Use UV coords for agents

This commit is contained in:
Andras Schmelczer 2023-04-18 20:46:53 +01:00
parent 5feb7c929d
commit 8ce9b97cf2
No known key found for this signature in database
GPG key ID: FC8F2C3D3D1A718C
4 changed files with 59 additions and 90 deletions

View file

@ -37,9 +37,12 @@ export class AgentPipeline {
new ArrayBuffer(agents.length * AGENT_SIZE_IN_BYTES)
);
agents.forEach((agent, i) => {
serializedAgents[i * 4 + 0] = agent.position[0];
serializedAgents[i * 4 + 1] = agent.position[1];
serializedAgents[i * 4 + 2] = agent.angle;
serializedAgents[(i * AGENT_SIZE_IN_BYTES) / Float32Array.BYTES_PER_ELEMENT + 0] =
agent.position[0];
serializedAgents[(i * AGENT_SIZE_IN_BYTES) / Float32Array.BYTES_PER_ELEMENT + 1] =
agent.position[1];
serializedAgents[(i * AGENT_SIZE_IN_BYTES) / Float32Array.BYTES_PER_ELEMENT + 2] =
agent.angle;
});
this.agentsBuffer = device.createBuffer({
@ -80,11 +83,10 @@ export class AgentPipeline {
width,
height,
trailWeight,
deltaTime,
time,
moveSpeed,
turnSpeed,
sensorAngleDegrees,
moveSpeed * deltaTime,
turnSpeed * deltaTime,
(sensorAngleDegrees * Math.PI) / 180,
sensorOffsetDst,
sensorSize,
])

View file

@ -4,15 +4,14 @@ struct Agent {
}
struct Settings {
width : i32,
height : i32,
size: vec2<f32>,
trailWeight : f32,
deltaTime : f32,
time : f32,
moveSpeed : f32,
turnSpeed : f32,
sensorAngleDegrees : f32,
moveRate : f32,
turnRate : f32,
sensorAngle : f32,
sensorOffsetDst : f32,
sensorSize : f32,
};
@ -24,8 +23,7 @@ struct Settings {
// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
fn hash(state0 : u32) -> u32
{
fn hash(state0 : u32) -> u32 {
var state : u32 = state0;
state = state ^ 2747636419u;
state = state * 2654435769u;
@ -46,78 +44,41 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
var agent = agents[id];
var random = f32(hash(
u32(
agent.position.y * f32(settings.width) + agent.position.x
)
+ hash(
id + u32(settings.time * 100000.)
)
)) / 4294967295.0;
let random = f32(hash(id + u32(settings.time * 10000 + agent.position.y * 10 + agent.position.x))) / 4294967295.0;
// Steer based on sensory data
let sensorAngleRad : f32 = settings.sensorAngleDegrees * (3.1415 / 180.);
let weightForward : f32 = sense(agent, 0.);
let weightLeft : f32 = sense(agent, sensorAngleRad);
let weightRight : f32 = sense(agent, -sensorAngleRad);
let weightLeft : f32 = sense(agent, settings.sensorAngle);
let weightRight : f32 = sense(agent, -settings.sensorAngle);
let randomSteerStrength : f32 = random;
let turnSpeed : f32 = settings.turnSpeed * 2. * 3.1415;
// choose random direction
if (weightForward < weightLeft && weightForward < weightRight) {
agent.angle = agent.angle + (randomSteerStrength - 0.5) * 2. * turnSpeed * settings.deltaTime;
}
// Turn right
else if (weightRight > weightLeft) {
agent.angle = agent.angle - randomSteerStrength * turnSpeed * settings.deltaTime;
}
// Turn left
else if (weightLeft > weightRight) {
agent.angle = agent.angle + randomSteerStrength * turnSpeed * settings.deltaTime;
agent.angle += (random - 0.5) * 2. * settings.turnRate;
} else if (weightLeft < weightRight) {
agent.angle -= random * settings.turnRate;
} else if (weightRight < weightLeft) {
agent.angle += random * settings.turnRate;
}
// Update position
let direction : vec2<f32> = vec2<f32>(cos(agent.angle), sin(agent.angle));
var newPos : vec2<f32> = agent.position + direction * settings.deltaTime * settings.moveSpeed;
let direction = vec2(cos(agent.angle), sin(agent.angle));
var newPos = agent.position + direction / normalize(settings.size) * settings.moveRate;
// Clamp position to map boundaries, and pick new random move dir if hit boundary
if (newPos.x < 0. || newPos.x >= f32(settings.width) || newPos.y < 0. || newPos.y >= f32(settings.height)) {
// random = hash(random);
let randomAngle : f32 = random * 2. * 3.1415;
newPos.x = min(f32(settings.width - 1), max(0., newPos.x));
newPos.y = min(f32(settings.height - 1), max(0., newPos.y));
agent.angle = randomAngle;
} else {
let offset : i32 = i32() * settings.width * 4 + i32() * 4;
textureStore(TrailMapOut, vec2<i32>(i32(newPos.x), i32(newPos.y)), vec4(vec3<f32>(1.) * settings.trailWeight * settings.deltaTime, 1.));
newPos = clamp(newPos, vec2<f32>(0, 0), vec2<f32>(1, 1));
if (newPos.x == 0. || newPos.x == 1. || newPos.y == 0. || newPos.y == 1.) {
agent.angle = random * 2. * 3.1415;
}
agent.position = newPos;
textureStore(
TrailMapOut,
vec2<i32>(newPos * settings.size),
vec4(vec3<f32>(1.) * settings.trailWeight * 0.02, 1.)
);
agent.position = newPos;
agents[id] = agent;
}
fn sense(agent : Agent, sensorAngleOffset : f32) -> f32 {
let sensorAngle : f32 = agent.angle + sensorAngleOffset;
let sensorDir : vec2<f32> = vec2<f32>(cos(sensorAngle), sin(sensorAngle));
let sensorDir : vec2<f32> = vec2(cos(sensorAngle), sin(sensorAngle)) / normalize(settings.size);
let sensorPos : vec2<f32> = agent.position + sensorDir * settings.sensorOffsetDst;
let sensorCentreX : i32 = i32(sensorPos.x);
let sensorCentreY : i32 = i32(sensorPos.y);
var sum : f32 = 0.;
let senseWeight : vec4<i32> = vec4<i32>(2, 2, 2, 2) - vec4<i32>(1, 1, 1, 1);
let sensorSize : i32 = i32(settings.sensorSize);
for (var offsetX : i32 = -sensorSize; offsetX <= sensorSize; offsetX = offsetX + 1) {
for (var offsetY : i32 = -sensorSize; offsetY <= sensorSize; offsetY = offsetY + 1) {
let sampleX : i32 = min(settings.width - 1, max(0, sensorCentreX + offsetX));
let sampleY : i32 = min(settings.height - 1, max(0, sensorCentreY + offsetY));
sum = sum + dot(vec4<f32>(senseWeight), textureLoad(TrailMapIn, vec2<i32>(sampleX, sampleY), 1));
}
}
return sum;
return textureLoad(TrailMapIn, vec2<i32>(sensorPos * settings.size), 0).x;
}

