Clojure Utilities for jMonkeyEngine3
aurellem ☉
[TABLE-OF-CONTENTS]
These are a collection of functions to make programming jMonkeyEngine in clojure easier.
1 Imports
(ns cortex.import (:import java.io.File java.util.jar.JarFile)) (defn permissive-import [classname] (eval `(try (import '~classname) (catch java.lang.Exception e# (println "couldn't import " '~classname)))) classname) (defn jme-class? [classname] (and (.startsWith classname "com.jme3.") ;; Don't import the LWJGL stuff since it can throw exceptions ;; upon being loaded. (not (re-matches #".*Lwjgl.*" classname)))) (defn jme-jars [] (map #(JarFile. (File. %)) (filter (partial re-matches #".*jME3.*") (clojure.string/split (System/getProperty "java.class.path") #":")))) (defn jme-class-names [] (filter jme-class? (map (comp #(.replace % File/separator ".") #(clojure.string/replace % ".class" "")) (filter (partial re-matches #".*\.class$") (mapcat #(map str (enumeration-seq (.entries %))) (jme-jars)))))) (defn mega-import-jme3 "Import ALL the jme classes. For REPL use." [] (import com.aurellem.capture.IsoTimer) (dorun (map (comp permissive-import symbol) (jme-class-names))))
jMonkeyEngine3 has a plethora of classes which can be overwhelming to manage. This code uses reflection to import all of them. Once I'm happy with the general structure of a namespace I can deal with importing only the classes it actually needs.
The mega-import-jme3
is quite useful for debugging purposes since
it allows completion for almost all of JME's classes from the REPL.
Out of curiosity, let's see just how many classes mega-import-jme3
imports:
(println (clojure.core/count (cortex.import/jme-class-names)) "classes")
938 classes
2 Utilities
The utilities here come in three main groups:
- Changing settings in a running
Application
- Creating objects
- Debug Actions
- Visualizing objects
2.0.1 Changing Settings
(ns cortex.util "Utility functions for making jMonkeyEngine3 easier to program from clojure." {:author "Robert McIntyre"} (:use cortex.world) (:import com.jme3.math.Vector3f) (:import com.jme3.math.Quaternion) (:import com.jme3.asset.TextureKey) (:import com.jme3.bullet.control.RigidBodyControl) (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape) (:import com.jme3.scene.shape.Box) (:import com.jme3.scene.Node) (:import com.jme3.scene.shape.Sphere) (:import com.jme3.light.AmbientLight) (:import com.jme3.light.DirectionalLight) (:import (com.jme3.math Triangle ColorRGBA)) (:import com.jme3.bullet.BulletAppState) (:import com.jme3.material.Material) (:import com.jme3.scene.Geometry) (:import java.awt.image.BufferedImage) (:import javax.swing.JPanel) (:import javax.swing.JFrame) (:import ij.ImagePlus) (:import javax.swing.SwingUtilities) (:import com.jme3.scene.plugins.blender.BlenderModelLoader) (:import (java.util.logging Level Logger))) (def println-repl "println called from the LWJGL thread will not go to the REPL, but instead to whatever terminal started the JVM process. This function will always output to the REPL" (bound-fn [& args] (apply println args))) (defn position-camera "Change the position of the in-world camera." ([world #^Vector3f position #^Quaternion rotation] (doto (.getCamera world) (.setLocation position) (.setRotation rotation))) ([world [position rotation]] (position-camera world position rotation))) (defn enable-debug "Turn on debug wireframes for every object in this simulation." [world] (.enableDebug (.getPhysicsSpace (.getState (.getStateManager world) BulletAppState)) (asset-manager))) (defn speed-up "Increase the dismally slow speed of the world's camera." ([world] (speed-up world 1)) ([world amount] (.setMoveSpeed (.getFlyByCamera world) (float (* amount 