implement sin and cos table
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1a7912204a
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650edff95c
33
src/agent.rs
33
src/agent.rs
@ -41,19 +41,44 @@ impl Agent {
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}
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}
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pub fn get_from_table(i: f32, table: &Vec<f32>) -> f32 {
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let interval: f32 = 1.0/0.01;
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let i_proc = (i * interval).round()+(360.0*interval);
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let output = table[i_proc as usize];
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return output;
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}
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// Tick an agent
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#[inline]
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pub fn tick(&mut self, buf: &Buf, sensor_distance: f32, sensor_angle: f32, rotation_angle: f32, step_distance: f32, width: usize, height: usize) {
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pub fn tick(&mut self, buf: &Buf, sensor_distance: f32, sensor_angle: f32, rotation_angle: f32, step_distance: f32, width: usize, height: usize, sin_table: &Vec<f32>, cos_table: &Vec<f32>) {
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/*
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let xc = self.x + cos(self.angle) * sensor_distance;
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let yc = self.y + sin(self.angle) * sensor_distance;
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*/
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// /*
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let xc = self.x + Self::get_from_table(self.angle, &cos_table) * sensor_distance;
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let yc = self.y + Self::get_from_table(self.angle, &sin_table) * sensor_distance;
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// */
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let agent_add_sens = self.angle + sensor_angle;
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let agent_sub_sens = self.angle - sensor_angle;
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// /*
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let xl = self.x + Self::get_from_table(agent_sub_sens, &cos_table) * sensor_distance;
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let yl = self.y + Self::get_from_table(agent_sub_sens, &sin_table) * sensor_distance;
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let xr = self.x + Self::get_from_table(agent_add_sens, &cos_table) * sensor_distance;
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let yr = self.y + Self::get_from_table(agent_add_sens, &sin_table) * sensor_distance;
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// */
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/*
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let xl = self.x + cos(agent_sub_sens) * sensor_distance;
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let yl = self.y + sin(agent_sub_sens) * sensor_distance;
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let xr = self.x + cos(agent_add_sens) * sensor_distance;
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let yr = self.y + sin(agent_add_sens) * sensor_distance;
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*/
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// We sense from the buffer because this is where we previously combined data from all the grid.
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let center = buf.get_buf(xc, yc);
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@ -78,11 +103,13 @@ impl Agent {
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self.angle = wrap(self.angle + delta_angle, TAU);
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self.x = wrap(
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self.x + step_distance * cos(self.angle),
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// self.x + step_distance * cos(self.angle),
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self.x + step_distance * Self::get_from_table(self.angle, &cos_table),
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width as f32,
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);
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self.y = wrap(
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self.y + step_distance * sin(self.angle),
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// self.y + step_distance * sin(self.angle),
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self.y + step_distance * Self::get_from_table(self.angle, &sin_table),
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height as f32,
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);
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}
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@ -164,7 +164,7 @@ impl Grid {
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}
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#[inline]
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pub fn tick(&mut self) {
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pub fn tick(&mut self, sin_table: Vec<f32>, cos_table: Vec<f32>) {
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let (width, height) = (self.width, self.height);
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let PopulationConfig {
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sensor_distance,
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@ -180,7 +180,7 @@ impl Grid {
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agent.tick(&buf,
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sensor_distance, sensor_angle,
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rotation_angle, step_distance,
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width, height);
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width, height, &sin_table, &cos_table);
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});
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self.deposit_all();
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}
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@ -2,14 +2,14 @@ use physarum::model;
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fn main() {
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// # of iterations to go through
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let n_iterations = 1024;
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let n_iterations = 128;
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// let n_iterations = 2048;
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// let n_iterations = 1 << 14;
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// Size of grid and pictures
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// let (width, height) = (256, 256);
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let (width, height) = (256, 256);
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// let (width, height) = (512, 512);
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let (width, height) = (1024, 1024);
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// let (width, height) = (1024, 1024);
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// # of agents
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// let n_particles = 1 << 10;
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33
src/model.rs
33
src/model.rs
@ -10,6 +10,7 @@ use indicatif::{ParallelProgressIterator, ProgressBar, ProgressStyle};
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use rand_distr::{Distribution, Normal};
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use rayon::{iter::ParallelIterator, prelude::*};
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use std::{path::Path, time::Instant};
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use fastapprox::faster::{cos, sin};
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// Top-level simulation class.
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pub struct Model {
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@ -94,6 +95,32 @@ impl Model {
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}
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}
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pub fn gen_table(opt: i32) -> Vec<f32> {
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let mut output: Vec<f32> = Vec::new();
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let max: f32 = 360.0;
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let min: f32 = -360.0;
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let interval: f32 = 0.01;
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let mut i: f32;
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let mut tmp: f32 = 0.0;
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for i1 in ((min/interval)as i32)..((max/interval)as i32) {
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i = (i1 as f32)*interval;
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if opt == 0 {
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tmp = sin(i);
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} else if opt == 1 {
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tmp = cos(i);
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}
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output.push(tmp);
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}
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println!("{}", output.len());
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return output;
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}
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// Simulates `steps` # of steps
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#[inline]
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pub fn run(&mut self, steps: usize) {
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@ -112,6 +139,10 @@ impl Model {
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let mut time_per_step_list: Vec<f64> = Vec::new();
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let agents_num: usize = self.grids.iter().map(|grid| grid.agents.len()).sum();
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let sin_table1 = Self::gen_table(0);
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let cos_table1 = Self::gen_table(1);
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let sin_table = sin_table1.clone();
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let cos_table = cos_table1.clone();
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for i in 0..steps {
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if debug {
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println!("Starting tick for all agents...")
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@ -125,7 +156,7 @@ impl Model {
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// Tick agents
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let diffusivity = self.diffusivity;
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self.grids.par_iter_mut().for_each(|grid| {
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grid.tick();
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grid.tick(sin_table.clone(), cos_table.clone());
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grid.diffuse(diffusivity); // Diffuse + Decay
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});
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