-
Notifications
You must be signed in to change notification settings - Fork 12
Expand file tree
/
Copy pathflocking_duck.py
More file actions
285 lines (240 loc) · 9.2 KB
/
Copy pathflocking_duck.py
File metadata and controls
285 lines (240 loc) · 9.2 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
# Flocking inside a duck: the GPU boids from flocking_gpu.py, seeded from
# the vertices of the Duck glTF mesh. Each boid remembers its spawn vertex
# in a `home` attribute; a homing force that is negligible near home but
# grows quadratically with distance lets the boids swirl and flock locally
# while the swarm as a whole never loses the duck's shape.
from mewnala import *
from math import cos, sin
from random import uniform
DT = 1.0 / 60.0
# Pass 1: Reynolds' three rules plus the tether. Every boid reads the whole
# flock's state and writes only its steering force, so no boid ever sees a
# half-updated neighbor.
FLOCK_SHADER = """
struct Params {
neighbor_dist: f32,
separation_dist: f32,
max_speed: f32,
max_force: f32,
home_radius: f32,
_pad0: f32,
_pad1: f32,
_pad2: f32,
}
@group(0) @binding(0) var<storage, read_write> position: array<f32>;
@group(0) @binding(1) var<storage, read_write> velocity: array<f32>;
@group(0) @binding(2) var<storage, read_write> home: array<f32>;
@group(0) @binding(3) var<storage, read_write> steer: array<f32>;
@group(0) @binding(4) var<uniform> params: Params;
fn limit(v: vec3<f32>, max_len: f32) -> vec3<f32> {
let len = length(v);
if len > max_len { return v * (max_len / len); }
return v;
}
// Reynolds: steering = desired - velocity
fn steer_toward(desired: vec3<f32>, vel: vec3<f32>) -> vec3<f32> {
let len = length(desired);
if len < 1e-6 { return vec3<f32>(0.0); }
return limit(desired * (params.max_speed / len) - vel, params.max_force);
}
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
let count = arrayLength(&position) / 3u;
if i >= count { return; }
let pos = vec3<f32>(position[i * 3u], position[i * 3u + 1u], position[i * 3u + 2u]);
let vel = vec3<f32>(velocity[i * 3u], velocity[i * 3u + 1u], velocity[i * 3u + 2u]);
var separation = vec3<f32>(0.0);
var alignment = vec3<f32>(0.0);
var cohesion = vec3<f32>(0.0);
var separation_count = 0u;
var neighbor_count = 0u;
for (var j = 0u; j < count; j = j + 1u) {
if j == i { continue; }
let other = vec3<f32>(position[j * 3u], position[j * 3u + 1u], position[j * 3u + 2u]);
let d = distance(pos, other);
if d > 0.0 && d < params.separation_dist {
// Point away from the neighbor, weighted by closeness
separation = separation + normalize(pos - other) / d;
separation_count = separation_count + 1u;
}
if d < params.neighbor_dist {
alignment = alignment
+ vec3<f32>(velocity[j * 3u], velocity[j * 3u + 1u], velocity[j * 3u + 2u]);
cohesion = cohesion + other;
neighbor_count = neighbor_count + 1u;
}
}
var force = vec3<f32>(0.0);
if separation_count > 0u {
force = force + steer_toward(separation / f32(separation_count), vel) * 1.5;
}
if neighbor_count > 0u {
force = force + steer_toward(alignment, vel);
force = force + steer_toward(cohesion / f32(neighbor_count) - pos, vel);
}
// The tether: inside home_radius the weight is < 1 and flocking wins;
// past it the pull grows quadratically until it dominates everything.
let home_pos = vec3<f32>(home[i * 3u], home[i * 3u + 1u], home[i * 3u + 2u]);
let to_home = home_pos - pos;
let w = length(to_home) / params.home_radius;
force = force + steer_toward(to_home, vel) * min(w * w, 8.0);
steer[i * 3u] = force.x;
steer[i * 3u + 1u] = force.y;
steer[i * 3u + 2u] = force.z;
}
"""