60))) (.setRotationSpeed (.getFlyByCamera world) (float (* amount 3))) world)) (defn no-logging "Disable all of jMonkeyEngine's logging." [] (.setLevel (Logger/getLogger "com.jme3") Level/OFF)) (defn set-accuracy "Change the accuracy at which the World's Physics is calculated." [world new-accuracy] (let [physics-manager (.getState (.getStateManager world) BulletAppState)] (.setAccuracy (.getPhysicsSpace physics-manager) (float new-accuracy)))) (defn set-gravity "In order to change the gravity of a scene, it is not only necessary to set the gravity variable, but to \"tap\" every physics object in the scene to reactivate physics calculations." [world gravity] (traverse (fn [geom] (if-let ;; only set gravity for physical objects. [control (.getControl geom RigidBodyControl)] (do (.setGravity control gravity) ;; tappsies! (.applyImpulse control Vector3f/ZERO Vector3f/ZERO)))) (.getRootNode world))) (defn add-element "Add the Spatial to the world's environment" ([world element node] (.addAll (.getPhysicsSpace (.getState (.getStateManager world) BulletAppState)) element) (.attachChild node element)) ([world element] (add-element world element (.getRootNode world)))) (defn apply-map "Like apply, but works for maps and functions that expect an implicit map and nothing else as in (fn [& {}]). ------- Example ------- (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}] (println www)) (apply-map demo {:www \"hello!\"}) -->\"hello\"" [fn m] (apply fn (reduce #(into %1 %2) [] m))) (defn map-vals "Transform a map by applying a function to its values, keeping the keys the same." [f m] (zipmap (keys m) (map f (vals m)))) (defn runonce "Decorator. returns a function which will run only once. Inspired by Halloway's version from Lancet." {:author "Robert McIntyre"} [function] (let [sentinel (Object.) result (atom sentinel)] (fn [& args] (locking sentinel (if (= @result sentinel) (reset! result (apply function args)) @result)))))
2.0.2 Creating Basic Shapes
(in-ns 'cortex.util) (defn load-bullet "Running this function unpacks the native bullet libraries and makes them available." [] (let [sim (world (Node.) {} no-op no-op)] (doto sim (.enqueue (fn [] (.stop sim))) (.start)))) (defrecord shape-description [name color mass friction texture material position rotation shape physical? GImpact? ]) (def base-shape "Basic settings for shapes." (shape-description. "default-shape" false ;;ColorRGBA/Blue 1.0 ;; mass 1.0 ;; friction ;; texture "Textures/Terrain/BrickWall/BrickWall.jpg" ;; material "Common/MatDefs/Misc/Unshaded.j3md" Vector3f/ZERO Quaternion/IDENTITY (Box. Vector3f/ZERO 0.5 0.5 0.5) true false)) (defn make-shape [#^shape-description d] (let [asset-manager (asset-manager) mat (Material. asset-manager (:material d)) geom (Geometry. (:name d) (:shape d))] (if (:texture d) (let [key (TextureKey. (:texture d))] (.setGenerateMips key true) (.setTexture mat "ColorMap" (.loadTexture asset-manager key)) )) (if (:color d) (.setColor mat "Color" (:color d))) (.setMaterial geom mat) (if-let [rotation (:rotation d)] (.rotate geom rotation)) (.setLocalTranslation geom (:position d)) (if (:physical? d) (let [physics-control (if (:GImpact d) ;; Create an accurate mesh collision shape if desired. (RigidBodyControl. (doto (GImpactCollisionShape. (.getMesh geom)) (.createJmeMesh) ;;(.setMargin 0) ) (float (:mass d))) ;; otherwise use jme3's default (RigidBodyControl. (float (:mass d))))] (.addControl geom physics-control) ;;(.setSleepingThresholds physics-control (float 0) (float 0)) (.setFriction physics-control (:friction d)))) geom)) (defn box ([l w h & {:as options}] (let [options (merge base-shape options)] (make-shape (assoc options :shape (Box. l w h))))) ([] (box 0.5 0.5 0.5))) (defn sphere ([r & {:as options}] (let [options (merge base-shape options)] (make-shape (assoc options :shape (Sphere. 