Source code for bruhanimate.bruheffect.boids_effect

"""
Copyright 2023 Ethan Christensen

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

    http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
"""

import numpy as np
from bruhcolor import bruhcolored as bc

from ..bruhutil import Buffer
from .base_effect import BaseEffect
from .settings import BoidsSettings


def _heat(r: float) -> int:
    r = max(0.0, min(1.0, r))
    if r < 0.25:
        return 17 + int(r * 4 * 18)
    elif r < 0.5:
        return 51 + int((r - 0.25) * 4 * 12)
    elif r < 0.75:
        return 82 + int((r - 0.5) * 4 * 12)
    else:
        return 220 + int((r - 0.75) * 4 * 3)


[docs] class BoidsEffect(BaseEffect): """ Reynolds flocking simulation. Each boid obeys three rules: - **Separation** — steer away from close neighbours - **Alignment** — match average velocity of nearby flock - **Cohesion** — move toward average position of nearby flock Boids wrap around screen edges. Speed is colour-mapped hot (fast) to cool (slow) when *color* is enabled. """
[docs] def __init__(self, buffer: Buffer, background: str, settings: BoidsSettings = None): super().__init__(buffer, background) s = settings or BoidsSettings() self.color = s.color self.char = s.char self.max_speed = s.max_speed self.perception = s.perception self._w = buffer.width() self._h = buffer.height() rng = np.random.default_rng() n = s.num_boids self._pos = np.column_stack( [ rng.uniform(0, self._w, n), rng.uniform(0, self._h, n), ] ) self._vel = np.column_stack( [ rng.uniform(-0.8, 0.8, n), rng.uniform(-0.4, 0.4, n), ] )
[docs] def render_frame(self, frame_number: int): self.buffer.clear_buffer(val=self.background) pos = self._pos vel = self._vel diff = pos[:, np.newaxis, :] - pos[np.newaxis, :, :] dist = np.sqrt((diff**2).sum(axis=2)) np.fill_diagonal(dist, np.inf) nbr = dist < self.perception close = dist < self.perception * 0.28 has_nbr = nbr.any(axis=1, keepdims=True) n_nbr = nbr.sum(axis=1, keepdims=True).clip(1, None) sep = np.where(close[:, :, np.newaxis], diff, 0.0).sum(axis=1) * 0.12 vel_sum = np.where(nbr[:, :, np.newaxis], vel[np.newaxis], 0.0).sum(axis=1) align = np.where(has_nbr, (vel_sum / n_nbr - vel) * 0.05, 0.0) pos_sum = np.where(nbr[:, :, np.newaxis], pos[np.newaxis], 0.0).sum(axis=1) cohesion = np.where(has_nbr, (pos_sum / n_nbr - pos) * 0.003, 0.0) new_vel = vel + sep + align + cohesion new_vel += np.random.uniform(-0.02, 0.02, new_vel.shape) speeds = np.linalg.norm(new_vel, axis=1, keepdims=True).clip(1e-8) new_vel = np.where( speeds > self.max_speed, new_vel / speeds * self.max_speed, new_vel ) new_vel = np.where(speeds < 0.3, new_vel / speeds * 0.3, new_vel) new_pos = (pos + new_vel) % np.array([[self._w, self._h]]) self._pos = new_pos self._vel = new_vel xs = new_pos[:, 0].astype(int) ys = new_pos[:, 1].astype(int) spd_norm = (np.linalg.norm(new_vel, axis=1) / max(self.max_speed, 1e-8)).clip( 0, 1 ) valid = (xs >= 0) & (xs < self._w) & (ys >= 0) & (ys < self._h) for i in np.where(valid)[0]: color = _heat(float(spd_norm[i])) if self.color else None ch = bc(self.char, color=color) if color is not None else self.char self.buffer.put_char(int(xs[i]), int(ys[i]), ch)