View file

@ -21,6 +21,8 @@ export default class Renderer {
private trailMapA?: GPUTexture;
private trailMapB?: GPUTexture;
private previousTime?: DOMHighResTimeStamp = null;
public constructor(private canvas: HTMLCanvasElement) {}
async start() {
@ -35,7 +37,7 @@ export default class Renderer {
window.addEventListener('resize', this.resize.bind(this));
const agents: Array<Agent> = new Array(settings.agentCount).fill(0).map(() => ({
position: vec2.fromValues(randomBetween(0, 1000), randomBetween(0, 1000)),
position: vec2.fromValues(randomBetween(1 / 3, 2 / 3), randomBetween(1 / 3, 2 / 3)),
angle: randomBetween(0, Math.PI * 2),
}));
@ -95,18 +97,19 @@ export default class Renderer {
}
private render(time: DOMHighResTimeStamp) {
const deltaTime = this.calculateDeltaTime(time);
this.agentPipeline.setParameters({
width: this.canvas.width,
height: this.canvas.height,
time,
deltaTime: 0.016,
sensorAngleDegrees: 45,
deltaTime,
...settings,
});
this.diffusionPipeline.setParameters({
width: this.canvas.width,
height: this.canvas.height,
deltaTime: 0.016,
deltaTime,
...settings,
});
const commandEncoder = this.device.createCommandEncoder();
@ -120,4 +123,13 @@ export default class Renderer {
requestAnimationFrame(this.render.bind(this));
}
private calculateDeltaTime(time: DOMHighResTimeStamp): number {
if (this.previousTime === null) {
this.previousTime = time;
}
const deltaTime = time - this.previousTime;
this.previousTime = time;
return deltaTime / 1000;
}
}

View file

@ -1,31 +1,25 @@
const SpawnMode = { Random: 0, Point: 1, InwardCircle: 2, RandomCircle: 3 };
interface Settings {
stepsPerFrame: number;
agentCount: number;
spawnMode: number;
trailWeight: number;
decayRate: number;
diffusionRate: number;
moveSpeed: number;
turnSpeed: number;
sensorAngleSpacing: number;
sensorAngleDegrees: number;
sensorOffsetDst: number;
sensorSize: number;
}
export const settings: Settings = {
stepsPerFrame: 2,
agentCount: 500000,
spawnMode: SpawnMode.InwardCircle,
agentCount: 50000,
trailWeight: 5,
decayRate: 0.05,
diffusionRate: 0.1,
diffusionRate: 0.2,
moveSpeed: 20,
moveSpeed: 0.03,
turnSpeed: 2,
sensorAngleSpacing: 30,
sensorOffsetDst: 35,
sensorAngleDegrees: 45,
sensorOffsetDst: 35 / 1000,
sensorSize: 1,
};