32 32 (float r)))))) ([] (sphere 0.5))) (defn x-ray "A useful material for debugging -- it can be seen no matter what object occludes it." [#^ColorRGBA color] (doto (Material. (asset-manager) "Common/MatDefs/Misc/Unshaded.j3md") (.setColor "Color" color) (-> (.getAdditionalRenderState) (.setDepthTest false)))) (defn node-seq "Take a node and return a seq of all its children recursively. There will be no nodes left in the resulting structure" [#^Node node] (tree-seq #(isa? (class %) Node) #(.getChildren %) node)) (defn nodify "Take a sequence of things that can be attached to a node and return a node with all of them attached" ([name children] (let [node (Node. name)] (dorun (map #(.attachChild node %) children)) node)) ([children] (nodify "" children))) (defn load-blender-model "Load a .blend file using an asset folder relative path." [^String model] (.loadModel (doto (asset-manager) (.registerLoader BlenderModelLoader (into-array String ["blend"]))) model)) (def brick-length 0.48) (def brick-width 0.24) (def brick-height 0.12) (def gravity (Vector3f. 0 -9.81 0)) (import com.jme3.math.Vector2f) (import com.jme3.renderer.queue.RenderQueue$ShadowMode) (import com.jme3.texture.Texture$WrapMode) (defn brick* [position] (println "get brick.") (doto (box brick-length brick-height brick-width :position position :name "brick" :material "Common/MatDefs/Misc/Unshaded.j3md" :texture "Textures/Terrain/BrickWall/BrickWall.jpg" :mass 34) (-> (.getMesh) (.scaleTextureCoordinates (Vector2f. 1 0.5))) (.setShadowMode RenderQueue$ShadowMode/CastAndReceive) ) ) (defn floor* "make a sturdy, unmovable physical floor" [] (box 10 0.1 5 :name "floor" :mass 0 :color ColorRGBA/Gray :position (Vector3f. 0 0 0))) (defn floor* [] (doto (box 10 0.1 5 :name "floor" ;10 0.1 5 ; 240 0.1 240 :material "Common/MatDefs/Misc/Unshaded.j3md" :texture "Textures/BronzeCopper030.jpg" :position (Vector3f. 0 0 0 ) :mass 0) (-> (.getMesh) (.scaleTextureCoordinates (Vector2f. 3 6)));64 64 (-> (.getMaterial) (.getTextureParam "ColorMap") (.getTextureValue) (.setWrap Texture$WrapMode/Repeat)) (.setShadowMode RenderQueue$ShadowMode/Receive) )) (defn brick-wall* [] (let [node (Node. "brick-wall")] (dorun (map (comp #(.attachChild node %) brick*) (for [y (range 10) x (range 4) z (range 1)] (Vector3f. (+ (* 2 x brick-length) (if (even? (+ y z)) (/ brick-length 4) (/ brick-length -4))) (+ (* brick-height (inc (* 2 y)))) (* 2 z brick-width) )))) (.setShadowMode node RenderQueue$ShadowMode/CastAndReceive) node))
2.0.3 Debug Actions
(in-ns 'cortex.util) (defn basic-light-setup "returns a sequence of lights appropriate for fully lighting a scene" [] (conj (doall (map (fn [direction] (doto (DirectionalLight.) (.setDirection direction) (.setColor ColorRGBA/White))) [;; six faces of a cube Vector3f/UNIT_X Vector3f/UNIT_Y Vector3f/UNIT_Z (.mult Vector3f/UNIT_X (float -1)) (.mult Vector3f/UNIT_Y (float -1)) (.mult Vector3f/UNIT_Z (float -1))])) (doto (AmbientLight.) (.setColor ColorRGBA/White)))) (defn light-up-everything "Add lights to a world appropriate for quickly seeing everything in the scene. Adds six DirectionalLights facing in orthogonal directions, and one AmbientLight to provide overall lighting coverage." [world] (dorun (map #(.addLight (.getRootNode world) %) (basic-light-setup)))) (defn fire-cannon-ball "Creates a function that fires a cannon-ball from the current game's camera. The cannon-ball will be attached to the node if provided, or to the game's RootNode if no node is provided." ([node] (fn [game value] (if (not value) (let [camera (.getCamera game) cannon-ball (sphere 0.4 ;;:texture nil :material "Common/MatDefs/Misc/Unshaded.j3md" :color ColorRGBA/Blue :name "cannonball!" :position (.add (.getLocation camera) (.mult (.getDirection camera) (float 1))) :mass 25)] ;200 0.05 (.setLinearVelocity (.getControl cannon-ball RigidBodyControl) (.mult (.getDirection camera) (float 50))) ;50 (add-element game cannon-ball (if node node (.getRootNode game))) cannon-ball)))) ([] (fire-cannon-ball false))) (def standard-debug-controls {"key-space" (fire-cannon-ball)}) (defn tap [obj direction force] (let [control (.getControl obj RigidBodyControl)] (.applyTorque control (.mult (.getPhysicsRotation control) (.mult (.normalize direction) (float force)))))) (defn with-movement [object [up down left right roll-up roll-down :as keyboard] forces [root-node keymap initialization world-loop]] (let [add-keypress (fn [state keymap key] (merge keymap {key (fn [_ pressed?] (reset! state pressed?))})) move-up? (atom false) move-down? (atom false) move-left? (atom false) move-right? (atom false) roll-left? (atom false) roll-right? (atom false) directions [(Vector3f. 0 1 0)(Vector3f. 0 -1 0) (Vector3f. 0 0 1)(Vector3f. 0 0 -1) (Vector3f. -1 0 0)(Vector3f. 1 0 0)] atoms [move-left? move-right? move-up? move-down? roll-left? roll-right?] keymap* (reduce merge (map #(add-keypress %1 keymap %2) atoms keyboard)) splice-loop (fn [] (dorun (map (fn [sym direction force] (if @sym (tap object direction force))) atoms directions forces))) world-loop* (fn [world tpf] (world-loop world tpf) (splice-loop))] [root-node keymap* initialization world-loop*])) (import com.jme3.font.BitmapText) (import com.jme3.scene.control.AbstractControl) (import com.aurellem.capture.IsoTimer) (defn display-dilated-time "Shows the time as it is flowing in the simulation on a HUD display. Useful for making videos." [world timer] (let [font (.loadFont (asset-manager) "Interface/Fonts/Default.fnt") text (BitmapText. font false)] (.setLocalTranslation text 300 (.getLineHeight text) 0) (.addControl text (proxy [AbstractControl] [] (controlUpdate [tpf] (.setText text (format "%.2f" (float (.getTimeInSeconds timer))))) (controlRender [_ _]))) (.attachChild (.getGuiNode world) text)))
2.0.4 Viewing Objects
(in-ns 'cortex.util) (defprotocol Viewable (view [something])) (extend-type com.jme3.scene.Geometry Viewable (view [geo] (view (doto (Node.)(.attachChild geo))))) (extend-type com.jme3.scene.Node Viewable (view [node] (.start (world node {} (fn [world] (enable-debug world) (set-gravity world Vector3f/ZERO) (light-up-everything world)) no-op)))) (extend-type com.jme3.math.ColorRGBA Viewable (view [color] (view (doto (Node.) (.attachChild (box 1 1 1 :color color)))))) (extend-type ij.ImagePlus Viewable (view [image] (.show image))) (extend-type java.awt.image.BufferedImage Viewable (view [image] (view (ImagePlus. "view-buffered-image" image)))) (defprotocol Textual (text [something] "Display a detailed textual analysis of the given object.")) (extend-type com.jme3.scene.Node Textual (text [node] (println "Total Vertexes: " (.getVertexCount node)) (println "Total Triangles: " (.getTriangleCount node)) (println "Controls :") (dorun (map #(text (.getControl node %)) (range (.getNumControls node)))) (println "Has " (.getQuantity node) " Children:") (doall (map text (.getChildren node))))) (extend-type com.jme3.animation.AnimControl Textual (text [control] (let [animations (.getAnimationNames control)] (println "Animation Control with " (count animations) " animation(s):") (dorun (map println animations))))) (extend-type com.jme3.animation.SkeletonControl Textual (text [control] (println "Skeleton Control with the following skeleton:") (println (.getSkeleton control)))) (extend-type com.jme3.bullet.control.KinematicRagdollControl Textual (text [control] (println "Ragdoll Control"))) (extend-type com.jme3.scene.Geometry Textual (text [control] (println "...geo..."))) (extend-type Triangle Textual (text [t] (println "Triangle: " \newline (.get1 t) \newline (.get2 t) \newline (.get3 t))))
