Merge branch 'elliot' into 'main'
Removed duplicate code, recalculated flop count, and added Makefile See merge request course-asl-fastcode26/team70!1
This commit is contained in:
@@ -0,0 +1 @@
|
|||||||
|
ColumnLimit: 500
|
||||||
+8
-5
@@ -1,14 +1,17 @@
|
|||||||
# Build artifacts
|
# Build artifacts
|
||||||
*.o
|
*.o
|
||||||
*.out
|
*.out
|
||||||
|
*.s
|
||||||
|
|
||||||
|
# Runtime data
|
||||||
*.csv
|
*.csv
|
||||||
*.mp4
|
|
||||||
*.gif
|
*.gif
|
||||||
*.log
|
*.mp4
|
||||||
sim
|
|
||||||
main*
|
# Compiled binaries
|
||||||
|
main
|
||||||
|
sizes
|
||||||
|
|
||||||
# Editor files
|
# Editor files
|
||||||
.clang*
|
|
||||||
.vscode
|
.vscode
|
||||||
.DS_Store
|
.DS_Store
|
||||||
|
|||||||
@@ -0,0 +1,7 @@
|
|||||||
|
main: board.hpp forces.cpp forces.hpp main.cpp pedestrian.hpp vector2d.hpp
|
||||||
|
g++ -O3 -march=native -std=c++23 -S main.cpp -o main.s
|
||||||
|
g++ -O3 -march=native -std=c++23 -S forces.cpp -o force.s
|
||||||
|
g++ -O3 -march=native -std=c++23 main.cpp forces.cpp -o main
|
||||||
|
|
||||||
|
sizes: sizes.cpp
|
||||||
|
g++ -O3 -march=native -std=c++23 sizes.cpp -o sizes
|
||||||
@@ -8,14 +8,14 @@ struct Obstacle {
|
|||||||
Obstacle() : start(0, 0), end(0, 0) {}
|
Obstacle() : start(0, 0), end(0, 0) {}
|
||||||
Obstacle(Vector2d s, Vector2d e) : start(s), end(e) {}
|
Obstacle(Vector2d s, Vector2d e) : start(s), end(e) {}
|
||||||
|
|
||||||
// Find the point of the obstacle that is nearest to p
|
// Find the point of the obstacle that is closest to p
|
||||||
// # 15 flops
|
// # 8 ADDs, 6 MULTs, 1 DIV
|
||||||
Vector2d find_nearest_obstacle_point(Vector2d p) {
|
Vector2d find_nearest_obstacle_point(Vector2d p) {
|
||||||
|
|
||||||
// # 2 ADDs
|
// # 2 ADDs
|
||||||
Vector2d obstacle_v = end - start;
|
Vector2d obstacle_v = end - start;
|
||||||
|
|
||||||
// # 9 flops = 2 ADDs, 2 MULTs, 1 ADD, 1 DIV, 2 MULTs, 1 ADD
|
// # 4 ADDs, 4 MULTs, 1 DIV
|
||||||
double projection = (p - start).dot(obstacle_v) / obstacle_v.dot(obstacle_v);
|
double projection = (p - start).dot(obstacle_v) / obstacle_v.dot(obstacle_v);
|
||||||
|
|
||||||
if (projection < 0.0)
|
if (projection < 0.0)
|
||||||
@@ -23,17 +23,15 @@ struct Obstacle {
|
|||||||
else if (projection > 1.0)
|
else if (projection > 1.0)
|
||||||
projection = 1.0;
|
projection = 1.0;
|
||||||
|
|
||||||
// # 4 flops = 2 ADDs, 2 MULTs
|
// # 2 ADDs, 2 MULTs
|
||||||
return start + obstacle_v * projection;
|
return start + obstacle_v * projection;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Board {
|
struct Board {
|
||||||
double length, width;
|
double length, width;
|
||||||
Obstacle *obstacles; // array of obstacles (represented as lines) that are present on the board
|
Obstacle *obstacles; // Array of obstacles, represented as lines on the board
|
||||||
int n_obstacles; // number of obstacles
|
int n_obstacles; // Number of obstacles
|
||||||
|
|
||||||
Board(double l, double w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 4) {
|
Board(double l, double w, int n, Obstacle *o) : length(l), width(w), n_obstacles(n + 4) {
|
||||||
obstacles = new Obstacle[n + 4];
|
obstacles = new Obstacle[n + 4];
|
||||||
|
|||||||
+40
-41
