Revert "Merge branch 'smail' into lbaumberger"
This reverts commit1cf29bfdd8, reversing changes made to1b79bd15f4.
This commit is contained in:
+8
-9
@@ -1,11 +1,12 @@
|
|||||||
#include "forces.hpp"
|
#include "forces.hpp"
|
||||||
#include <math.h>
|
#include <math.h>
|
||||||
|
|
||||||
// # Done
|
// # 8 flops = 5 MULTs, 2 ADD, 1 SQRT
|
||||||
double w(Vector2d e, Vector2d f) {
|
double w(Vector2d e, Vector2d f) {
|
||||||
if (e.dot(f) >= f.norm() * cos_phi)
|
if (e.dot(f) >= f.norm() * cos_phi)
|
||||||
return 1.0;
|
return 1.0;
|
||||||
return c;
|
else
|
||||||
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
// # 2 DIVs
|
// # 2 DIVs
|
||||||
@@ -26,10 +27,8 @@ void compute_acceleration_term(Pedestrian *p) {
|
|||||||
Vector2d desired_velocity = p->e * p->desired_v0;
|
Vector2d desired_velocity = p->e * p->desired_v0;
|
||||||
// $\vec{v}_{\alpha}(t)$
|
// $\vec{v}_{\alpha}(t)$
|
||||||
Vector2d actual_velocity = p->curr_vel;
|
Vector2d actual_velocity = p->curr_vel;
|
||||||
|
// # 6 flops = 4 ADDs, 2 DIVs
|
||||||
double tau_alpha_inv = 1 / tau_alpha;
|
p->f_i += (desired_velocity - actual_velocity) / tau_alpha;
|
||||||
|
|
||||||
p->F_i += (desired_velocity - actual_velocity) * tau_alpha_inv;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// # 55(N - 1) = 55N - 55 flops
|
// # 55(N - 1) = 55N - 55 flops
|
||||||
@@ -102,12 +101,12 @@ void compute_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestr
|
|||||||
// # 48 n_obstacles flops = 192 flops
|
// # 48 n_obstacles flops = 192 flops
|
||||||
void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
|
void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
|
||||||
|
|
||||||
Vector2d *borders = B.borders;
|
Obstacle *obstacles = board.obstacles;
|
||||||
int n_borders = B.n_borders;
|
int n_borders = board.n_obstacles;
|
||||||
|
|
||||||
for (int i = 0; i < n_borders; i++) {
|
for (int i = 0; i < n_borders; i++) {
|
||||||
|
|
||||||
Vector2d border = borders[i];
|
Obstacle obstacle = obstacles[i];
|
||||||
|
|
||||||
// # 17 flops
|
// # 17 flops
|
||||||
// $\vec{r}_{\alpha B}$
|
// $\vec{r}_{\alpha B}$
|
||||||
|
|||||||
@@ -37,6 +37,8 @@ const double dt = 0.001;
|
|||||||
|
|
||||||
double w(Vector2d e, Vector2d f);
|
double w(Vector2d e, Vector2d f);
|
||||||
|
|
||||||
|
double g(double v_max_alpha, double w_alpha_norm);
|
||||||
|
|
||||||
void compute_acceleration_term(Pedestrian *p);
|
void compute_acceleration_term(Pedestrian *p);
|
||||||
|
|
||||||
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
|
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
|
||||||
|
|||||||
@@ -2,14 +2,15 @@
|
|||||||
#include "forces.hpp"
|
#include "forces.hpp"
|
||||||
#include "math.h"
|
#include "math.h"
|
||||||
#include "pedestrian.hpp"
|
#include "pedestrian.hpp"
|
||||||
|
#include "tsc_x86.h"
|
||||||
#include "vector2d.hpp"
|
#include "vector2d.hpp"
|
||||||
|
#include <fstream>
|
||||||
|
#include <iostream>
|
||||||
|
#include <tuple>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
double g(double v_max_alpha, double w_alpha_norm) {
|
#define BOARD_WIDTH 10.0
|
||||||
if (w_alpha_norm <= v_max_alpha) {
|
#define BOARD_LENGTH 50.0
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
return v_max_alpha / w_alpha_norm;
|
|
||||||
}
|
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
|
|
||||||
@@ -23,20 +24,44 @@ using namespace std;
|
|||||||
|
|
||||||
Pedestrian *init_pedestrians(int n_p) {
|
Pedestrian *init_pedestrians(int n_p) {
|
||||||
Pedestrian *P = new Pedestrian[n_p];
|
Pedestrian *P = new Pedestrian[n_p];
|
||||||
for (int i = 0; i < n_p; i++) {
|
std::random_device rd; // use for truly random simulation
