This commit is contained in:
Nguyen Quy Anh
2026-03-27 17:16:23 +01:00
parent e905bc4a86
commit cde82faa4d
11 changed files with 287 additions and 260 deletions
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CompileFlags:
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#pragma once
#include "vector2d.hpp"
struct Board {
double length, width;
Vector2d *borders; // array containing the position of each obstacle
int n_borders; // number of obstacles
Board(double l, double w, int n, Vector2d *border) : length(l), width(w), n_borders(n), borders(border) {}
};
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#include <forces.h> #include "forces.hpp"
#include <math.h> #include <math.h>
// # Done
// return the direction between curr position and destination
// $\vectorarrow{e}_\alpha(t)$
Vector2d get_desired_direction(Pedestrian& p) {
Vector2d diff = p.desired_next_node - p.curr_pos;
double length = diff.norm();
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;
}
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() * PHI_DEG) return 1.0; return 1.0;
return C; return c;
} }
// # Done
// F_i is the current position resp. direction vector of pedestrian p in time i?
// //
// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$ // $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) \vec{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
// //
void compute_acceleration_term(Pedestrian *p) { void compute_acceleration_term(Pedestrian *p) {
Vector2d desired_velocity = get_desired_direction(*p) * p->desired_v0; // $v_{\alpha}^{0}\vec{e}_{\alpha}$
Vector2d desired_velocity = p->e * p->desired_v0;
// TODO: How to get this number // $\vec{v}_{\alpha}(t)$
// Probably needs to lookup the map and see if the desired position is reachable Vector2d actual_velocity = p->curr_vel;
Vector2d actual_velocity = get_actual_direction(*p) * p->actual_v0;
double tau_inv = 1 / TAU; double tau_alpha_inv = 1 / tau_alpha;
p->F_i += (desired_velocity - actual_velocity) * tau_inv;
p->F_i += (desired_velocity - actual_velocity) * tau_alpha_inv;
} }
// # Done
//
// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
//
void compute_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) {
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
void compute_repulsive_effects_from_pedestrians(Pedestrian* P, Pedestrian* p, int N) {
double delta_t = 0.5; // assuming 0.5 seconds steps
for (int i = 0; i < N; i++) { for (int i = 0; i < N; i++) {
// TODO: add check for $\vectorarrow{e} * \vectorarrow{f} >= \Arrowvert \vectorarrow{f} \Arrowvert \cos(\phi) $
// only consider close pedestrians
if (P + i == p) continue;
if ((P[i].curr_pos - p->curr_pos).norm() < DISTANCE) {
//
// $2b = \sqrt{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
//
// $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$
Vector2d r_ab = p->curr_pos - P[i].curr_pos;
double r_ab_norm = (p->curr_pos - P[i].curr_pos).norm();
// $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$ if (pedestrians + i == p)
Vector2d e_beta = get_actual_direction(P[i]); continue;
Vector2d r_ab_something = p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t));
double r_ab_something_norm = (p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t))).norm();
// $v_\beta \Delta t$ // # Optional: Do not consider far away pedestrians from current pedestrian
double v_beta_delta_t = P[i].actual_v0 * delta_t; // # Might get better speed up, remove if not
// if ((pedestrians[i].curr_pos - p->curr_pos).norm() > DISTANCE) {
// continue;
// }
double b = sqrt((r_ab_norm + r_ab_something_norm) * (r_ab_norm + r_ab_something_norm) - (v_beta_delta_t) * (v_beta_delta_t)) / 2; // $\vec{r}_{\alpha\beta}$
Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos;
// // $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$
//
// TODO: what is $V^0_{\alpha \beta}$ probably some number?