@@ -1,7 +1,7 @@
|
|||||||
#include "forces.hpp"
|
#include "forces.hpp"
|
||||||
#include <math.h>
|
#include <math.h>
|
||||||
|
|
||||||
// # 8 flops = 5 MULTs, 2 ADD, 1 SQRT
|
// # 2 ADDs, 5 MULTs, 1 SQRT
|
||||||
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() * cos_phi)
|
||||||
return 1.0;
|
return 1.0;
|
||||||
@@ -9,95 +9,97 @@ double w(Vector2d e, Vector2d f) {
|
|||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
// # 2 DIVs
|
// # 1 DIV
|
||||||
double g(double v_max_alpha, double w_alpha_norm) {
|
double g(double v_max_alpha, double w_alpha_norm) {
|
||||||
|
|
||||||
|
// # Assumption for calculating W(n): The "if" statement always evaluates to false.
|
||||||
if (w_alpha_norm <= v_max_alpha) {
|
if (w_alpha_norm <= v_max_alpha) {
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
return v_max_alpha / w_alpha_norm;
|
return v_max_alpha / w_alpha_norm;
|
||||||
}
|
}
|
||||||
|
|
||||||
// # 8 flops
|
// # 6 ADDs, 2 DIVs
|
||||||
void compute_acceleration_term(Pedestrian *p) {
|
void add_acceleration_term(Pedestrian *p) {
|
||||||
// # 2 flops
|
|
||||||
|
// # 2 ADDs
|
||||||
Vector2d desired_velocity = p->e * p->desired_v0;
|
Vector2d desired_velocity = p->e * p->desired_v0;
|
||||||
|
|
||||||
Vector2d actual_velocity = p->curr_vel;
|
Vector2d actual_velocity = p->curr_vel;
|
||||||
// # 6 flops = 4 ADDs, 2 DIVs
|
|
||||||
|
// # 4 ADDs, 2 DIVs
|
||||||
p->f_i += (desired_velocity - actual_velocity) / tau_alpha;
|
p->f_i += (desired_velocity - actual_velocity) / tau_alpha;
|
||||||
}
|
}
|
||||||
|
|
||||||
// # 55(N - 1) = 55N - 55 flops
|
// # 15 ADDs, 24 MULTs, 8 DIVs, 5 SQRTs, 1 EXP
|
||||||
//
|
//
|
||||||
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
|
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
|
||||||
//
|
//
|
||||||
void compute_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) {
|
void add_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) {
|
||||||
|
|
||||||
for (int i = 0; i < N; i++) {
|
for (int i = 0; i < N; i++) {
|
||||||
|
|
||||||
if (pedestrians + i == p)
|
if (pedestrians + i == p)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
// # Optional: Do not consider far away pedestrians from current pedestrian
|
|
||||||
// # Might get better speed up, remove if not
|
|
||||||
// if ((pedestrians[i].curr_pos - p->curr_pos).norm() > DISTANCE) {
|
|
||||||
// continue;
|
|
||||||
// }
|
|
||||||
|
|
||||||
// # 2 ADDs
|
// # 2 ADDs
|
||||||
// $\vec{r}_{\alpha\beta}$
|
// $\vec{r}_{\alpha\beta}$
|
||||||
Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos;
|
Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos;
|
||||||
|
|
||||||
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
|
// # 1 ADD, 2 MULTs, 1 SQRT
|
||||||
// $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$
|
// $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$
|
||||||
double r_ab_norm = r_ab.norm();
|
double r_ab_norm = r_ab.norm();
|
||||||
|
|
||||||
// $\vec{e}_{\beta}$
|
// $\vec{e}_{\beta}$
|
||||||
Vector2d e_b = pedestrians[i].e;
|
Vector2d e_b = pedestrians[i].e;
|
||||||
|
|
||||||
// # 2 MULTs
|
// # 1 ADD, 3 MULTs, 1 SQRT
|
||||||
// $v_\beta \Delta t$
|