Here I make the Viewable
protocol and extend it to JME's types. Now
JME3's hello-world
can be written as easily as:
(cortex.util/view (cortex.util/box))
3 code generation
(ns cortex.import (:import java.io.File java.util.jar.JarFile)) (defn permissive-import [classname] (eval `(try (import '~classname) (catch java.lang.Exception e# (println "couldn't import " '~classname)))) classname) (defn jme-class? [classname] (and (.startsWith classname "com.jme3.") ;; Don't import the LWJGL stuff since it can throw exceptions ;; upon being loaded. (not (re-matches #".*Lwjgl.*" classname)))) (defn jme-jars [] (map #(JarFile. (File. %)) (filter (partial re-matches #".*jME3.*") (clojure.string/split (System/getProperty "java.class.path") #":")))) (defn jme-class-names [] (filter jme-class? (map (comp #(.replace % File/separator ".") #(clojure.string/replace % ".class" "")) (filter (partial re-matches #".*\.class$") (mapcat #(map str (enumeration-seq (.entries %))) (jme-jars)))))) (defn mega-import-jme3 "Import ALL the jme classes. For REPL use." [] (import com.aurellem.capture.IsoTimer) (dorun (map (comp permissive-import symbol) (jme-class-names))))
(ns cortex.util "Utility functions for making jMonkeyEngine3 easier to program from clojure." {:author "Robert McIntyre"} (:use cortex.world) (:import com.jme3.math.Vector3f) (:import com.jme3.math.Quaternion) (:import com.jme3.asset.TextureKey) (:import com.jme3.bullet.control.RigidBodyControl) (:import com.jme3.bullet.collision.shapes.GImpactCollisionShape) (:import com.jme3.scene.shape.Box) (:import com.jme3.scene.Node) (:import com.jme3.scene.shape.Sphere) (:import com.jme3.light.AmbientLight) (:import com.jme3.light.DirectionalLight) (:import (com.jme3.math Triangle ColorRGBA)) (:import com.jme3.bullet.BulletAppState) (:import com.jme3.material.Material) (:import com.jme3.scene.Geometry) (:import java.awt.image.BufferedImage) (:import javax.swing.JPanel) (:import javax.swing.JFrame) (:import ij.ImagePlus) (:import javax.swing.SwingUtilities) (:import com.jme3.scene.plugins.blender.BlenderModelLoader) (:import (java.util.logging Level Logger))) (def println-repl "println called from the LWJGL thread will not go to the REPL, but instead to whatever terminal started the JVM process. This function will always output to the REPL" (bound-fn [& args] (apply println args))) (defn position-camera "Change the position of the in-world camera." ([world #^Vector3f position #^Quaternion rotation] (doto (.getCamera world) (.setLocation position) (.setRotation rotation))) ([world [position rotation]] (position-camera world position rotation))) (defn enable-debug "Turn on debug wireframes for every object in this simulation." [world] (.enableDebug (.getPhysicsSpace (.getState (.getStateManager world) BulletAppState)) (asset-manager))) (defn speed-up "Increase the dismally slow speed of the world's camera." ([world] (speed-up world 1)) ([world amount] (.setMoveSpeed (.getFlyByCamera world) (float (* amount 60))) (.setRotationSpeed (.getFlyByCamera world) (float (* amount 3))) world)) (defn no-logging "Disable all of jMonkeyEngine's logging." [] (.setLevel (Logger/getLogger "com.jme3") Level/OFF)) (defn set-accuracy "Change the accuracy at which the World's Physics is calculated." [world new-accuracy] (let [physics-manager (.getState (.getStateManager world) BulletAppState)] (.setAccuracy (.getPhysicsSpace physics-manager) (float new-accuracy)))) (defn set-gravity "In order to change the gravity of a scene, it is not only necessary to set the gravity variable, but to \"tap\" every physics object in the scene to reactivate physics calculations." [world gravity] (traverse (fn [geom] (if-let ;; only set gravity for physical objects. [control (.getControl geom RigidBodyControl)] (do (.setGravity control gravity) ;; tappsies! (.applyImpulse control Vector3f/ZERO Vector3f/ZERO)))) (.getRootNode world))) (defn add-element "Add the Spatial to the world's environment" ([world element node] (.addAll (.getPhysicsSpace (.getState (.getStateManager world) BulletAppState)) element) (.attachChild node element)) ([world element] (add-element world element (.getRootNode world)))) (defn apply-map "Like apply, but works for maps and functions that expect an implicit map and nothing else as in (fn [& {}]). ------- Example ------- (defn demo [& {:keys [www] :or {www \"oh yeah\"} :as env}] (println www)) (apply-map demo {:www \"hello!\"}) -->\"hello\"" [fn m] (apply fn (reduce #(into %1 %2) [] m))) (defn map-vals "Transform a map by applying a function to its values, keeping the keys the same." [f m] (zipmap (keys m) (map f (vals m)))) (defn runonce "Decorator. returns a function which will run only once. Inspired by Halloway's version from Lancet." {:author "Robert McIntyre"} [function] (let [sentinel (Object.) result (atom sentinel)] (fn [& args] (locking sentinel (if (= @result sentinel) (reset! result (apply function args)) @result))))) (in-ns 'cortex.util) (defn load-bullet "Running this function unpacks the native bullet libraries and makes them available." [] (let [sim (world (Node.) {} no-op no-op)] (doto sim (.enqueue (fn [] (.stop sim))) (.start)))) (defrecord shape-description [name color mass friction texture material position rotation shape physical? GImpact? ]) (def base-shape "Basic settings for shapes." (shape-description. "default-shape" false ;;ColorRGBA/Blue 1.0 ;; mass 1.0 ;; friction ;; texture "Textures/Terrain/BrickWall/BrickWall.jpg" ;; material "Common/MatDefs/Misc/Unshaded.j3md" Vector3f/ZERO Quaternion/IDENTITY (Box. Vector3f/ZERO 0.5 0.5 0.5) true false)) (defn make-shape [#^shape-description d] (let [asset-manager (asset-manager) mat (Material. asset-manager (:material d)) geom (Geometry. (:name d) (:shape d))] (if (:texture d) (let [key (TextureKey. (:texture d))] (.setGenerateMips key true) (.setTexture mat "ColorMap" (.loadTexture asset-manager key)) )) (if (:color d) (.setColor mat "Color" (:color d))) (.setMaterial geom mat) (if-let [rotation (:rotation d)] (.rotate geom rotation)) (.setLocalTranslation geom (:position d)) (if (:physical? d) (let [physics-control (if (:GImpact d) ;; Create an accurate mesh collision shape if desired. (RigidBodyControl. (doto (GImpactCollisionShape. (.getMesh geom)) (.createJmeMesh) ;;(.setMargin 0) ) (float (:mass d))) ;; otherwise use jme3's default (RigidBodyControl. (float (:mass d))))] (.addControl geom physics-control) ;;(.setSleepingThresholds physics-control (float 0) (float 0)) (.setFriction physics-control (:friction d)))) geom)) (defn box ([l w h & {:as options}] (let [options (merge base-shape options)] (make-shape (assoc options :shape (Box. l w h))))) ([] (box 0.5 0.5 0.5))) (defn sphere ([r & {:as options}] (let [options (merge base-shape options)] (make-shape (assoc options :shape (Sphere. 