Sidewalk, Cell, get_direction(), compute_acceleration()
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@@ -26,6 +26,16 @@ struct Vector2d {
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}
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};
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struct Sidewalk{
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int row, col;
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double length, width;
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Sidewalk(int r, int c, double l, double w) : row(r), col(c), length(l), width(w) {}
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};
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struct Cell{
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// TODO: cell stores information such as next neighbor
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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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@@ -38,9 +48,58 @@ const int n_iter = 100;
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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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// F_i is the current position resp. direction vector of pedestrian p in time i?
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void compute_acceleration_term(Vector2d *F_i, Vector2d curr, Vector2d next) {
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// get curr pos --> probably no needed, can be read in F_i
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// get next pos --> call shortest path --> how to encode map?
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// get desired velocity
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// desired speed * desired direction
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// get actual velocity
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// actual speed * actual direction
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// TODO: how to get next node?
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// acceleration * desired speed
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double v_desired = 0.0;
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double v_actual = 0.0;
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double res = (1 / tau) * (v_desired - v_actual);
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}
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Vector2d get_next_node(Vector2d curr_pos, Vector2d map[]) {
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// dummy element
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return Vector2d(curr_pos.x + 1.0, curr_pos.y + 1.0);
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}
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// return the direction between two nodes along the shortest path
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Vector2d get_direction(Vector2d curr_pos, Vector2d next_pos) {
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double x, y, x1, x2, y1, y2;
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x1 = curr_pos.x;
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x2 = next_pos.x;
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y1 = curr_pos.y;
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y2 = next_pos.y;
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x = (x2 - x1) / abs(x2 - x1);
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y = (y2 - y1) / abs(y2 - y1);
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return Vector2d(x, y);
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}
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void compute_repulsive_effects_from_pedestrians(Vector2d *F_i) {
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}
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void compute_repulsive_effects_from_borders(Vector2d *F_i) {
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}
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// Return an array of doubles
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double *w(Vector2d e, Vector2d f) {
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