// $v_\beta \Delta t$
|
||||||
double s_b = pedestrians[i].curr_vel.norm() * delta_t;
|
double s_b = pedestrians[i].curr_vel.norm() * delta_t;
|
||||||
|
|
||||||
// # 4 flops = 2 ADDs, 2 MULTs
|
// # 2 ADDs, 2 MULTs
|
||||||
// $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$
|
// $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$
|
||||||
Vector2d r_ab2 = r_ab - (e_b * s_b);
|
Vector2d r_ab2 = r_ab - (e_b * s_b);
|
||||||
|
|
||||||
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
|
// # 1 ADD, 2 MULTs, 1 SQRT
|
||||||
// $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$
|
// $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$
|
||||||
double r_ab2_norm = r_ab2.norm();
|
double r_ab2_norm = r_ab2.norm();
|
||||||
|
|
||||||
// # 7 flops = 1 SQRT, 3 ADDs, 2 MULTs, 1 DIV
|
// # 1 ADD
|
||||||
|
double r_ab_norm_sum = r_ab_norm + r_ab2_norm;
|
||||||
|
|
||||||
|
// # 1 ADD, 2 MULTs, 1 DIV, 1 SQRT
|
||||||
//
|
//
|
||||||
// $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
|
// $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$
|
||||||
//
|
//
|
||||||
double b = sqrt((r_ab_norm + r_ab2_norm) * (r_ab_norm + r_ab2_norm) - s_b * s_b) / 2;
|
double b = sqrt(r_ab_norm_sum * r_ab_norm_sum - s_b * s_b) / 2;
|
||||||
|
|
||||||
// # 12 flops = 6 DIVs, 3 ADDs, 3 MULTs
|
// # 2 ADDs, 3 MULTs, 6 DIVs
|
||||||
//
|
//
|
||||||
// $\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert) (\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{4b}$
|
// $\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert) (\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{4b}$
|
||||||
//
|
//
|
||||||
Vector2d b_grad = ((r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * (r_ab_norm + r_ab2_norm)) / (4 * b);
|
Vector2d b_grad = ((r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * r_ab_norm_sum) / (4 * b);
|
||||||
|
|
||||||
// # 6 flops = 3 MULTs, 2 DIVs, 1 EXP
|
// # 3 MULTs, 1 DIV, 1 EXP
|
||||||
//
|
//
|
||||||
// $\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$
|
// $\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$
|
||||||
//
|
//
|
||||||
Vector2d f_ped = b_grad * ((V0_AB / SIGMA) * (exp(-b / SIGMA)));
|
Vector2d f_ped = b_grad * (V0_AB_div_SIGMA * exp(-b / SIGMA));
|
||||||
|
|
||||||
// # 14 flops: 9 MULTs, 4 ADDs, 1 SQRT
|
// # 4 ADDs, 7 MULTs, 1 SQRT
|
||||||
//
|
//
|
||||||
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta}) = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta})\vec{f}_{\alpha\beta}(\vec{r}_{\alpha} - \vec{r}_{\beta})$
|
// $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta}) = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta})\vec{f}_{\alpha\beta}(\vec{r}_{\alpha} - \vec{r}_{\beta})$
|
||||||
//
|
//
|
||||||
p->f_i += f_ped * w(p->e, f_ped * -1);
|
p->f_i += f_ped * w(p->e, f_ped.reverse_sign());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// # Assume that the four borders are also 4 obstacles
|
// # board.n_obstacles * (13 ADDs, 19 MULTs, 4 DIVs, 2 SQRTs, 1 EXP)
|
||||||
// # 48 n_obstacles flops = 192 flops
|
|
||||||
//
|
//
|
||||||
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
|
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
