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slime_sim.py
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503 lines (433 loc) · 20.2 KB
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"""
CPU port of the Unity slime simulation.
The original project uses Unity compute shaders to move agents, deposit trails,
diffuse/decay the trail map, and build a coloured display texture. This Python
version follows the same logic on the CPU with NumPy. Visualisation is done
with matplotlib; the core simulation is kept separate so it can also run
headless.
"""
import math
import random
from dataclasses import dataclass, field
from enum import Enum
from typing import List, Sequence, Tuple
import numpy as np
try:
import taichi as ti # type: ignore
except Exception: # noqa: BLE001
ti = None
class SpawnMode(Enum):
RANDOM = "random"
POINT = "point"
INWARD_CIRCLE = "inward_circle"
RANDOM_CIRCLE = "random_circle"
@dataclass
class SpeciesSettings:
move_speed: float = 60.0
turn_speed: float = 0.25 # revolutions per second
sensor_angle_degrees: float = 22.5
sensor_offset_dst: float = 15.0
sensor_size: int = 1
colour: Tuple[float, float, float, float] = (1.0, 1.0, 1.0, 1.0)
@dataclass
class SlimeSettings:
# Simulation
steps_per_frame: int = 1
width: int = 640
height: int = 360
num_agents: int = 20000
spawn_mode: SpawnMode = SpawnMode.RANDOM
# Trail
trail_weight: float = 1.0
decay_rate: float = 0.25
diffuse_rate: float = 15.0
species_settings: Sequence[SpeciesSettings] = field(default_factory=lambda: [
SpeciesSettings(colour=(1.0, 0.2, 0.2, 1.0)),
SpeciesSettings(colour=(0.2, 1.0, 0.2, 1.0)),
SpeciesSettings(colour=(0.2, 0.4, 1.0, 1.0)),
])
class Simulation:
"""
CPU recreation of the Unity compute-shader simulation.
Fallback for when Taichi is not available.
"""
def __init__(self, settings: SlimeSettings, delta_time: float = 1.0 / 60.0):
self.s = settings
self.dt = float(delta_time)
self.num_species = min(4, len(self.s.species_settings))
self.positions = np.zeros((self.s.num_agents, 2), dtype=np.float32)
self.angles = np.zeros((self.s.num_agents,), dtype=np.float32)
self.species_index = np.zeros((self.s.num_agents,), dtype=np.int32)
self.species_mask = np.zeros((self.s.num_agents, 4), dtype=np.float32)
self.trail_map = np.zeros((self.s.height, self.s.width, 4), dtype=np.float32)
self._init_agents()
# ------------------------------------------------------------------ setup
def _init_agents(self) -> None:
centre = np.array([self.s.width / 2.0, self.s.height / 2.0], dtype=np.float32)
for i in range(self.s.num_agents):
angle = random.random() * math.tau
pos = centre.copy()
if self.s.spawn_mode == SpawnMode.POINT:
pos = centre.copy()
elif self.s.spawn_mode == SpawnMode.RANDOM:
pos = np.array(
[random.uniform(0, self.s.width), random.uniform(0, self.s.height)],
dtype=np.float32,
)
elif self.s.spawn_mode == SpawnMode.INWARD_CIRCLE:
r = random.random() * 0.5 * self.s.height
phi = random.random() * math.tau
pos = centre + np.array([math.cos(phi), math.sin(phi)]) * r
to_centre = (centre - pos)
angle = math.atan2(to_centre[1], to_centre[0])
elif self.s.spawn_mode == SpawnMode.RANDOM_CIRCLE:
r = random.random() * 0.15 * self.s.height
phi = random.random() * math.tau
pos = centre + np.array([math.cos(phi), math.sin(phi)]) * r
else:
pos = centre.copy()
if self.num_species == 1:
idx = 0
else:
idx = random.randrange(self.num_species)
mask = np.zeros(4, dtype=np.float32)
mask[idx] = 1.0
self.positions[i] = pos
self.angles[i] = angle
self.species_index[i] = idx
self.species_mask[i] = mask
# ----------------------------------------------------------------- update
def step(self) -> None:
