updated compute repulsive effects from border
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+7
-3
@@ -116,13 +116,17 @@ void compute_repulsive_effects_from_borders(Sidewalk &S, Pedestrian *p)
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//
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//
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// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
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// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
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//
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//
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double e = 2.718;
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// double e = 2.718;
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// we could just use exp
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// $\vectorarrow{r}_{\alpha B}$
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// $\vectorarrow{r}_{\alpha B}$
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Vector2d r_ab = p->curr_pos - obstacle;
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Vector2d r_ab = p->curr_pos - obstacle;
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// $\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert$
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// $\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert$
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double r_ab_norm = r_ab.norm();
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double r_ab_norm = r_ab.norm();
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if (r_ab_norm < 1e-6)
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p->F_i += *w(get_desired_direction(*p), *-1);
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continue;
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// repulsive force vector (Direction * Magnitude) (Edquation 6)
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Vector2d f_ab = (r_ab / r_ab_norm) * (U0_AB / R) * exp(-r_ab_norm / R);
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p->F_i += f_ab * w(get_desired_direction(*p), f_ab * -1);
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}
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}
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}
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}
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