|
||||||
//
|
//
|
||||||
void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
|
void add_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
|
||||||
|
|
||||||
Obstacle *obstacles = board.obstacles;
|
Obstacle *obstacles = board.obstacles;
|
||||||
int n_borders = board.n_obstacles;
|
int n_borders = board.n_obstacles;
|
||||||
@@ -106,26 +108,23 @@ void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) {
|
|||||||
|
|
||||||
Obstacle obstacle = obstacles[i];
|
Obstacle obstacle = obstacles[i];
|
||||||
|
|
||||||
// # 17 flops
|
// # 8 ADDs, 6 MULTs, 1 DIV
|
||||||
// $\vec{r}_{\alpha B}$
|
// $\vec{r}_{\alpha B}$
|
||||||
Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos);
|
Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos);
|
||||||
|
|
||||||
// # 17 flops = 2 DIVs, 1 SQRT, 2 MULTs, 1 ADD, 2 MULTs, 1 DIV, 2 MULTs, 1 EXP, 1 SQRT, 2 MULTs, 1 ADD, 1 DIV
|
// # 1 ADD, 2 MULTs, 1 SQRT
|
||||||
|
double r_aB_norm = r_aB.norm();
|
||||||
|
|
||||||
|
// # 4 MULTs, 3 DIVs, 1 EXP
|
||||||
//
|
//
|
||||||
// $\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$
|
// $\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$
|
||||||
//
|
//
|
||||||
Vector2d f_obst = (r_aB / r_aB.norm()) * (U0_AB / R) * std::exp(-r_aB.norm() / R);
|
Vector2d f_obst = (r_aB / r_aB_norm) * U0_AB_div_R * exp(-r_aB_norm / R);
|
||||||
|
|
||||||
// # 2 ADDs
|
// # 4 ADDS, 7 MULTs, 1 SQRT
|
||||||
// p->f_i += f_obst; //commented since this version dont takes the field of view / angle to the border into account
|
|
||||||
|
|
||||||
// I have read the paper again and on page 6 they say
|
|
||||||
// However, the formulas above for attractive and repulsive effects only hold for situations that are perceived in the desired direction e_alpha(t) of motion.
|
|
||||||
// I assumed that with formulas above its also meant for equation 8 (even though not explicitly mentioned their)
|
|
||||||
// # 14 flops: 9 MULTs, 4 ADDS, 1 SQRT
|
|
||||||
//
|
//
|
||||||
// $(12):\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{ B}) = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B})\vec{F}_{\alpha B}(\vec{r}_{\alpha} - \vec{r}_{ B})$
|
// $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{ B}) = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B})\vec{F}_{\alpha B}(\vec{r}_{\alpha} - \vec{r}_{ B})$
|
||||||
//
|
//
|
||||||
p->f_i += f_obst * w(p->e, f_obst * -1);
|
p->f_i += f_obst * w(p->e, f_obst.reverse_sign());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+30
-6
@@ -12,35 +12,59 @@ const double V0_AB = 2.1;
|
|||||||
// $\sigma$
|
// $\sigma$
|
||||||
const double SIGMA = 0.3;
|
const double SIGMA = 0.3;
|
||||||
|
|
||||||
|
//
|
||||||
|
// $\frac{V^0_{\alpha\beta}}{\sigma}$
|
||||||
|
//
|
||||||
|
const double V0_AB_div_SIGMA = V0_AB / SIGMA;
|
||||||
|
|
||||||
// $U^0_{\alpha B}$
|
// $U^0_{\alpha B}$
|
||||||
const double U0_AB = 10.0;
|
const double U0_AB = 10.0;
|
||||||
|
|
||||||
// $R$
|
// $R$
|
||||||
const double R = 0.2;
|
const double R = 0.2;
|
||||||
|
|
||||||
|
//
|
||||||
|
// $\frac{U^0_{\alpha B}}{R}$
|
||||||
|
//
|
||||||
|
const double U0_AB_div_R = U0_AB / R;
|
||||||
|
|
||||||