//
//
// $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$
//
Vector2d delta_r_alpha_beta = ( ( (r_ab / r_ab_norm) + (r_ab_something / r_ab_something_norm) ) * (r_ab_norm + r_ab_something_norm) ) / (4 * b);
// $\vectorarrow{f}_{\alpha \beta}$
Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((V0_AB / SIGMA) * (exp(-b / SIGMA)));
p->F_i += f_alpha_beta_r_alpha_beta * w(get_desired_direction(*p), f_alpha_beta_r_alpha_beta * -1);
}
}
}
// TODO: missing
void compute_repulsive_effects_from_borders(Sidewalk& S, Pedestrian* p) {
Vector2d* obstacles = S.obstacles;
int n_obs = S.n_obstacles;
for (int i = 0; i < n_obs; i++) {
Vector2d obstacle = obstacles[i];
// TODO: find out the variables and parameters
//
// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
//
double e = 2.718;
// $\vectorarrow{r}_{\alpha B}$
Vector2d r_ab = p->curr_pos - obstacle;
// $\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert$
double r_ab_norm = r_ab.norm(); double r_ab_norm = r_ab.norm();
p->F_i += * w(get_desired_direction(*p), * -1); // $\vec{e}_{\beta}$
Vector2d e_beta = pedestrians[i].e;
// $v_\beta \Delta t$
double v_beta_delta_t = pedestrians[i].desired_v0 * delta_t;
// $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$
Vector2d r_ab_minus_v_beta_delta_t_e_beta = r_ab - (e_beta * v_beta_delta_t);
// $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$
double r_ab_minus_v_beta_delta_t_e_beta_norm = r_ab_minus_v_beta_delta_t_e_beta.norm();
// (4):
//
// $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
//
double b = sqrt((r_ab_norm + r_ab_minus_v_beta_delta_t_e_beta_norm) * (r_ab_norm + r_ab_minus_v_beta_delta_t_e_beta_norm) - (v_beta_delta_t) * (v_beta_delta_t)) / 2;
// (7):
//
// $\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert) (\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{4b}$
//
//
Vector2d delta_r_alpha_beta_b = (((r_ab / r_ab_norm) + (r_ab_minus_v_beta_delta_t_e_beta / r_ab_minus_v_beta_delta_t_e_beta_norm)) * (r_ab_norm + r_ab_minus_v_beta_delta_t_e_beta_norm)) / (4 * b);
// (5):
//
// $\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$
//
//
Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta_b * ((V0_AB / SIGMA) * (exp(-b / SIGMA)));
// (11):
//
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta}) = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta})\vec{f}_{\alpha\beta}(\vec{r}_{\alpha} - \vec{r}_{\beta})$
//
// Add repulsive effects from other pedestrians to current pedestrian's social force
p->F_i += f_alpha_beta_r_alpha_beta * w(p->e, f_alpha_beta_r_alpha_beta * -1);
}
} }
} // # Done
void compute_repulsive_effects_from_borders(Board &B, Pedestrian *p) {
Vector2d *borders = B.borders;
int n_borders = B.n_borders;
for (int i = 0; i < n_borders; i++) {
Vector2d border = borders[i];
// $\vec{r}_{\alpha B}$
Vector2d r_alpha_B = p->curr_pos - border;
//
// $\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$
//
Vector2d F_alpha_B = (r_alpha_B / r_alpha_B.norm()) * (U0_AB / R) * std::exp(-r_alpha_B.norm() / R);
// (12):
//
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{ B}) = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B})\vec{F}_{\alpha B}(\vec{r}_{\alpha} - \vec{r}_{ B})$
//
p->F_i += F_alpha_B * w(p->e, F_alpha_B * (-1));
}
}
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#pragma once
#include <pedestrian.h>
#include <sidewalk.h>
// Params
// TODO: change this
// $\tau$
const double TAU = 1.0; // time to reach desired speed in s
// TODO: change this
// $V^0_{\alpha \beta}$
const double V0_AB = 2.1;
// TODO: change this
// $\sigma$
const double SIGMA = 0.3;
// TODO: change this
// $U^0_{\alpha B}$
const double U0_AB = 10.0;
// TODO: change this
// $R$
const double R = 0.2;
// TODO: change this
// $C$
const double C = 0.2;
// TODO: change this
// $\phi$
const double PHI_DEG = 120.0;
// TODO: change this
const double DISTANCE = 2.0;