for _ in range(self.s.steps_per_frame):
self._update_agents()
self._diffuse_and_decay()
def _update_agents(self) -> None:
for i in range(self.s.num_agents):
idx = int(self.species_index[i])
settings = self.s.species_settings[idx]
pos = self.positions[i]
weight_forward = self._sense(i, settings, 0.0)
sensor_angle = math.radians(settings.sensor_angle_degrees)
weight_left = self._sense(i, settings, sensor_angle)
weight_right = self._sense(i, settings, -sensor_angle)
random_steer = random.random()
turn_speed = settings.turn_speed * math.tau
# Steer logic mirrors the compute shader
if weight_forward > weight_left and weight_forward > weight_right:
pass
elif weight_forward < weight_left and weight_forward < weight_right:
self.angles[i] += (random_steer - 0.5) * 2 * turn_speed * self.dt
elif weight_right > weight_left:
self.angles[i] -= random_steer * turn_speed * self.dt
elif weight_left > weight_right:
self.angles[i] += random_steer * turn_speed * self.dt
direction = np.array([math.cos(self.angles[i]), math.sin(self.angles[i])])
new_pos = pos + direction * self.dt * settings.move_speed
if (
new_pos[0] < 0
or new_pos[0] >= self.s.width
or new_pos[1] < 0
or new_pos[1] >= self.s.height
):
rand_angle = random.random() * math.tau
new_pos[0] = min(self.s.width - 1, max(0.0, new_pos[0]))
new_pos[1] = min(self.s.height - 1, max(0.0, new_pos[1]))
self.angles[i] = rand_angle
else:
x = int(new_pos[0])
y = int(new_pos[1])
mask = self.species_mask[i]
self.trail_map[y, x] = np.minimum(
1.0, self.trail_map[y, x] + mask * self.s.trail_weight * self.dt
)
self.positions[i] = new_pos
def _sense(self, i: int, settings: SpeciesSettings, sensor_angle_offset: float) -> float:
angle = self.angles[i] + sensor_angle_offset
sensor_dir = np.array([math.cos(angle), math.sin(angle)])
sensor_pos = self.positions[i] + sensor_dir * settings.sensor_offset_dst
cx = int(sensor_pos[0])
cy = int(sensor_pos[1])
cx = max(0, min(self.s.width - 1, cx))
cy = max(0, min(self.s.height - 1, cy))
sense_weight = self.species_mask[i] * 2.0 - 1.0
size = settings.sensor_size
total = 0.0
for dx in range(-size, size + 1):
for dy in range(-size, size + 1):
sx = max(0, min(self.s.width - 1, cx + dx))
sy = max(0, min(self.s.height - 1, cy + dy))
total += float(np.dot(sense_weight, self.trail_map[sy, sx]))
return total
# ---------------------------------------------------------- post-process
def _diffuse_and_decay(self) -> None:
# 3x3 blur implemented with padding + slicing to avoid scipy dependency
padded = np.pad(self.trail_map, ((1, 1), (1, 1), (0, 0)), mode="edge")
sum_map = np.zeros_like(self.trail_map)
for dx in (-1, 0, 1):
for dy in (-1, 0, 1):
sum_map += padded[1 + dy : 1 + dy + self.s.height, 1 + dx : 1 + dx + self.s.width]
blurred = sum_map / 9.0
diffuse_weight = min(1.0, self.s.diffuse_rate * self.dt)
blurred = self.trail_map * (1.0 - diffuse_weight) + blurred * diffuse_weight
self.trail_map = np.maximum(0.0, blurred - self.s.decay_rate * self.dt)
# --------------------------------------------------------------- display
def build_colour_map(self) -> np.ndarray:
colour_map = np.zeros((self.s.height, self.s.width, 3), dtype=np.float32)
for i in range(self.num_species):
mask = self.trail_map[:, :, i]
colour = np.array(self.s.species_settings[i].colour[:3], dtype=np.float32)
colour_map += colour * mask[..., None]
return np.clip(colour_map, 0.0, 1.0)
# ------------------------------ Taichi backend ------------------------------
@ti.data_oriented
class TaichiSimulation:
"""High-performance version using Taichi kernels."""
