Add unit tests, refactor simulation code, improve Makefile, and add documentation
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#include "board.hpp"
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#include "constants.hpp"
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#include "forces.hpp"
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#include "pedestrian.hpp"
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#include "social_force.hpp"
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#include "vector2d.hpp"
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#include <algorithm>
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#include <cmath>
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#include <fstream>
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#include <iostream>
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#include <random>
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#include <tuple>
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#include <vector>
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#define SEED 42
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#define BOARD_WIDTH 10.0
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#define BOARD_LENGTH 50.0
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#define WALL_EPS 1e-3
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#define BOARD_WIDTH_MINUS_WALL_EPS 9.999
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#ifndef RANDOM_SEED
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// Fixed seeding is used by default to make simulations reproducible.
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#define RANDOM_SEED 0
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#endif
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#ifndef BENCHMARK
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// Benchmarking is disabled by default.
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#define BENCHMARK 0
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#endif
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using namespace std;
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Pedestrian *init_pedestrians(int n_p) {
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#if RANDOM_SEED
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random_device rd; // Platform-provided random seed source.
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mt19937 gen(rd()); // Non-reproducible initialization.
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#else
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mt19937 gen(SEED); // Reproducible initialization.
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#endif
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normal_distribution<double> velocity_gen(v0_mean, v0_std_dev);
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uniform_real_distribution<double> y_gen(WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS);
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Pedestrian *P = new Pedestrian[n_p];
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int n_p_half = n_p / 2;
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// Group of pedestrians walking from left to right.
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for (int i = 0; i < n_p_half; i++) {
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double x = 0.0;
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double y = y_gen(gen);
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Vector2d start_pos = Vector2d(x, y);
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Vector2d destination = Vector2d(BOARD_LENGTH, y);
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Vector2d init_e = destination - start_pos;
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double init_e_norm = init_e.norm();
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Vector2d init_e_unit = init_e / init_e_norm;
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// Reject near-zero desired speeds to avoid pedestrians that barely move,
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// and reject negative speeds because they would reverse the intended
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// walking direction.
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double desired_v0;
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do {
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desired_v0 = velocity_gen(gen);
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} while (desired_v0 <= 0.1);
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double v_max = 1.3 * desired_v0;
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P[i] = Pedestrian(WHITE, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination);
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}
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// Group of pedestrians walking from right to left.
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for (int i = n_p_half; i < n_p; i++) {
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double x = BOARD_LENGTH;
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double y = y_gen(gen);
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Vector2d start_pos = Vector2d(x, y);
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Vector2d destination = Vector2d(0.0, y);
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Vector2d init_e = destination - start_pos;
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double init_e_norm = init_e.norm();
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Vector2d init_e_unit = init_e / init_e_norm;
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// Reject near-zero desired speeds to avoid pedestrians that barely move,
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// and reject negative speeds because they would reverse the intended
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// walking direction.
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double desired_v0;
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do {
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desired_v0 = velocity_gen(gen);
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} while (desired_v0 <= 0.1);
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double v_max = 1.3 * desired_v0;
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P[i] = Pedestrian(BLACK, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination);
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}
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return P;
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}
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Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); }
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int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) {
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#if BENCHMARK
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// Avoid compiler unused parameter warning
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(void)dump_path;
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#endif
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#if !BENCHMARK
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const int dump_interval = 1;
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// Each sample stores: time step, pedestrian id, x, y, e.x, e.y, color.
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vector<tuple<int, int, double, double, double, double, int>> samples;
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if (dump_path) {
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samples.reserve(static_cast<size_t>(n_iter / dump_interval + 1) * n_p);
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// Store the initial state before the first simulation step.
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for (int i = 0; i < n_p; i++) {
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Pedestrian &p = pedestrians[i];
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samples.emplace_back(0, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
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}
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}
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#endif
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for (int t = 0; t < n_iter; t++) {
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// Pass 1: Compute all forces from the current state.
