missing repulsive_effects_from_borders, and last three updates. Restructured the whole project. TODO: check constants/parameters and implement missing functions.
This commit is contained in:
+117
@@ -0,0 +1,117 @@
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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 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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}
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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 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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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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Vector2d desired_velocity = get_desired_direction(*p) * p->desired_v0;
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// TODO: How to get this number
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// Probably needs to lookup the map and see if the desired position is reachable
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Vector2d actual_velocity = get_actual_direction(*p) * p->actual_v0;
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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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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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// 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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//
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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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// $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$
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Vector2d r_ab = p->curr_pos - P[i].curr_pos;
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double r_ab_norm = (p->curr_pos - P[i].curr_pos).norm();
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// $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$
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Vector2d e_beta = get_actual_direction(P[i]);
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Vector2d r_ab_something = p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t));
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double r_ab_something_norm = (p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t))).norm();
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// $v_\beta \Delta t$
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double v_beta_delta_t = P[i].actual_v0 * delta_t;
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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;
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//
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// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$
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//
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// TODO: what is $V^0_{\alpha \beta}$ probably some number?
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//
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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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// $\vectorarrow{f}_{\alpha \beta}$
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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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p->F_i += f_alpha_beta_r_alpha_beta * w(get_desired_direction(*p), f_alpha_beta_r_alpha_beta * -1);
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}
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}
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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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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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Vector2d obstacle = obstacles[i];
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// TODO: find out the variables and parameters
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//
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// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
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//
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double e = 2.718;
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// $\vectorarrow{r}_{\alpha B}$
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Vector2d r_ab = p->curr_pos - obstacle;
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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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}
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}
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@@ -0,0 +1,55 @@
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#pragma once
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#include <pedestrian.h>
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#include <sidewalk.h>
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// Params
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// TODO: change this
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// $\tau$
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const double TAU = 1.0; // time to reach desired speed in s
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// TODO: change this
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// $V^0_{\alpha \beta}$
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const double V0_AB = 2.1;
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// TODO: change this
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// $\sigma$
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const double SIGMA = 0.3;
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// TODO: change this
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// $U^0_{\alpha B}$
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const double U0_AB = 10.0;
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// TODO: change this
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// $R$
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const double R = 0.2;
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// TODO: change this
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// $C$
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const double C = 0.2;
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// TODO: change this
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// $\phi$
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const double PHI_DEG = 120.0;
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// TODO: change this
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const double DISTANCE = 2.0;
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// Helper functions
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Vector2d get_desired_direction(Pedestrian& p);
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Vector2d get_actual_direction(Pedestrian& p);
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double w(Vector2d e, Vector2d f);
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// Force functions
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void compute_acceleration_term(Pedestrian* p);
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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_borders(Sidewalk& S, Pedestrian* p);
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@@ -1,63 +1,13 @@
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#include <cfloat>
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#include <cfloat>
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#include <iostream>
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#include <iostream>
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#include <math.h>
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#include <math.h>
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#include <vector2d.h>
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#include <pedestrian.h>
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#include <sidewalk.h>
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#include <forces.h>
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using namespace std;
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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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struct Pedestrian {
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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) {}
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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) {}
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Vector2d curr_pos; // $\vectorarrow{r}_\alpha(t)$
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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
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Vector2d curr_vel, next_vel; // velocity
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Vector2d destination; // $\vectorarrow{r}^0_\alpha$
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Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$
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Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$ should be the same as desired_next_node but with obstacles it changes
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Vector2d F_i; // social force
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double desired_v0; // $v_\alpha^0$ desired speed in m/s e.g. 1.34
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double actual_v0;
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double vMax; // vMax = v0 * 1.3
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// direction Vector2d e = (dest - curr.position).norm() --> calculate on the fly or part of struct?
