diff --git a/main.cpp b/main.cpp index 08f31d1..b8684bd 100644 --- a/main.cpp +++ b/main.cpp @@ -35,7 +35,7 @@ struct Pedestrian { Vector2d curr_vel, next_vel; // velocity Vector2d destination; // $\vectorarrow{r}^0_\alpha$ Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$ - Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$ + Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$ should be the same as desired_next_node but with obstacles it changes Vector2d F_i; // social force double desired_v0; // $v_\alpha^0$ desired speed in m/s e.g. 1.34 double actual_v0; @@ -111,8 +111,48 @@ Vector2d get_actual_direction(Pedestrian p) { } -void compute_repulsive_effects_from_pedestrians(Vector2d *F_i) { +// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$ +void compute_repulsive_effects_from_pedestrians(Pedestrian* P[n_p], Pedestrian* p, double distance) { + double delta_t = 0.5; // assuming 0.5 seconds steps + Vector2d F_i = Vector2d(); + for (int i = 0; i < n_p; i++) { + // only consider close pedestrians + if ((P[i]->curr_pos - p->curr_pos).norm() < distance) { + // + // $2b = \sqrt{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$ + // + // $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$ + Vector2d r_ab = p->curr_pos - P[i]->curr_pos; + double r_ab_norm = (p->curr_pos - P[i]->curr_pos).norm(); + // $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$ + Vector2d e_beta = get_actual_direction(*P[i]); + Vector2d r_ab_something = p->curr_pos - P[i]->curr_pos - (e_beta * (P[i]->actual_v0 * delta_t)); + double r_ab_something_norm = (p->curr_pos - P[i]->curr_pos - (e_beta * (P[i]->actual_v0 * delta_t))).norm(); + + // $v_\beta \Delta t$ + double v_beta_delta_t = P[i]->actual_v0 * delta_t; + + double b = sqrt((r_ab_norm + r_ab_something_norm) * (r_ab_norm + r_ab_something_norm) - (v_beta_delta_t) * (v_beta_delta_t)) / 2; + + // + // $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$ + // + // TODO: what is $V^0_{\alpha \beta}$ + // + double v_null_alpha_beta = 0.0; + double sigma = 0.0; + double e = 2.718; + // + // $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$ + // + Vector2d delta_r_alpha_beta = ( ( (r_ab / r_ab_norm) + (r_ab_something / r_ab_something_norm) ) * (r_ab_norm + r_ab_something_norm) ) / (4 * b); + + Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((v_null_alpha_beta / sigma) * (exp(-b / sigma))); + F_i += f_alpha_beta_r_alpha_beta; + } + } + p->F_i += F_i; } void compute_repulsive_effects_from_borders(Vector2d *F_i) { @@ -190,12 +230,13 @@ int main() { - - compute_repulsive_effects_from_pedestrians(F[i]); - + // TODO: define appropriate distance + double distance = 0.0; + compute_repulsive_effects_from_pedestrians(&P, &p, distance); + compute_repulsive_effects_from_borders(F[i]);