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@@ -1,103 +1,89 @@
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#include <cfloat>
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#include <iostream>
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#include <math.h>
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#include "board.hpp"
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#include "forces.hpp"
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#include "math.h"
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#include "pedestrian.hpp"
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#include "vector2d.hpp"
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double g(double v_max_alpha, double w_alpha_norm) {
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if (w_alpha_norm <= v_max_alpha) {
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return 1;
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}
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return v_max_alpha / w_alpha_norm;
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}
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using namespace std;
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struct Vector2d {
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double x, y;
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Vector2d(double a, double b) : x(a), y(b) {}
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Vector2d() : x(.0), y(.0) {}
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Vector2d operator+(Vector2d v) const { return Vector2d(v.x + x, v.y + y); }
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Vector2d operator-(Vector2d v) const { return Vector2d(x - v.x, y - v.y); }
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Vector2d operator-(double a) const { return Vector2d(x - a, y - a); }
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Vector2d operator+(double a) const { return Vector2d(x + a, y + a); }
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Vector2d operator/(double a) const { return Vector2d(x / a, y / a); }
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Vector2d operator*(double a) const { return Vector2d(x * a, y * a); }
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Vector2d operator+=(const Vector2d &v) {
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*this = *this + v;
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return *this;
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}
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double norm() { return sqrt(x * x + y * y); }
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double dot(Vector2d v) { return x * v.x + y * v.y; }
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void reset() {
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x = 0;
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y = 0;
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}
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};
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// Numer of pedestrians
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// $n_p$
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const int n_p = 100;
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// const int n_p = 100;
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// Number of iterations
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// $n_{iter}$
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const int n_iter = 100;
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// const int n_iter = 100;
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// TODO: Change this
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// $\tau$
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const double tau = 0.12345;
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void compute_acceleration_term(Vector2d *F_i) {}
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void compute_repulsive_effects_from_pedestrians(Vector2d *F_i) {}
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void compute_repulsive_effects_from_borders(Vector2d *F_i) {}
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// Return an array of doubles
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double *w(Vector2d e, Vector2d f) {
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// TODO:
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// $cos(60\degree)$
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// if (e * f > f.norm() * (0.5)) {
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// }
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// return 0;
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Pedestrian *init_pedestrians(int n_p) {
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Pedestrian *P = new Pedestrian[n_p];
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for (int i = 0; i < n_p; i++) {
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P[i] = Pedestrian();
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}
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return P;
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}
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int main() {
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Board init_board(int width, int length) {
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Vector2d obs[] = {Vector2d(2.0, 1.0), Vector2d(4.0, 1.0), Vector2d(6.0, 2.0), Vector2d(6.0, 4.0)};
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return Board(width, length, 4, obs);
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}
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// ! DONT TOUCH
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int main(int argc, const char* argv[]) {
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// $\vec{v}^0_i$
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// Velocity at iteration $t$ for pedestrian $i$
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double v[n_iter][n_p];
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Board B = init_board(10, 15);
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// $\vec{r}^0_i$
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// Intended destination at iteration $t$ for pedestrian $i$
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Vector2d r[n_iter][n_p];
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int n_p = atoi(argv[1]);
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int n_iter = atoi(argv[2]);
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// $\vec{e}_i$
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// Desired direction to the next way point at iteration $t$ for pedestrian $i$
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Vector2d e[n_iter][n_p];
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// $v_i^{max}$
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// Maximum allowed speed for pedestrian $i$
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double v_max[n_p];
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// $v_i^{0}$
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// Desired speed for pedestrian $i$
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double v_0[n_p];
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// $\vec{F}_i$
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// Total social force for pedestrian $i$
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Vector2d F[n_p][n_p];
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// $\vec{r}_0$
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// Desired destination of pedestrian $n_p$
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Vector2d r_0[n_p];
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Pedestrian *pedestrians = init_pedestrians(n_p);
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for (int t = 0; t < n_iter; t++) {
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for (int i = 0; i < n_p; i++) {
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for (int itr = 0; itr < n_p; itr++) {
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F[i][itr].reset();
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}
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compute_acceleration_term(F[i]);
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compute_repulsive_effects_from_pedestrians(F[i]);
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compute_repulsive_effects_from_borders(F[i]);
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// TODO: Update $\vec{w}_i$
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Pedestrian &p = pedestrians[i];
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// TODO: Update $\vec{v}_i^{t+1}$
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p.F_i.reset();
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// TODO: pdate $\vec{r}_i^{t+1}$
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//
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// $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) \vec{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
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//
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compute_acceleration_term(&p);
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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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compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
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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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compute_repulsive_effects_from_borders(B, &p);
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//
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// $\vec{w}_i = \vec{v}_i + \vec{F}_idt$
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//
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p.w_alpha = p.curr_vel + p.F_i * delta_t;
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//
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// $\vec{v}_i^{t+1} = \vec{w}_ig(\frac{v^{max}_i}{\Arrowvert \vec{w}_i \Arrowvert}) $
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//
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p.next_vel = p.w_alpha * g(p.v_max, p.w_alpha.norm());
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//
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// $\vec{r}_i^{t+1} += \vec{r}^t_i + v^t_idt$
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//
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p.curr_pos = p.curr_pos + p.curr_vel * delta_t;
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}
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for (int i = 0; i < n_p; i++) {
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pedestrians[i].update();
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}
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}
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