def __init__(self, settings: SlimeSettings, delta_time: float = 1.0 / 60.0):
if ti is None:
raise ImportError("taichi is not installed")
self.s = settings
self.dt = float(delta_time)
self.num_species = min(4, len(self.s.species_settings))
# Initialise Taichi with GPU fallback (copied from your working example)
try:
ti.init(arch=ti.cuda, device_memory_fraction=0.6)
except Exception:
ti.init(arch=ti.gpu, device_memory_fraction=0.6)
self.positions = ti.Vector.field(2, dtype=ti.f32, shape=self.s.num_agents)
self.angles = ti.field(dtype=ti.f32, shape=self.s.num_agents)
self.species_index = ti.field(dtype=ti.i32, shape=self.s.num_agents)
self.species_mask = ti.Vector.field(4, dtype=ti.f32, shape=self.s.num_agents)
self.trail_map = ti.Vector.field(4, dtype=ti.f32, shape=(self.s.width, self.s.height))
self.diffused_map = ti.Vector.field(4, dtype=ti.f32, shape=(self.s.width, self.s.height))
self.colour_map = ti.Vector.field(3, dtype=ti.f32, shape=(self.s.width, self.s.height))
# species parameters
self.move_speed = ti.field(dtype=ti.f32, shape=self.num_species)
self.turn_speed = ti.field(dtype=ti.f32, shape=self.num_species)
self.sensor_angle = ti.field(dtype=ti.f32, shape=self.num_species)
self.sensor_offset = ti.field(dtype=ti.f32, shape=self.num_species)
self.sensor_size = ti.field(dtype=ti.i32, shape=self.num_species)
self.species_colour = ti.Vector.field(4, dtype=ti.f32, shape=self.num_species)
self.trail_weight = ti.field(dtype=ti.f32, shape=())
self.decay_rate = ti.field(dtype=ti.f32, shape=())
self.diffuse_rate = ti.field(dtype=ti.f32, shape=())
self._init_constants()
self._init_agents()
def _init_constants(self) -> None:
for i, sp in enumerate(self.s.species_settings[: self.num_species]):
self.move_speed[i] = sp.move_speed
self.turn_speed[i] = sp.turn_speed * math.tau
self.sensor_angle[i] = math.radians(sp.sensor_angle_degrees)
self.sensor_offset[i] = sp.sensor_offset_dst
self.sensor_size[i] = sp.sensor_size
self.species_colour[i] = ti.Vector(list(sp.colour[:4]))
self.trail_weight[None] = self.s.trail_weight
self.decay_rate[None] = self.s.decay_rate
self.diffuse_rate[None] = self.s.diffuse_rate
def _init_agents(self) -> None:
centre = ti.Vector([self.s.width / 2.0, self.s.height / 2.0])
positions_np = np.zeros((self.s.num_agents, 2), dtype=np.float32)
angles_np = np.zeros((self.s.num_agents,), dtype=np.float32)
idx_np = np.zeros((self.s.num_agents,), dtype=np.int32)
mask_np = np.zeros((self.s.num_agents, 4), dtype=np.float32)
for i in range(self.s.num_agents):
angle = random.random() * math.tau
pos = centre.to_numpy()
if self.s.spawn_mode == SpawnMode.POINT:
pos = centre.to_numpy()
elif self.s.spawn_mode == SpawnMode.RANDOM:
pos = np.array(
[random.uniform(0, self.s.width), random.uniform(0, self.s.height)],
dtype=np.float32,
)
elif self.s.spawn_mode == SpawnMode.INWARD_CIRCLE:
r = random.random() * 0.5 * self.s.height
phi = random.random() * math.tau
pos = centre.to_numpy() + np.array([math.cos(phi), math.sin(phi)]) * r
angle = math.atan2(centre[1] - pos[1], centre[0] - pos[0])
elif self.s.spawn_mode == SpawnMode.RANDOM_CIRCLE:
r = random.random() * 0.15 * self.s.height
