implemented acceleration term

This commit is contained in:
smail alijagic
2026-03-21 17:47:24 +01:00
parent c216fa777e
commit 261c7c9d43
+57 -25
View File
@@ -28,12 +28,17 @@ struct Vector2d {
struct Pedestrian {
Pedestrian() : curr_pos(), next_pos(), curr_vel(), next_vel(), destination(), desired_next_node(), actual_next_node(), F_i(), desired_v0(1.34), actual_v0(1.34), vMax(1.34 * 1.3) {}
Pedestrian(Vector2d c_p, Vector2d n_p, Vector2d c_v, Vector2d n_v, Vector2d d, Vector2d d_n_n, Vector2d a_n_n, Vector2d f) : curr_pos(c_p), next_pos(n_p), curr_vel(c_v), next_vel(n_v), destination(d), desired_next_node(d_n_n), actual_next_node(a_n_n), F_i(f) {}
Vector2d curr_pos; // $\vectorarrow{r}_\alpha(t)$
Vector2d next_pos; // $\vectorarrow{r}_\alpha(t+1)$ position, curr_pos is needed because when calculating the force on pedestrian j, we need the old pos, not the updated
Vector2d curr_vel, next_vel; // velocity
Vector2d destination; // $\vectorarrow{r}^0_\alpha$
Vector2d next_node; // $\vectorarrow{r}^k_\alpha$
double v0; // speed in m/s e.g. 1.34
Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$
Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$
Vector2d F_i; // social force
double desired_v0; // $v_\alpha^0$ desired speed in m/s e.g. 1.34
double actual_v0;
double vMax; // vMax = v0 * 1.3
// direction Vector2d e = (dest - curr.position).norm() --> calculate on the fly or part of struct?
void update() { curr_pos = next_pos; }
@@ -67,26 +72,20 @@ const int n_iter = 100;
const double tau = 0.12345;
// F_i is the current position resp. direction vector of pedestrian p in time i?
void compute_acceleration_term(Vector2d *F_i, Vector2d curr, Vector2d next) {
// get curr pos --> probably no needed, can be read in F_i
//
// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$
//
void compute_acceleration_term(Pedestrian *P) {
// get next pos --> call shortest path --> how to encode map?
Vector2d desired_velocity = get_desired_direction(*P) * P->desired_v0;
// get desired velocity
// desired speed * desired direction
// TODO: How to get this number
// Probably needs to lookup the map and see if the desired position is reachable
Vector2d actual_velocity = get_actual_direction(*P) * P->actual_v0;
// get actual velocity
// actual speed * actual direction
// TODO: how to get next node?
// acceleration * desired speed
double v_desired = 0.0;
double v_actual = 0.0;
double res = (1 / tau) * (v_desired - v_actual);
double tau_inv = 1 / tau;
P->F_i = (desired_velocity - actual_velocity) * tau_inv;
}
@@ -97,10 +96,18 @@ Vector2d get_next_node(Pedestrian p, Vector2d map[]) {
// return the direction between curr position and destination
// $\vectorarrow{e}_\alpha(t)$
Vector2d get_direction(Pedestrian p) {
Vector2d diff = p.next_node - p.curr_pos;
Vector2d get_desired_direction(Pedestrian p) {
Vector2d diff = p.desired_next_node - p.curr_pos;
double length = diff.norm();
return (p.next_node - p.curr_pos) / length;
return (p.desired_next_node - p.curr_pos) / length;
}
// return the direction between curr position and destination
// $\vectorarrow{e}_\alpha(t)$
Vector2d get_actual_direction(Pedestrian p) {
Vector2d diff = p.actual_next_node - p.curr_pos;
double length = diff.norm();
return (p.actual_next_node - p.curr_pos) / length;
}
@@ -122,6 +129,14 @@ double *w(Vector2d e, Vector2d f) {
// return 0;
}
Pedestrian* init_pedestrians() {
Pedestrian* P = new Pedestrian[n_p];
for (int i = 0; i < n_p; i++) {
P[i] = Pedestrian();
}
return P;
}
int main() {
// ! DONT TOUCH
@@ -154,19 +169,36 @@ int main() {
// Desired destination of pedestrian $n_p$
Vector2d r_0[n_p];
// store Array of Structs, store all pedestrians
Pedestrian* P = init_pedestrians();
// for each time frame
for (int t = 0; t < n_iter; t++) {
// for each pedestrian
for (int i = 0; i < n_p; i++) {
// update...
Pedestrian p = P[i];
// reset total social force
p.F_i.reset();
//
// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$
//
compute_acceleration_term(&p);
for (int itr = 0; itr < n_p; itr++) {
F[i][itr].reset();
}
compute_acceleration_term(F[i]);
compute_repulsive_effects_from_pedestrians(F[i]);
compute_repulsive_effects_from_borders(F[i]);
// TODO: Update $\vec{w}_i$
// TODO: Update $\vec{v}_i^{t+1}$