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void update() { curr_pos = next_pos; }
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};
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// initialize map
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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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/* X = obstacle
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| X |
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| X |
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|X |
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*/
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};
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// Numer of pedestrians
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// Numer of pedestrians
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// $n_p$
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// $n_p$
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@@ -67,108 +17,6 @@ const int n_p = 100;
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// $n_{iter}$
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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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// 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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Vector2d desired_velocity = get_desired_direction(*P) * P->desired_v0;
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// TODO: How to get this number
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// Probably needs to lookup the map and see if the desired position is reachable
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Vector2d actual_velocity = get_actual_direction(*P) * P->actual_v0;
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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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Vector2d get_next_node(Pedestrian p, Vector2d map[]) {
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// dummy element
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return Vector2d(p.curr_pos.x + 1.0, p.curr_pos.y + 1.0);
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}
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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 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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}
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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 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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// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
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void compute_repulsive_effects_from_pedestrians(Pedestrian* P[n_p], Pedestrian* p, double distance) {
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double delta_t = 0.5; // assuming 0.5 seconds steps
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Vector2d F_i = Vector2d();
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for (int i = 0; i < n_p; i++) {
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// only consider close pedestrians
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if ((P[i]->curr_pos - p->curr_pos).norm() < distance) {
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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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// $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$
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Vector2d r_ab = p->curr_pos - P[i]->curr_pos;
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double r_ab_norm = (p->curr_pos - P[i]->curr_pos).norm();
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// $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$
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Vector2d e_beta = get_actual_direction(*P[i]);
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Vector2d r_ab_something = p->curr_pos - P[i]->curr_pos - (e_beta * (P[i]->actual_v0 * delta_t));
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double r_ab_something_norm = (p->curr_pos - P[i]->curr_pos - (e_beta * (P[i]->actual_v0 * delta_t))).norm();
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// $v_\beta \Delta t$
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double v_beta_delta_t = P[i]->actual_v0 * delta_t;
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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;
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//
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// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$
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//
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// TODO: what is $V^0_{\alpha \beta}$
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//
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double v_null_alpha_beta = 0.0;
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double sigma = 0.0;
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double e = 2.718;
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//
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|
||||||
// $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$
|
|
||||||
//
|
|
||||||
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);
|
|
||||||
|
|
||||||
Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((v_null_alpha_beta / sigma) * (exp(-b / sigma)));
|
|
||||||
F_i += f_alpha_beta_r_alpha_beta;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
p->F_i += F_i;
|
|
||||||
}
|
|
||||||
|
|
||||||
void compute_repulsive_effects_from_borders(Vector2d *F_i) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Return an array of doubles
|
|
||||||
double *w(Vector2d e, Vector2d f) {
|
|
||||||
|
|
||||||
// TODO:
|
|
||||||
// $cos(60\degree)$
|
|
||||||
// if (e * f > f.norm() * (0.5)) {
|
|
||||||
// }
|
|
||||||
// return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
Pedestrian* init_pedestrians() {
|
Pedestrian* init_pedestrians() {
|
||||||
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++) {
|
||||||
@@ -177,6 +25,14 @@ Pedestrian* init_pedestrians() {
|
|||||||
return P;
|
return P;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Sidewalk init_sidewalk(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 Sidewalk(width, length, 4, obs);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
|
||||||
// ! DONT TOUCH
|
// ! DONT TOUCH
|
||||||
@@ -209,6 +65,9 @@ int main() {
|
|||||||
// Desired destination of pedestrian $n_p$
|
// Desired destination of pedestrian $n_p$
|
||||||
Vector2d r_0[n_p];
|
Vector2d r_0[n_p];
|
||||||
|
|
||||||
|
// create sidewalk
|
||||||
|
Sidewalk S = init_sidewalk(10, 15);
|
||||||
|
|
||||||
|
|
||||||
// store Array of Structs, store all pedestrians
|
// store Array of Structs, store all pedestrians
|
||||||
Pedestrian* P = init_pedestrians();
|
Pedestrian* P = init_pedestrians();
|
||||||
@@ -218,7 +77,7 @@ int main() {
|
|||||||
// for each pedestrian
|
// for each pedestrian
|
||||||
for (int i = 0; i < n_p; i++) {
|
for (int i = 0; i < n_p; i++) {
|
||||||
// update...