phi = random.random() * math.tau
pos = centre.to_numpy() + np.array([math.cos(phi), math.sin(phi)]) * r
if self.num_species == 1:
idx = 0
else:
idx = random.randrange(self.num_species)
mask = np.zeros(4, dtype=np.float32)
mask[idx] = 1.0
positions_np[i] = pos
angles_np[i] = angle
idx_np[i] = idx
mask_np[i] = mask
self.positions.from_numpy(positions_np)
self.angles.from_numpy(angles_np)
self.species_index.from_numpy(idx_np)
self.species_mask.from_numpy(mask_np)
self.trail_map.fill(0)
self.diffused_map.fill(0)
self.colour_map.fill(0)
@ti.func
def _sense(self, i, angle_offset):
angle = self.angles[i] + angle_offset
idx = self.species_index[i]
sensor_dir = ti.Vector([ti.cos(angle), ti.sin(angle)])
sensor_pos = self.positions[i] + sensor_dir * self.sensor_offset[idx]
cx = ti.cast(sensor_pos[0], ti.i32)
cy = ti.cast(sensor_pos[1], ti.i32)
cx = ti.max(0, ti.min(self.s.width - 1, cx))
cy = ti.max(0, ti.min(self.s.height - 1, cy))
size = self.sensor_size[idx]
sense_weight = self.species_mask[i] * 2.0 - 1.0
total = 0.0
for dx in range(-size, size + 1):
for dy in range(-size, size + 1):
sx = ti.max(0, ti.min(self.s.width - 1, cx + dx))
sy = ti.max(0, ti.min(self.s.height - 1, cy + dy))
total += sense_weight.dot(self.trail_map[sx, sy])
return total
# FIXED: Use float type hint (Python native) instead of ti.template or ti.f32
@ti.kernel
def _update_agents(self, dt: ti.f32):
for i in range(self.s.num_agents):
idx = self.species_index[i]
weight_f = self._sense(i, 0.0)
sensor_ang = self.sensor_angle[idx]
weight_l = self._sense(i, sensor_ang)
weight_r = self._sense(i, -sensor_ang)
rand = ti.random()
turn = self.turn_speed[idx]
if weight_f > weight_l and weight_f > weight_r:
pass
elif weight_f < weight_l and weight_f < weight_r:
self.angles[i] += (rand - 0.5) * 2 * turn * dt
elif weight_r > weight_l:
self.angles[i] -= rand * turn * dt
elif weight_l > weight_r:
self.angles[i] += rand * turn * dt
direction = ti.Vector([ti.cos(self.angles[i]), ti.sin(self.angles[i])])
new_pos = self.positions[i] + direction * dt * self.move_speed[idx]
if (
new_pos[0] < 0
or new_pos[0] >= self.s.width
or new_pos[1] < 0
or new_pos[1] >= self.s.height
):
rand_angle = ti.random() * 2 * math.pi
new_pos[0] = ti.min(self.s.width - 1.0, ti.max(0.0, new_pos[0]))
new_pos[1] = ti.min(self.s.height - 1.0, ti.max(0.0, new_pos[1]))
self.angles[i] = rand_angle
else:
x = ti.cast(new_pos[0], ti.i32)
y = ti.cast(new_pos[1], ti.i32)
self.trail_map[x, y] = ti.min(
ti.Vector([1.0, 1.0, 1.0, 1.0]),
self.trail_map[x, y] + self.species_mask[i] * self.trail_weight[None] * dt,
)
self.positions[i] = new_pos
# FIXED: Use float type hint
@ti.kernel
def _diffuse(self, dt: ti.f32):
for x, y in self.trail_map:
if x < 0 or x >= self.s.width or y < 0 or y >= self.s.height:
continue
acc = ti.Vector([0.0, 0.0, 0.0, 0.0])
for dx in range(-1, 2):
for dy in range(-1, 2):
sx = ti.min(self.s.width - 1, ti.max(0, x + dx))
sy = ti.min(self.s.height - 1, ti.max(0, y + dy))
acc += self.trail_map[sx, sy]
blurred = acc / 9.0
diffuse_w = ti.min(1.0, self.diffuse_rate[None] * dt)
blurred = self.trail_map[x, y] * (1 - diffuse_w) + blurred * diffuse_w