// $c$
|
// $c$
|
||||||
const double c = 0.5;
|
const double c = 0.5;
|
||||||
|
|
||||||
// $\varphi$
|
// $\varphi$
|
||||||
const double phi = 45.0 / 180.0 * M_PI;
|
const double phi = 45.0 / 180.0 * M_PI;
|
||||||
|
|
||||||
|
// $cos(\varphi)$
|
||||||
const double cos_phi = cos(phi);
|
const double cos_phi = cos(phi);
|
||||||
|
|
||||||
|
// $<v^0>$
|
||||||
|
const double v0_mean = 1.34;
|
||||||
|
|
||||||
|
// $\sqrt{\theta}$
|
||||||
|
const double v0_std_dev = 0.26;
|
||||||
|
|
||||||
// $\varDelta_{t}$
|
// $\varDelta_{t}$
|
||||||
// step size = 0.2 seconds
|
|
||||||
const double delta_t = 2;
|
const double delta_t = 2;
|
||||||
|
|
||||||
|
// $dt$
|
||||||
const double dt = 0.2;
|
const double dt = 0.2;
|
||||||
|
|
||||||
// # Optional (forces.cpp: compute_repulsive_effects_from_pedestrians)
|
const double cost_add = 1;
|
||||||
// const double DISTANCE = 2.0;
|
const double cost_mult = 1;
|
||||||
|
const double cost_div = 1;
|
||||||
|
|
||||||
|
// https://acl.inf.ethz.ch/teaching/fastcode/knowledgebase/#:~:text=How%20do%20exp(x)%2C%20sin(x)%2C%20etc.%20count%20in%20the%20flopcount%20of%20an%20algorithm%3F
|
||||||
|
const double cost_exp = 30;
|
||||||
|
|
||||||
|
// -O3 maps each sqrt() call to an instruction
|
||||||
|
const double cost_sqrt = 1;
|
||||||
|
|
||||||
double w(Vector2d e, Vector2d f);
|
double w(Vector2d e, Vector2d f);
|
||||||
|
|
||||||
double g(double v_max_alpha, double w_alpha_norm);
|
double g(double v_max_alpha, double w_alpha_norm);
|
||||||
|
|
||||||
void compute_acceleration_term(Pedestrian *p);
|
void add_acceleration_term(Pedestrian *p);
|
||||||
|
|
||||||
void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
|
void add_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N);
|
||||||
|
|
||||||
void compute_repulsive_effects_from_borders(Board &B, Pedestrian *p);
|
void add_repulsive_effects_from_borders(Board &B, Pedestrian *p);
|
||||||
|
|||||||
@@ -6,172 +6,217 @@
|
|||||||
#include "vector2d.hpp"
|
#include "vector2d.hpp"
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <random>
|
||||||
#include <tuple>
|
#include <tuple>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
|
#define SEED 42
|
||||||
|
|
||||||
#define BOARD_WIDTH 10.0
|
#define BOARD_WIDTH 10.0
|
||||||
#define BOARD_LENGTH 50.0
|
#define BOARD_LENGTH 50.0
|
||||||
|
|
||||||
|
#define BOARD_LENGTH_MINUS_ONE BOARD_LENGTH - 1
|
||||||
|
#define BOARD_LENGTH_MINUS_ONE_POINT_FIVE BOARD_LENGTH - 1.5
|
||||||
|
#define WALL_EPS 1e-3
|
||||||
|
#define BOARD_WIDTH_MINUS_WALL_EPS BOARD_WIDTH - WALL_EPS
|
||||||
|
#define BOARD_LENGTH_HALF BOARD_LENGTH / 2
|
||||||
|
#define BOARD_LENGTH_MINUS_TWO BOARD_LENGTH - 2
|
||||||
|
#define BOARD_WIDTH_MINUS_ZERO_POINT_THREE BOARD_WIDTH - 0.3
|
||||||
|
#define BOARD_LENGTH_PLUS_THIRTY BOARD_LENGTH + 30
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
|
|
||||||
// Numer of pedestrians
|
|
||||||
// $n_p$
|
|
||||||
// const int n_p = 100;
|
|
||||||
|
|
||||||
// Number of iterations
|
|
||||||
// $n_{iter}$
|
|
||||||
// const int n_iter = 100;
|
|
||||||
|
|
||||||
Pedestrian *init_pedestrians(int n_p) {
|
Pedestrian *init_pedestrians(int n_p) {
|