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for (int i = 0; i < n_p; i++) {
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Pedestrian &p = pedestrians[i];
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// # 2 ADDs, 4 MULTs
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//
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// $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
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//
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Vector2d f_alpha_dt = acceleration_term_dt(p);
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// # (N-1) * (12 ADDs, 23 MULTs, 1 DIV, 4 SQRTs, 1 EXP)
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// + (N-1) * 2 ADDs
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//
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// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha},\vec{r}_{\alpha} - \vec{r}_{\beta})$
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//
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for (int j = 0; j < n_p; j++) {
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if (i == j)
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continue;
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f_alpha_dt += pedestrian_repulsion_dt(p, pedestrians[j]);
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}
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// # board.n_obstacles * (10 ADDs, 18 MULTs, 1 DIV, 2 SQRTs, 1 EXP)
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// + board.n_obstacles * 2 ADDs
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//
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// $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
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//
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for (int k = 0; k < board.n_obstacles; k++) {
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f_alpha_dt += obstacle_repulsion_dt(p, board.obstacles[k]);
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}
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// # 2 ADDs
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//
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//
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// $\frac{d\vec{w}_\alpha}{dt} = \vec{F}_{\alpha}(t)$
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//
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p.w += f_alpha_dt;
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}
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// Pass 2: Update pedestrian states after all forces have been computed.
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// # (7 ADDs, 16 MULTs, 2 DIVs, 3 SQRTs) * n_p
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for (int i = 0; i < n_p; i++) {
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Pedestrian &p = pedestrians[i];
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// # 1 ADD, 2 MULTs, 1 SQRT
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double w_norm = p.w.norm();
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double w_norm2 = w_norm > EPS ? w_norm : EPS; // Avoid division by zero.
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// # 1 DIV
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double correction_factor = std::min(1.0, p.v_max / w_norm2);
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// # 2 MULTs
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p.curr_vel = p.w * correction_factor;
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// # 2 ADDs, 2 MULTs
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//
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// $\vec{r}_i^{t+1} = \vec{r}_i^t + \vec{v}_i^t dt$
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//
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p.curr_pos = p.curr_pos + p.curr_vel * dt;
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// When a pedestrian reaches the end of the corridor, teleport them back
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// to the opposite entrance while keeping the same y-coordinate. This
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// maintains a constant pedestrian flow and makes lane formation easier to
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// observe.
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if (p.color == WHITE && p.curr_pos.x >= BOARD_LENGTH) {
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p.curr_pos.x = 0.0;
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p.w = Vector2d();
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p.curr_vel = Vector2d();
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}
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if (p.color == BLACK && p.curr_pos.x <= 0.0) {
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p.curr_pos.x = BOARD_LENGTH;
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p.w = Vector2d();
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p.curr_vel = Vector2d();
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}
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// Keep pedestrians inside the board boundaries.
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p.curr_pos.y = clamp(p.curr_pos.y, WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS);
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// # 2 ADDs
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Vector2d e = p.destination - p.curr_pos;
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// # 1 ADD, 2 MULTs, 1 DIV, 1 SQRT
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double e_norm = e.norm();
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double e_norm2 = e_norm > EPS ? e_norm : EPS; // Avoid division by zero.
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double e_norm_inv = 1.0 / e_norm2;
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// # 2 MULTs
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p.e = e * e_norm_inv;
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// # 1 ADD, 2 MULTs
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double velocity_norm_sq = p.curr_vel.dot(p.curr_vel);
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// # 1 SQRT
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double velocity_norm = std::sqrt(velocity_norm_sq);
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// # 1 MULT
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p.s_b_sq = velocity_norm_sq * delta_t_sq;
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// # 3 MULTs
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p.s_b_e = p.e * (velocity_norm * delta_t);
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#if !BENCHMARK
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// Store the current pedestrian state for visualization.
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if (dump_path && (t % dump_interval == 0)) {
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samples.emplace_back(t + 1, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
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}
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#endif
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}
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}
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#if !BENCHMARK
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// Export recorded simulation states to CSV.
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if (dump_path) {
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ofstream out(dump_path);
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out << "time,id,x,y,p.e.x,p.e.y,color\n";
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for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
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out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
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}
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}
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#endif
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return 0;
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}
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