self.diffused_map[x, y] = ti.max(
ti.Vector([0.0, 0.0, 0.0, 0.0]), blurred - self.decay_rate[None] * dt
)
@ti.kernel
def _copy_diffused(self):
for x, y in self.trail_map:
self.trail_map[x, y] = self.diffused_map[x, y]
@ti.kernel
def _build_colour(self):
for x, y in self.colour_map:
m = self.trail_map[x, y]
col = ti.Vector([0.0, 0.0, 0.0])
for i in range(self.num_species):
mask = ti.Vector([1.0 if i == 0 else 0.0, 1.0 if i == 1 else 0.0, 1.0 if i == 2 else 0.0, 1.0 if i == 3 else 0.0])
col += self.species_colour[i].xyz * m.dot(mask)
self.colour_map[x, y] = ti.min(col, ti.Vector([1.0, 1.0, 1.0]))
def step(self) -> None:
for _ in range(self.s.steps_per_frame):
self._update_agents(self.dt)
self._diffuse(self.dt)
self._copy_diffused()
def build_colour_map(self) -> np.ndarray:
self._build_colour()
return np.transpose(self.colour_map.to_numpy(), (1, 0, 2))
if __name__ == "__main__":
# Ensure pygame is available
try:
import pygame
except ImportError:
print("Please install pygame: pip install pygame")
exit()
def run_pygame(
display_scale: float = 0.8,
target_fps: int = 60,
use_taichi: bool = True,
num_species: int = 3,
board_scale: float = 1.0,
) -> None:
"""Live window; Taichi backend for speed when available."""
base_species = [
SpeciesSettings(colour=(1.0, 0.2, 0.2, 1.0), move_speed=70, turn_speed=0.35),
SpeciesSettings(colour=(0.2, 1.0, 0.6, 1.0), move_speed=65, turn_speed=0.25),
SpeciesSettings(colour=(0.2, 0.4, 1.0, 1.0), move_speed=75, turn_speed=0.3),
# SpeciesSettings(colour=(1.0, 1.0, 0.25, 1.0), move_speed=68, turn_speed=0.28),
]
species_subset = base_species[: max(1, min(num_species, len(base_species)))]
base_w, base_h = 1000, 680 # large viewable board
width = int(base_w * board_scale)
height = int(base_h * board_scale)
agent_scale = board_scale * board_scale
settings = SlimeSettings(
steps_per_frame=10,
width=width,
height=height,
num_agents=int(155000 * agent_scale),
spawn_mode=SpawnMode.INWARD_CIRCLE,
trail_weight=1.0,
decay_rate=0.17, # slower decay so trails persist
diffuse_rate=7.5, # slightly gentler diffusion
species_settings=species_subset,
)
if use_taichi and ti is not None:
backend = TaichiSimulation(settings)
print("Backend: Taichi (GPU)")
else:
backend = Simulation(settings)
print("Backend: NumPy (CPU)")
pygame.init()
window_size = (int(settings.width * display_scale), int(settings.height * display_scale))
screen = pygame.display.set_mode(window_size)
pygame.display.set_caption("Slime Simulation")
clock = pygame.time.Clock()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT or (
event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE
):
running = False
# Simulation Step
backend.step()
# Rendering
frame = (backend.build_colour_map() * 255).astype(np.uint8)
surface = pygame.surfarray.make_surface(np.transpose(frame, (1, 0, 2)))
if display_scale != 1.0:
surface = pygame.transform.smoothscale(surface, window_size)
screen.blit(surface, (0, 0))
pygame.display.flip()
clock.tick(target_fps)
pygame.display.set_caption(f"Slime Simulation - FPS: {clock.get_fps():.1f}")
pygame.quit()
# Automatically select Taichi when installed
run_pygame(use_taichi=ti is not None)