||||||
|
|
||||||
Pedestrian *P = new Pedestrian[n_p];
|
Pedestrian *P = new Pedestrian[n_p];
|
||||||
std::random_device rd; // use for truly random simulation
|
|
||||||
// std::mt19937 gen(rd()); // use rd instead of 42 as seed for real randomness
|
// Platform-specific non-deterministic random number generator (if available)
|
||||||
std::mt19937 gen(42); // use fixed seed for reproducibility
|
// random_device rd;
|
||||||
std::normal_distribution<double> velocity_gen(1.34, 0.26); // 1.34 and 0.26 are the mean and stdrd deviation used in paper
|
// mt19937 gen(rd()); // Use rd for true randomness
|
||||||
std::uniform_real_distribution<double> x_gen_left(2, BOARD_LENGTH / 2);
|
|
||||||
std::uniform_real_distribution<double> x_gen_right(BOARD_LENGTH / 2, BOARD_LENGTH - 2);
|
mt19937 gen(SEED); // Use fixed seed for reproducibility
|
||||||
std::uniform_real_distribution<double> y_gen(0.3, BOARD_WIDTH - 0.3);
|
|
||||||
for (int i = 0; i < n_p / 2; i++) {
|
normal_distribution<double> velocity_gen(v0_mean, v0_std_dev);
|
||||||
|
uniform_real_distribution<double> x_gen_left(2, BOARD_LENGTH_HALF);
|
||||||
|
uniform_real_distribution<double> x_gen_right(BOARD_LENGTH_HALF, BOARD_LENGTH_MINUS_TWO);
|
||||||
|
uniform_real_distribution<double> y_gen(0.3, BOARD_WIDTH_MINUS_ZERO_POINT_THREE);
|
||||||
|
|
||||||
|
int n_p_half = n_p / 2;
|
||||||
|
|
||||||
|
for (int i = 0; i < n_p_half; i++) {
|
||||||
|
|
||||||
|
double x = x_gen_left(gen);
|
||||||
double y = y_gen(gen);
|
double y = y_gen(gen);
|
||||||
Vector2d start_pos = Vector2d(x_gen_left(gen), y);
|
|
||||||
Vector2d destination = Vector2d(BOARD_LENGTH + 30, y);
|
Vector2d start_pos = Vector2d(x, y);
|
||||||
// double desired_v0 = velocity_gen(gen);
|
Vector2d destination = Vector2d(BOARD_LENGTH_PLUS_THIRTY, y);
|
||||||
|
|
||||||
|
Vector2d init_e = destination - start_pos;
|
||||||
|
double init_e_norm = init_e.norm();
|
||||||
|
Vector2d init_e_unit = init_e / init_e_norm;
|
||||||
|
|
||||||
double desired_v0;
|
double desired_v0;
|
||||||
|
|
||||||
|
// Avoid values are too small since they would make the pedestrians walk backwards
|
||||||
do {
|
do {
|
||||||
desired_v0 = velocity_gen(gen);
|
desired_v0 = velocity_gen(gen);
|
||||||
} while (desired_v0 <= 0.1); // to avoid small values (Way below the social force -> that would make the walk backwards) (we discovered some weird stuff in the simulation)
|
} while (desired_v0 <= 0.1);
|
||||||
|
|
||||||
double v_max = 1.3 * desired_v0;
|
double v_max = 1.3 * desired_v0;
|
||||||
P[i] = Pedestrian(WHITE, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d());
|
|
||||||
|
P[i] = Pedestrian(WHITE, init_e_unit * desired_v0, start_pos, init_e_unit, v_max, desired_v0, destination, Vector2d());
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = n_p / 2; i < n_p; i++) {
|
for (int i = n_p_half; i < n_p; i++) {
|
||||||
|
|
||||||
|
double x = x_gen_right(gen);
|
||||||
double y = y_gen(gen);
|
double y = y_gen(gen);
|
||||||
Vector2d start_pos = Vector2d(x_gen_right(gen), y);
|
|
||||||
|
Vector2d start_pos = Vector2d(x, y);
|
||||||
Vector2d destination = Vector2d(-30, y);
|
Vector2d destination = Vector2d(-30, y);