// Helper functions
Vector2d get_desired_direction(Pedestrian& p);
Vector2d get_actual_direction(Pedestrian& p);
double w(Vector2d e, Vector2d f);
// Force functions
void compute_acceleration_term(Pedestrian* p);
void compute_repulsive_effects_from_pedestrians(Pedestrian* P, Pedestrian *p, int N);
void compute_repulsive_effects_from_borders(Sidewalk& S, Pedestrian* p);
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#pragma once
#include "board.hpp"
#include "pedestrian.hpp"
#include <cmath>
// $\tau_{\alpha}$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double tau_alpha = 0.5;
// $V^0_{\alpha \beta}$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double V0_AB = 2.1;
// $\sigma$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double SIGMA = 0.3;
// $U^0_{\alpha B}$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double U0_AB = 10.0;
// $R$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double R = 0.2;
// $c$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double c = 0.5;
// $\varphi$
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double phi = 100.0;
const double cos_phi = cos(phi);
// $\varDelta_{t}$
// step size = 0.2 seconds
// https://arxiv.org/pdf/cond-mat/9805244, page 8
const double delta_t = 2;
// # Optional (forces.cpp: compute_repulsive_effects_from_pedestrians)
// const double DISTANCE = 2.0;
double w(Vector2d e, Vector2d f);
void compute_acceleration_term(Pedestrian *p);
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
void compute_repulsive_effects_from_borders(Board &B, Pedestrian *p);
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#include <cfloat> #include "board.hpp"
#include <iostream> #include "forces.hpp"
#include <math.h> #include "math.h"
#include <vector2d.h> #include "pedestrian.hpp"
#include <pedestrian.h> #include "vector2d.hpp"
#include <sidewalk.h>
#include <forces.h> double g(double v_max_alpha, double w_alpha_norm) {
if (w_alpha_norm <= v_max_alpha) {
return 1;
}
return v_max_alpha / w_alpha_norm;
}
using namespace std; using namespace std;
// Numer of pedestrians // Numer of pedestrians
// $n_p$ // $n_p$
const int n_p = 100; // const int n_p = 100;
// Number of iterations // Number of iterations
// $n_{iter}$ // $n_{iter}$
const int n_iter = 100; // const int n_iter = 100;
Pedestrian* init_pedestrians() { 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++) { for (int i = 0; i < n_p; i++) {
P[i] = Pedestrian(); P[i] = Pedestrian();
@@ -25,101 +29,62 @@ Pedestrian* init_pedestrians() {
return P; return P;
} }
Sidewalk init_sidewalk(int width, int length) { 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)}; Vector2d obs[] = {Vector2d(2.0, 1.0), Vector2d(4.0, 1.0), Vector2d(6.0, 2.0), Vector2d(6.0, 4.0)};
return Sidewalk(width, length, 4, obs); return Board(width, length, 4, obs);
} }
int main(int argc, const char* argv[]) {
Board B = init_board(10, 15);
int main() { int n_p = atoi(argv[1]);
int n_iter = atoi(argv[2]);
// ! DONT TOUCH Pedestrian *pedestrians = init_pedestrians(n_p);
// $\vec{v}^0_i$
// Velocity at iteration $t$ for pedestrian $i$
double v[n_iter][n_p];
// $\vec{r}^0_i$
// Intended destination at iteration $t$ for pedestrian $i$
Vector2d r[n_iter][n_p];
// $\vec{e}_i$
// Desired direction to the next way point at iteration $t$ for pedestrian $i$
Vector2d e[n_iter][n_p];
// $v_i^{max}$
// Maximum allowed speed for pedestrian $i$
double v_max[n_p];
// $v_i^{0}$
// Desired speed for pedestrian $i$
double v_0[n_p];
// $\vec{F}_i$
// Total social force for pedestrian $i$
Vector2d F[n_p][n_p];
// $\vec{r}_0$
// Desired destination of pedestrian $n_p$
Vector2d r_0[n_p];
// create sidewalk
Sidewalk S = init_sidewalk(10, 15);
// store Array of Structs, store all pedestrians
Pedestrian* P = init_pedestrians();
// for each time frame
for (int t = 0; t < n_iter; t++) { 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 for (int i = 0; i < n_p; i++) {
