22 1.23 +(defn right-handed? [vec1 vec2 vec3] 1.24 + (< 0 (.dot (.cross vec1 vec2) vec3))) 1.25 + 1.26 +(defn project-quaternion 1.27 + "From http://stackoverflow.com/questions/3684269/ 1.28 + component-of-a-quaternion-rotation-around-an-axis. 1.29 + 1.30 + Determine the amount of rotation a quaternion will 1.31 + cause about a given axis." 1.32 + [#^Quaternion q #^Vector3f axis] 1.33 + (let [axis (.normalize axis) 1.34 + basis-1 (any-orthogonal axis) 1.35 + basis-2 (.cross axis basis-1) 1.36 + rotated (.mult q basis-1) 1.37 + rotated-in-plane (.add (.project rotated basis-1) 1.38 + (.project rotated basis-2))] 1.39 + 1.40 + ;; be sure to get sign from cross product 1.41 + (if (right-handed? basis-1 rotated-in-plane axis) 1.42 + (.angleBetween rotated-in-plane basis-1) 1.43 + (- (* 2 Math/PI) (.angleBetween rotated-in-plane basis-1))))) 1.44 + 1.45 + 1.46 + 1.47 (defn joint-proprioception 1.48 "Relative position information for a two-part system connected by a 1.49 joint. Gives the pitch, yaw, and roll of the 'B' object relative to 1.50 @@ -89,6 +122,14 @@ 1.51 [pitch yaw roll])) 1.52 1.53 1.54 + 1.55 + 1.56 +(defn absolute-angle-between 1.57 + [vec-1 vec-2] 1.58 + 1.59 + 1.60 + 1.61 + 1.62 (defn joint-proprioception 1.63 [joint] 1.64 (let [object-a (.getUserObject (.getBodyA joint)) 1.65 @@ -104,12 +145,52 @@ 1.66 (.subtract 1.67 (.localToWorld object-b (.getPivotB joint) nil) 1.68 (.getWorldTranslation object-b))) 1.69 + 1.70 + rotate-a (.clone (.getWorldRotation object-a)) 1.71 + unrotate-a (.inverse (.getWorldRotation object-a)) 1.72 + 1.73 + canonical-arm-a (.mult unrotate-a arm-a) 1.74 + 1.75 + basis-1 (any-orthogonal canonical-arm-a) 1.76 + basis-2 (.normalize (.cross basis-1 canonical-arm-a)) 1.77 + 1.78 + pitch (.angleBetween arm-b basis-1) 1.79 + yaw (.angleBetween arm-b basis-2) 1.80 + 1.81 + twist-a 1.82 + (project-quaternion 1.83 + (.getWorldRotation object-a) arm-a) 1.84 1.85 - 1.86 + twist-b 1.87 + (project-quaternion 1.88 + (.getWorldRotation object-b) arm-b) 1.89 + 1.90 + roll (- twist-b 0) 1.91 + ;; "un-rotate" arm-a to it's canonical position, get two 1.92 + ;; orthogonal basis vectors. Rotate those two vectors back to 1.93 + ;; the correct position get the rotations between them. 1.94 + 1.95 + ;; twist is the rotation about arm-a of obj-b minus the 1.96 + ;; rotation about arm-a of obj-a 1.97 ] 1.98 - 1.99 - 1.100 - 1.101 + ;; object-a == hand 1.102 + ;; object-b == finger 1.103 + [pitch yaw roll])) 1.104 + 1.105 +;; (defn joint-proprioception* 1.106 +;; [joint] 1.107 +;; (let [object-a (.getUserObject (.getBodyA joint)) 1.108 +;; object-b (.getUserObject (.getBodyB joint)) 1.109 + 1.110 +;; rotate-a (.clone (.getWorldRotation object-a)) 1.111 +;; rotate-b (.clone (.getWorldRotation object-b)) 1.112 + 1.113 +;; rotate-rel (.mult rotate-b (.inverse rotate-a)) 1.114 +;; ] 1.115 +;; ((comp vec map) (partial project-quaternion rotate-rel) 1.116 +;; [Vector3f/UNIT_X 1.117 +;; Vector3f/UNIT_Y 1.118 +;; Vector3f/UNIT_Z]))) 1.119 1.120 1.121 (defn proprioception 1.122 @@ -297,7 +378,7 @@ 1.123 (.setRGB image (+ u x) (+ v y) color)))) 1.124 1.125 (defn view-angle 1.126 - "create a debug biew of an angle" 1.127 + "create a debug view of an angle" 1.128 [color] 1.129 (let [image (BufferedImage. 50 50 BufferedImage/TYPE_INT_RGB) 1.130 previous (atom [25 25]) 1.131 @@ -355,9 +436,9 @@ 1.132 and counterclockwise, and only affect roll." 1.133 [] 1.134 (let [hand (box 1 0.2 0.2 :position (Vector3f. 0 2 0) 1.135 - :mass 0 :color ColorRGBA/Green) 1.136 + :mass 0 :color ColorRGBA/Green :name "hand") 1.137 finger (box 1 0.2 0.2 :position (Vector3f. 2.4 2 0) 1.138 - :mass 1 :color ColorRGBA/Red) 1.139 + :mass 1 :color ColorRGBA/Red :name "finger") 1.140 floor (box 10 0.5 10 :position (Vector3f. 0 -5 0) 1.141 :mass 0 :color ColorRGBA/Gray) 1.142