implemented repulsive effects from pedestrians (3-7)
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@@ -35,7 +35,7 @@ struct Pedestrian {
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Vector2d curr_vel, next_vel; // velocity
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Vector2d curr_vel, next_vel; // velocity
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Vector2d destination; // $\vectorarrow{r}^0_\alpha$
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Vector2d destination; // $\vectorarrow{r}^0_\alpha$
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Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$
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Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$
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Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$
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Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$ should be the same as desired_next_node but with obstacles it changes
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Vector2d F_i; // social force
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Vector2d F_i; // social force
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double desired_v0; // $v_\alpha^0$ desired speed in m/s e.g. 1.34
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double desired_v0; // $v_\alpha^0$ desired speed in m/s e.g. 1.34
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double actual_v0;
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double actual_v0;
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@@ -111,8 +111,48 @@ Vector2d get_actual_direction(Pedestrian p) {
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}
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}
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void compute_repulsive_effects_from_pedestrians(Vector2d *F_i) {
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// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
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void compute_repulsive_effects_from_pedestrians(Pedestrian* P[n_p], Pedestrian* p, double distance) {
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double delta_t = 0.5; // assuming 0.5 seconds steps
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Vector2d F_i = Vector2d();
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for (int i = 0; i < n_p; i++) {
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// only consider close pedestrians
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if ((P[i]->curr_pos - p->curr_pos).norm() < distance) {
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//
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// $2b = \sqrt{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
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//
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// $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$
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Vector2d r_ab = p->curr_pos - P[i]->curr_pos;
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double r_ab_norm = (p->curr_pos - P[i]->curr_pos).norm();
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// $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$
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Vector2d e_beta = get_actual_direction(*P[i]);
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Vector2d r_ab_something = p->curr_pos - P[i]->curr_pos - (e_beta * (P[i]->actual_v0 * delta_t));
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double r_ab_something_norm = (p->curr_pos - P[i]->curr_pos - (e_beta * (P[i]->actual_v0 * delta_t))).norm();
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// $v_\beta \Delta t$
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double v_beta_delta_t = P[i]->actual_v0 * delta_t;
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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;
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//
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// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$
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//
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// TODO: what is $V^0_{\alpha \beta}$
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//
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double v_null_alpha_beta = 0.0;
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double sigma = 0.0;
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double e = 2.718;
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//
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// $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$
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//
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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);
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Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((v_null_alpha_beta / sigma) * (exp(-b / sigma)));
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F_i += f_alpha_beta_r_alpha_beta;
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}
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}
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p->F_i += F_i;
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}
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}
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void compute_repulsive_effects_from_borders(Vector2d *F_i) {
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void compute_repulsive_effects_from_borders(Vector2d *F_i) {
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@@ -190,8 +230,9 @@ int main() {
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// TODO: define appropriate distance
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compute_repulsive_effects_from_pedestrians(F[i]);
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double distance = 0.0;
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compute_repulsive_effects_from_pedestrians(&P, &p, distance);
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