# Pass 2: integrate the steering force and point each instanced boid along
# its velocity. No wrapping — the tether is the only containment needed.
INTEGRATE_SHADER = """
struct Params {
dt: f32,
max_speed: f32,
_pad0: f32,
_pad1: f32,
}
@group(0) @binding(0) var<storage, read_write> position: array<f32>;
@group(0) @binding(1) var<storage, read_write> velocity: array<f32>;
@group(0) @binding(2) var<storage, read_write> steer: array<f32>;
@group(0) @binding(3) var<storage, read_write> rotation: array<f32>;
@group(0) @binding(4) var<uniform> params: Params;
// shortest-arc quaternion rotating the mesh's +Z axis onto dir
fn quat_z_to(dir: vec3<f32>) -> vec4<f32> {
let z = vec3<f32>(0.0, 0.0, 1.0);
let d = dot(z, dir);
if d < -0.9999 { return vec4<f32>(0.0, 1.0, 0.0, 0.0); }
return normalize(vec4<f32>(cross(z, dir), 1.0 + d));
}
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let i = gid.x;
let count = arrayLength(&position) / 3u;
if i >= count { return; }
var pos = vec3<f32>(position[i * 3u], position[i * 3u + 1u], position[i * 3u + 2u]);
var vel = vec3<f32>(velocity[i * 3u], velocity[i * 3u + 1u], velocity[i * 3u + 2u]);
let force = vec3<f32>(steer[i * 3u], steer[i * 3u + 1u], steer[i * 3u + 2u]);
vel = vel + force * params.dt;
let speed = length(vel);
if speed > params.max_speed { vel = vel * (params.max_speed / speed); }
pos = pos + vel * params.dt;
position[i * 3u] = pos.x;
position[i * 3u + 1u] = pos.y;
position[i * 3u + 2u] = pos.z;
velocity[i * 3u] = vel.x;
velocity[i * 3u + 1u] = vel.y;
velocity[i * 3u + 2u] = vel.z;
if speed > 1e-6 {
let q = quat_z_to(vel / speed);
rotation[i * 4u] = q.x;
rotation[i * 4u + 1u] = q.y;
rotation[i * 4u + 2u] = q.z;
rotation[i * 4u + 3u] = q.w;
}
}
"""
p = None
boid = None
mat = None
flock_pass = None
integrate_pass = None
center = None
extent = 0.0
max_speed = 0.0
boid_count = 0
title_last_time = 0.0
title_last_frame = 0
# Two triangles folded slightly along the nose-tail spine, like a paper
# boid pointing down +Z. The fold keeps the boid visible edge-on and gives
# each wing its own normal, so the flock glints as it banks.
def boid_geometry(half_width, length, droop):
g = Geometry()
n = (half_width * half_width + droop * droop) ** 0.5
nose = (0.0, 0.0, length * 0.5)
tail = (0.0, 0.0, -length * 0.5)
g.normal(-droop / n, half_width / n, 0.0)
g.vertex(*nose)
g.vertex(-half_width, -droop, -length * 0.5)
g.vertex(*tail)
g.normal(droop / n, half_width / n, 0.0)
g.vertex(*nose)
g.vertex(*tail)
g.vertex(half_width, -droop, -length * 0.5)
for i in range(6):
g.index(i)
return g
def setup():
global p, boid, mat, flock_pass, integrate_pass, center, extent, max_speed, boid_count
size(900, 700)
mode_3d()
directional_light((0.95, 0.9, 0.85), 800.0)
gltf = load_gltf("gltf/Duck.glb")
duck = gltf.geometry("LOD3spShape")
velocity_attr = Attribute("velocity", AttributeFormat.Float3)
home_attr = Attribute("home", AttributeFormat.Float3)
steer_attr = Attribute("steer", AttributeFormat.Float3)
p = Particles(
geometry=duck,
attributes=[
Attribute.position(),
Attribute.rotation(),
Attribute.color(),
velocity_attr,
home_attr,
steer_attr,
],
)
# The duck's vertices become the boids' homes. Every tuning constant is
# derived from the mesh's bounding box, so the sketch doesn't care what
# units the model was authored in.
homes = p.buffer(Attribute.position()).read()
boid_count = len(homes)
window_title(f"GPU Flocking Duck — {boid_count:,} boids")
lo = [min(v[i] for v in homes) for i in range(3)]
hi = [max(v[i] for v in homes) for i in range(3)]
center = [(lo[i] + hi[i]) * 0.5 for i in range(3)]
extent = sum((hi[i] - lo[i]) ** 2 for i in range(3)) ** 0.5
max_speed = 0.15 * extent
p.buffer(home_attr).write(homes)
velocities = []
rotations = []
colors = []
for _ in homes:
velocities.append([uniform(-1.0, 1.0) * max_speed * 0.4 for _ in range(3)])
rotations.append([0.0, 0.0, 0.0, 1.0])
c = hsva(uniform(38.0, 58.0), 0.85, 1.0)
colors.append([c.r, c.g, c.b, 1.0])
p.buffer(velocity_attr).write(velocities)
p.buffer(Attribute.rotation()).write(rotations)
color_buf = p.buffer(Attribute.color())
color_buf.write(colors)
s = 0.008 * extent
boid = boid_geometry(1.2 * s, 3.5 * s, 0.4 * s)
mat = Material.pbr(albedo=color_buf)
flock_pass = Compute(Shader(FLOCK_SHADER))
integrate_pass = Compute(Shader(INTEGRATE_SHADER))
def draw():
global title_last_time, title_last_frame
title_elapsed = elapsed_time - title_last_time
if title_elapsed >= 0.5:
fps = (frame_count - title_last_frame) / title_elapsed
window_title(f"GPU Flocking Duck — {boid_count:,} boids — {fps:.0f} FPS")
title_last_time = elapsed_time
title_last_frame = frame_count
t = elapsed_time * 0.2
r = extent * 1.1
camera_position(center[0] + cos(t) * r, center[1] + extent * 0.35, center[2] + sin(t) * r)
camera_look_at(center[0], center[1], center[2])
background(10, 12, 18)
use_material(mat)
particles(p, boid)
flock_pass.set(
neighbor_dist=0.06 * extent,
separation_dist=0.03 * extent,
max_speed=max_speed,
max_force=2.0 * max_speed,
home_radius=0.04 * extent,
)
p.apply(flock_pass)
integrate_pass.set(dt=DT, max_speed=max_speed)
p.apply(integrate_pass)
run()