32 32 (float r)))))) ([] (sphere 0.5))) (defn x-ray "A useful material for debugging -- it can be seen no matter what object occludes it." [#^ColorRGBA color] (doto (Material. (asset-manager) "Common/MatDefs/Misc/Unshaded.j3md") (.setColor "Color" color) (-> (.getAdditionalRenderState) (.setDepthTest false)))) (defn node-seq "Take a node and return a seq of all its children recursively. There will be no nodes left in the resulting structure" [#^Node node] (tree-seq #(isa? (class %) Node) #(.getChildren %) node)) (defn nodify "Take a sequence of things that can be attached to a node and return a node with all of them attached" ([name children] (let [node (Node. name)] (dorun (map #(.attachChild node %) children)) node)) ([children] (nodify "" children))) (defn load-blender-model "Load a .blend file using an asset folder relative path." [^String model] (.loadModel (doto (asset-manager) (.registerLoader BlenderModelLoader (into-array String ["blend"]))) model)) (def brick-length 0.48) (def brick-width 0.24) (def brick-height 0.12) (def gravity (Vector3f. 0 -9.81 0)) (import com.jme3.math.Vector2f) (import com.jme3.renderer.queue.RenderQueue$ShadowMode) (import com.jme3.texture.Texture$WrapMode) (defn brick* [position] (println "get brick.") (doto (box brick-length brick-height brick-width :position position :name "brick" :material "Common/MatDefs/Misc/Unshaded.j3md" :texture "Textures/Terrain/BrickWall/BrickWall.jpg" :mass 34) (-> (.getMesh) (.scaleTextureCoordinates (Vector2f. 1 0.5))) (.setShadowMode RenderQueue$ShadowMode/CastAndReceive) ) ) (defn floor* "make a sturdy, unmovable physical floor" [] (box 10 0.1 5 :name "floor" :mass 0 :color ColorRGBA/Gray :position (Vector3f. 0 0 0))) (defn floor* [] (doto (box 10 0.1 5 :name "floor" ;10 0.1 5 ; 240 0.1 240 :material "Common/MatDefs/Misc/Unshaded.j3md" :texture "Textures/BronzeCopper030.jpg" :position (Vector3f. 0 0 0 ) :mass 0) (-> (.getMesh) (.scaleTextureCoordinates (Vector2f. 3 6)));64 64 (-> (.getMaterial) (.getTextureParam "ColorMap") (.getTextureValue) (.setWrap Texture$WrapMode/Repeat)) (.setShadowMode RenderQueue$ShadowMode/Receive) )) (defn brick-wall* [] (let [node (Node. "brick-wall")] (dorun (map (comp #(.attachChild node %) brick*) (for [y (range 10) x (range 4) z (range 1)] (Vector3f. (+ (* 2 x brick-length) (if (even? (+ y z)) (/ brick-length 4) (/ brick-length -4))) (+ (* brick-height (inc (* 2 y)))) (* 2 z brick-width) )))) (.setShadowMode node RenderQueue$ShadowMode/CastAndReceive) node)) (in-ns 'cortex.util) (defn basic-light-setup "returns a sequence of lights appropriate for fully lighting a scene" [] (conj (doall (map (fn [direction] (doto (DirectionalLight.) (.setDirection direction) (.setColor ColorRGBA/White))) [;; six faces of a cube Vector3f/UNIT_X Vector3f/UNIT_Y Vector3f/UNIT_Z (.mult Vector3f/UNIT_X (float -1)) (.mult Vector3f/UNIT_Y (float -1)) (.mult Vector3f/UNIT_Z (float -1))])) (doto (AmbientLight.) (.setColor ColorRGBA/White)))) (defn light-up-everything "Add lights to a world appropriate for quickly seeing everything in the scene. Adds six DirectionalLights facing in orthogonal directions, and one AmbientLight to provide overall lighting coverage." [world] (dorun (map #(.addLight (.getRootNode world) %) (basic-light-setup)))) (defn fire-cannon-ball "Creates a function that fires a cannon-ball from the current game's camera. The cannon-ball will be attached to the node if provided, or to the game's RootNode if no node is provided." ([node] (fn [game value] (if (not value) (let [camera (.getCamera game) cannon-ball (sphere 0.4 ;;:texture nil :material "Common/MatDefs/Misc/Unshaded.j3md" :color ColorRGBA/Blue :name "cannonball!" :position (.add (.getLocation camera) (.mult (.getDirection camera) (float 1))) :mass 25)] ;200 0.05 (.setLinearVelocity (.getControl cannon-ball RigidBodyControl) (.mult (.getDirection camera) (float 