|
||||||
P[i] = Pedestrian();
|
// std::mt19937 gen(rd()); // use rd instead of 42 as seed for real randomness
|
||||||
|
std::mt19937 gen(42); // use fixed seed for reproducibility
|
||||||
|
std::normal_distribution<double> velocity_gen(1.34, 0.26); // 1.34 and 0.26 are the mean and stdrd deviation used in paper
|
||||||
|
std::uniform_real_distribution<double> x_gen(2, BOARD_LENGTH - 2);
|
||||||
|
std::uniform_real_distribution<double> y_gen(2, BOARD_WIDTH - 2);
|
||||||
|
for (int i = 0; i < n_p / 2; i++) {
|
||||||
|
double y = y_gen(gen);
|
||||||
|
Vector2d start_pos = Vector2d(x_gen(gen), y);
|
||||||
|
Vector2d destination = Vector2d(BOARD_LENGTH + 300, BOARD_WIDTH / 2);
|
||||||
|
// double desired_v0 = velocity_gen(gen);
|
||||||
|
double desired_v0;
|
||||||
|
do {
|
||||||
|
desired_v0 = velocity_gen(gen);
|
||||||
|
} while (desired_v0 <= 0.1); // to avoid small values (Way below the social force -> that would make the walk backwards) (we discovered some weird stuff in the simulation)
|
||||||
|
double v_max = 1.3 * desired_v0;
|
||||||
|
P[i] = Pedestrian(WHITE, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d());
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = n_p / 2; i < n_p; i++) {
|
||||||
|
double y = y_gen(gen);
|
||||||
|
Vector2d start_pos = Vector2d(x_gen(gen), y);
|
||||||
|
Vector2d destination = Vector2d(-300, BOARD_WIDTH / 2);
|
||||||
|
// double desired_v0 = velocity_gen(gen);
|
||||||
|
double desired_v0;
|
||||||
|
do {
|
||||||
|
desired_v0 = velocity_gen(gen);
|
||||||
|
} while (desired_v0 <= 0.1);
|
||||||
|
double v_max = 1.3 * desired_v0;
|
||||||
|
P[i] = Pedestrian(BLACK, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d(0, 0));
|
||||||
}
|
}
|
||||||
return P;
|
return P;
|
||||||
}
|
}
|
||||||
|
|
||||||
Board init_board(int width, int length) {
|
|
||||||
Vector2d obs[] = {Vector2d(2.0, 1.0), Vector2d(4.0, 1.0), Vector2d(6.0, 2.0), Vector2d(6.0, 4.0)};
|
|
||||||
return Board(width, length, 4, obs);
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, const char *argv[]) {
|
int main(int argc, const char *argv[]) {
|
||||||
|
|
||||||
Board B = init_board(10, 15);
|
Obstacle obs[] = {};
|
||||||
|
Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs);
|
||||||
|
|
||||||
int n_p = atoi(argv[1]);
|
int n_p = atoi(argv[1]);
|
||||||
int n_iter = atoi(argv[2]);
|
int n_iter = atoi(argv[2]);
|
||||||
@@ -51,13 +76,17 @@ int main(int argc, const char *argv[]) {
|
|||||||
|
|
||||||
Pedestrian *pedestrians = init_pedestrians(n_p);
|
Pedestrian *pedestrians = init_pedestrians(n_p);
|
||||||
|
|
||||||
for (int t = 0; t < n_iter; t++) {
|
// # Start here or right after function signature
|
||||||
|
uint64_t start = start_tsc();
|
||||||
|
|
||||||
|
// # (8 + 55N - 55 + 192 + 4 + 8 + 4 + 10)*n_p*n_iter
|
||||||
|
for (int t = 0; t < n_iter; t++) {
|
||||||
|
// Pass1: conmpute all forces from the current state
|
||||||
for (int i = 0; i < n_p; i++) {
|
for (int i = 0; i < n_p; i++) {
|
||||||
|
|
||||||
Pedestrian &p = pedestrians[i];
|
Pedestrian &p = pedestrians[i];
|
||||||
|
|
||||||
p.F_i.reset();
|
p.f_i.reset();
|
||||||
|
|
||||||
// # 8 flops
|
// # 8 flops
|
||||||
//
|
//
|
||||||
|
|||||||
@@ -2,6 +2,9 @@
|
|||||||
#include "random"
|
#include "random"
|
||||||
#include "vector2d.hpp"
|
#include "vector2d.hpp"
|
||||||
|
|
||||||
|
// For visual simulation
|
||||||
|
enum Color { BLACK, WHITE };
|
||||||
|
|
||||||
struct Pedestrian {
|
struct Pedestrian {
|
||||||
Color color;
|
Color color;
|
||||||
// $\vec{v}_{\alpha}(t)$
|
// $\vec{v}_{\alpha}(t)$
|
||||||
|
|||||||
Reference in New Issue
Block a user