Pedestrian &p = pedestrians[i];
p.F_i.reset(); p.F_i.reset();
// //
// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$ // $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) \vec{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
// //
compute_acceleration_term(&p); compute_acceleration_term(&p);
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
compute_repulsive_effects_from_pedestrians(P, &p, n_p);
// TODO: finalize this method
// //
// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$ // $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
// //
compute_repulsive_effects_from_borders(S, &p); compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
// TODO: Update $\vec{w}_i$
// $\vectorarrow{w}_i += \vectorarrow{v}_i + \vectorarrow{F}_idt$
// TODO: Update $\vec{v}_i^{t+1}$
// //
// $\vec{v}_i^{t+1} += \vectorarrow{w}_ig(\frac{v^{max}_i}{\Arrowvert \vectorarrow{w}_i \Arrowvert}) $ // $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
// //
compute_repulsive_effects_from_borders(B, &p);
//
// $\vec{w}_i = \vec{v}_i + \vec{F}_idt$
//
p.w_alpha = p.curr_vel + p.F_i * delta_t;
// TODO: Update $\vec{r}_i^{t+1}$ //
// $\vec{r}_i^{t+1} += \vectorarrow{r}^t_i + v^t_idt$ // $\vec{v}_i^{t+1} = \vec{w}_ig(\frac{v^{max}_i}{\Arrowvert \vec{w}_i \Arrowvert}) $
//
p.next_vel = p.w_alpha * g(p.v_max, p.w_alpha.norm());
//
// $\vec{r}_i^{t+1} += \vec{r}^t_i + v^t_idt$
//
p.curr_pos = p.curr_pos + p.curr_vel * delta_t;
} }
for (int i = 0; i < n_p; i++) { for (int i = 0; i < n_p; i++) {
// move each pedestrian to their next position pedestrians[i].update();
P[i].update();
} }
} }
return 0; return 0;
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#pragma once
#include <vector2d.h>
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;
Vector2d next_vel; // velocity
Vector2d destination; // $\vectorarrow{r}^0_\alpha$
Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$
Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$ should be the same as desired_next_node but with obstacles it changes
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;
curr_vel = next_vel;
}
};
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#pragma once
#include "vector2d.hpp"
#include "random"
struct Pedestrian {
// TODO: Update initial values
Pedestrian() :
curr_vel(),
curr_pos(),
e(),
v_max(1.34 * 1.3),
desired_v0(1.34),
destination(),
F_i(),
next_pos(),
next_vel(),
w_alpha()
{}
Pedestrian(
Vector2d c_v,
Vector2d c_p,
Vector2d e,
Vector2d d,
Vector2d f,
Vector2d n_p,
Vector2d n_v,
Vector2d w_alpha
) :
curr_vel(c_v),
curr_pos(c_p),
e(e),
v_max(),
desired_v0(),
destination(d),
F_i(f),
next_pos(n_p),
next_vel(n_v),
w_alpha(w_alpha)
{}
// $\vec{v}_{\alpha}(t)$
Vector2d curr_vel;
// $\vec{r}_\alpha(t)$
Vector2d curr_pos;
// $\vec{e}_{\alpha}(t)$
Vector2d e;
// $v_{\alpha}^{max} = 1.3 v^{0}_{\alpha}$
double v_max;
// $v_\alpha^0$
double desired_v0;
// # =============================================================
// $\vec{r}^0_\alpha$
Vector2d destination;
// social force
Vector2d F_i;
// # =============================================================
// $\vec{r}_\alpha(t+1)$
Vector2d next_pos;
// $\vec{v}_{\alpha}(t + 1)$
Vector2d next_vel;
// $\vec{w}_{\alpha}$
Vector2d w_alpha;
// # =============================================================
void update() {
curr_pos = next_pos;
curr_vel = next_vel;
e = (destination - curr_pos) / (destination - curr_pos).norm();
}
};
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@@ -1,10 +0,0 @@
# pragma once
# include <vector2d.h>
// initialize map
struct Sidewalk{
double length, width;
Vector2d* obstacles; // array containing the position of each obstacle
int n_obstacles; // number of obstacles
Sidewalk(double l, double w, int n, Vector2d* obs) : length(l), width(w), n_obstacles(n), obstacles(obs) {}
};
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