updated w()
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+36
-25
@@ -1,10 +1,10 @@
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#include <forces.h>
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#include <math.h>
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// return the direction between curr position and destination
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// $\vectorarrow{e}_\alpha(t)$
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Vector2d get_desired_direction(Pedestrian& p) {
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Vector2d get_desired_direction(Pedestrian &p)
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{
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Vector2d diff = p.desired_next_node - p.curr_pos;
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double length = diff.norm();
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return (p.desired_next_node - p.curr_pos) / length;
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@@ -12,27 +12,37 @@ Vector2d get_desired_direction(Pedestrian& p) {
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// return the direction between curr position and destination
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// $\vectorarrow{e}_\alpha(t)$
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Vector2d get_actual_direction(Pedestrian& p) {
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Vector2d get_actual_direction(Pedestrian &p)
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{
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Vector2d diff = p.actual_next_node - p.curr_pos;
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double length = diff.norm();
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return (p.actual_next_node - p.curr_pos) / length;
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}
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double w(Vector2d e, Vector2d f) {
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if (e.dot(f) >= f.norm() * PHI_DEG) return 1.0;
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// double w(Vector2d e, Vector2d f) {
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//
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// if (e.dot(f) >= f.norm() * PHI_DEG) return 1.0;
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// return C;
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//
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// }
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double w(Vector2d e, Vector2d f)
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{
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// The w() function should check if the angle between the desired direction e and the force f is within the field of view.
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// Per equation (7), the condition is:
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// e · f ≥ ||f|| * cos(phi)
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// where phi = 100° (half of the 200° field of view (PHI_DEG)).
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const double phi = (PHI_DEG / 2.0) * M_PI / 180.0; // half-angle in radians
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if (e.dot(f) >= f.norm() * cos(phi))
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return 1.0;
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return C;
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}
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// F_i is the current position resp. direction vector of pedestrian p in time i?
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//
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// $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$
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//
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void compute_acceleration_term(Pedestrian *p) {
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void compute_acceleration_term(Pedestrian *p)
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{
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Vector2d desired_velocity = get_desired_direction(*p) * p->desired_v0;
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@@ -43,18 +53,20 @@ void compute_acceleration_term(Pedestrian *p) {
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double tau_inv = 1 / TAU;
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p->F_i += (desired_velocity - actual_velocity) * tau_inv;
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}
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// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
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void compute_repulsive_effects_from_pedestrians(Pedestrian* P, Pedestrian* p, int N) {
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void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N)
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{
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double delta_t = 0.5; // assuming 0.5 seconds steps
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for (int i = 0; i < N; i++) {
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for (int i = 0; i < N; i++)
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{
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// TODO: add check for $\vectorarrow{e} * \vectorarrow{f} >= \Arrowvert \vectorarrow{f} \Arrowvert \cos(\phi) $
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// only consider close pedestrians
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if (P + i == p) continue;
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if ((P[i].curr_pos - p->curr_pos).norm() < DISTANCE) {
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if (P + i == p)
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continue;
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if ((P[i].curr_pos - p->curr_pos).norm() < DISTANCE)
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{
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//
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// $2b = \sqrt{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
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//
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@@ -80,7 +92,7 @@ void compute_repulsive_effects_from_pedestrians(Pedestrian* P, Pedestrian* p, in
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//
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// $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$
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//
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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);
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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);
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// $\vectorarrow{f}_{\alpha \beta}$
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Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((V0_AB / SIGMA) * (exp(-b / SIGMA)));
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@@ -91,12 +103,14 @@ void compute_repulsive_effects_from_pedestrians(Pedestrian* P, Pedestrian* p, in
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}
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// TODO: missing
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void compute_repulsive_effects_from_borders(Sidewalk& S, Pedestrian* p) {
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void compute_repulsive_effects_from_borders(Sidewalk &S, Pedestrian *p)
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{
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Vector2d* obstacles = S.obstacles;
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Vector2d *obstacles = S.obstacles;
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int n_obs = S.n_obstacles;
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for (int i = 0; i < n_obs; i++) {
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for (int i = 0; i < n_obs; i++)
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{
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Vector2d obstacle = obstacles[i];
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// TODO: find out the variables and parameters
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//
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@@ -109,9 +123,6 @@ void compute_repulsive_effects_from_borders(Sidewalk& S, Pedestrian* p) {
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// $\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert$
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double r_ab_norm = r_ab.norm();
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p->F_i += * w(get_desired_direction(*p), * -1);
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p->F_i += *w(get_desired_direction(*p), *-1);
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}
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}
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