50))) ;50 (add-element game cannon-ball (if node node (.getRootNode game))) cannon-ball)))) ([] (fire-cannon-ball false))) (def standard-debug-controls {"key-space" (fire-cannon-ball)}) (defn tap [obj direction force] (let [control (.getControl obj RigidBodyControl)] (.applyTorque control (.mult (.getPhysicsRotation control) (.mult (.normalize direction) (float force)))))) (defn with-movement [object [up down left right roll-up roll-down :as keyboard] forces [root-node keymap initialization world-loop]] (let [add-keypress (fn [state keymap key] (merge keymap {key (fn [_ pressed?] (reset! state pressed?))})) move-up? (atom false) move-down? (atom false) move-left? (atom false) move-right? (atom false) roll-left? (atom false) roll-right? (atom false) directions [(Vector3f. 0 1 0)(Vector3f. 0 -1 0) (Vector3f. 0 0 1)(Vector3f. 0 0 -1) (Vector3f. -1 0 0)(Vector3f. 1 0 0)] atoms [move-left? move-right? move-up? move-down? roll-left? roll-right?] keymap* (reduce merge (map #(add-keypress %1 keymap %2) atoms keyboard)) splice-loop (fn [] (dorun (map (fn [sym direction force] (if @sym (tap object direction force))) atoms directions forces))) world-loop* (fn [world tpf] (world-loop world tpf) (splice-loop))] [root-node keymap* initialization world-loop*])) (import com.jme3.font.BitmapText) (import com.jme3.scene.control.AbstractControl) (import com.aurellem.capture.IsoTimer) (defn display-dilated-time "Shows the time as it is flowing in the simulation on a HUD display. Useful for making videos." [world timer] (let [font (.loadFont (asset-manager) "Interface/Fonts/Default.fnt") text (BitmapText. font false)] (.setLocalTranslation text 300 (.getLineHeight text) 0) (.addControl text (proxy [AbstractControl] [] (controlUpdate [tpf] (.setText text (format "%.2f" (float (.getTimeInSeconds timer))))) (controlRender [_ _]))) (.attachChild (.getGuiNode world) text))) (in-ns 'cortex.util) (defprotocol Viewable (view [something])) (extend-type com.jme3.scene.Geometry Viewable (view [geo] (view (doto (Node.)(.attachChild geo))))) (extend-type com.jme3.scene.Node Viewable (view [node] (.start (world node {} (fn [world] (enable-debug world) (set-gravity world Vector3f/ZERO) (light-up-everything world)) no-op)))) (extend-type com.jme3.math.ColorRGBA Viewable (view [color] (view (doto (Node.) (.attachChild (box 1 1 1 :color color)))))) (extend-type ij.ImagePlus Viewable (view [image] (.show image))) (extend-type java.awt.image.BufferedImage Viewable (view [image] (view (ImagePlus. "view-buffered-image" image)))) (defprotocol Textual (text [something] "Display a detailed textual analysis of the given object.")) (extend-type com.jme3.scene.Node Textual (text [node] (println "Total Vertexes: " (.getVertexCount node)) (println "Total Triangles: " (.getTriangleCount node)) (println "Controls :") (dorun (map #(text (.getControl node %)) (range (.getNumControls node)))) (println "Has " (.getQuantity node) " Children:") (doall (map text (.getChildren node))))) (extend-type com.jme3.animation.AnimControl Textual (text [control] (let [animations (.getAnimationNames control)] (println "Animation Control with " (count animations) " animation(s):") (dorun (map println animations))))) (extend-type com.jme3.animation.SkeletonControl Textual (text [control] (println "Skeleton Control with the following skeleton:") (println (.getSkeleton control)))) (extend-type com.jme3.bullet.control.KinematicRagdollControl Textual (text [control] (println "Ragdoll Control"))) (extend-type com.jme3.scene.Geometry Textual (text [control] (println "...geo..."))) (extend-type Triangle Textual (text [t] (println "Triangle: " \newline (.get1 t) \newline (.get2 t) \newline (.get3 t))))