|
// update...
|
||||||
Pedestrian p = P[i];
|
Pedestrian& p = P[i];
|
||||||
|
|
||||||
// reset total social force
|
// reset total social force
|
||||||
p.F_i.reset();
|
p.F_i.reset();
|
||||||
@@ -229,23 +88,38 @@ int main() {
|
|||||||
compute_acceleration_term(&p);
|
compute_acceleration_term(&p);
|
||||||
|
|
||||||
|
|
||||||
|
// $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$
|
||||||
// TODO: define appropriate distance
|
compute_repulsive_effects_from_pedestrians(P, &p, n_p);
|
||||||
double distance = 0.0;
|
|
||||||
compute_repulsive_effects_from_pedestrians(&P, &p, distance);
|
|
||||||
|
|
||||||
|
|
||||||
|
// TODO: finalize this method
|
||||||
|
//
|
||||||
compute_repulsive_effects_from_borders(F[i]);
|
// $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$
|
||||||
|
//
|
||||||
|
compute_repulsive_effects_from_borders(S, &p);
|
||||||
|
|
||||||
|
|
||||||
// TODO: Update $\vec{w}_i$
|
// TODO: Update $\vec{w}_i$
|
||||||
|
// $\vectorarrow{w}_i += \vectorarrow{v}_i + \vectorarrow{F}_idt$
|
||||||
|
|
||||||
|
|
||||||
// TODO: Update $\vec{v}_i^{t+1}$
|
// TODO: Update $\vec{v}_i^{t+1}$
|
||||||
|
//
|
||||||
|
// $\vec{v}_i^{t+1} += \vectorarrow{w}_ig(\frac{v^{max}_i}{\Arrowvert \vectorarrow{w}_i \Arrowvert}) $
|
||||||
|
//
|
||||||
|
|
||||||
|
|
||||||
// TODO: Update $\vec{r}_i^{t+1}$
|
// TODO: Update $\vec{r}_i^{t+1}$
|
||||||
|
// $\vec{r}_i^{t+1} += \vectorarrow{r}^t_i + v^t_idt$
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < n_p; i++) {
|
||||||
|
// move each pedestrian to their next position
|
||||||
|
P[i].update();
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
|
|||||||
@@ -0,0 +1,23 @@
|
|||||||
|
#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;
|
||||||
|
}
|
||||||
|
};
|
||||||
+10
@@ -0,0 +1,10 @@
|
|||||||
|
# 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) {}
|
||||||
|
};
|
||||||
+24
@@ -0,0 +1,24 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
struct Vector2d {
|
||||||
|
double x, y;
|
||||||
|
Vector2d(double a, double b) : x(a), y(b) {}
|
||||||
|
Vector2d() : x(.0), y(.0) {}
|
||||||
|
Vector2d operator+(Vector2d v) const { return Vector2d(v.x + x, v.y + y); }
|
||||||
|
Vector2d operator-(Vector2d v) const { return Vector2d(x - v.x, y - v.y); }
|
||||||
|
Vector2d operator-(double a) const { return Vector2d(x - a, y - a); }
|
||||||
|
Vector2d operator+(double a) const { return Vector2d(x + a, y + a); }
|
||||||
|
Vector2d operator/(double a) const { return Vector2d(x / a, y / a); }
|
||||||
|
Vector2d operator*(double a) const { return Vector2d(x * a, y * a); }
|
||||||
|
Vector2d operator+=(const Vector2d &v) {
|
||||||
|
*this = *this + v;
|
||||||
|
return *this;
|
||||||
|
}
|
||||||
|
double norm() { return sqrt(x * x + y * y); }
|
||||||
|
double dot(Vector2d v) { return x * v.x + y * v.y; }
|
||||||
|
void reset() {
|
||||||
|
x = 0;
|
||||||
|
y = 0;
|
||||||
|
}
|
||||||
|
};
|
||||||
Reference in New Issue
Block a user