diff --git a/main.cpp b/main.cpp index 54ec1a3..08f31d1 100644 --- a/main.cpp +++ b/main.cpp @@ -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 $\vec{v}_i^{t+1}$