|
||||||
// double desired_v0 = velocity_gen(gen);
|
|
||||||
|
Vector2d init_e = destination - start_pos;
|
||||||
|
double init_e_norm = init_e.norm();
|
||||||
|
Vector2d init_e_unit = init_e / init_e_norm;
|
||||||
|
|
||||||
double desired_v0;
|
double desired_v0;
|
||||||
do {
|
do {
|
||||||
desired_v0 = velocity_gen(gen);
|
desired_v0 = velocity_gen(gen);
|
||||||
} while (desired_v0 <= 0.1);
|
} while (desired_v0 <= 0.1);
|
||||||
|
|
||||||
double v_max = 1.3 * desired_v0;
|
double v_max = 1.3 * desired_v0;
|
||||||
P[i] = Pedestrian(BLACK, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d(0, 0));
|
|
||||||
|
P[i] = Pedestrian(BLACK, init_e_unit * desired_v0, start_pos, init_e_unit, v_max, desired_v0, destination, Vector2d(0, 0));
|
||||||
}
|
}
|
||||||
|
|
||||||
return P;
|
return P;
|
||||||
}
|
}
|
||||||
|
|
||||||
int main(int argc, const char *argv[]) {
|
int main(int argc, const char *argv[]) {
|
||||||
|
|
||||||
// Check command line arguments
|
// Ensure that arguments are passed
|
||||||
if (argc < 3) {
|
if (argc < 3) {
|
||||||
printf("Usage: ./sim <number_of_pedestrians> <number_of_iterations>\n");
|
printf("Usage: ./sim <number_of_pedestrians> <number_of_iterations>\n");
|
||||||
printf(" number_of_iterations: each iteration = %.2f seconds of simulation time\n", dt);
|
printf("Each iteration takes %.2f seconds in the simulation.\n", dt);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Parse command line arguments
|
// Parse command-line arguments
|
||||||
int n_p = atoi(argv[1]);
|
int n_p = atoi(argv[1]);
|
||||||
int n_iter = atoi(argv[2]);
|
int n_iter = atoi(argv[2]);
|
||||||
|
|
||||||
if (n_p <= 0) {
|
if (n_p <= 0) {
|
||||||
printf("Error: <number_of_pedestrians> must be a positive integer, got '%s'\n", argv[1]);
|
printf("Error: <number_of_pedestrians> must be a positive integer, got '%s' instead\n", argv[1]);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (n_iter <= 0) {
|
if (n_iter <= 0) {
|
||||||
printf("Error: <number_of_iterations> must be a positive integer, got '%s'\n", argv[2]);
|
printf("Error: <number_of_iterations> must be a positive integer, got '%s' instead\n", argv[2]);
|
||||||
return 1;
|
return 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
Obstacle obs[] = {};
|
Obstacle obs[] = {};
|
||||||
Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs);
|
Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs);
|
||||||
|
|
||||||
// Logic to get/dump the simulation data
|
// Logic for importing/exporting the simulation data
|
||||||
const int dump_interval = 1; // dump every 5 iterations -> 20 fps (since dt = 0.01)
|
const int dump_interval = 1;
|
||||||
const char *dump_path = (argc >= 4) ? argv[3] : nullptr;
|
const char *dump_path = (argc >= 4) ? argv[3] : nullptr;
|
||||||
|
|
||||||
std::vector<std::tuple<int, int, double, double, double, double, int>> samples; // t, id, x, y, e.x, e.y, color
|
vector<tuple<int, int, double, double, double, double, int>> samples; // t, id, x, y, e.x, e.y, color
|
||||||
if (dump_path)
|
if (dump_path) {
|
||||||
samples.reserve((size_t)n_iter / dump_interval * n_p);
|
samples.reserve((size_t)n_iter / dump_interval * n_p);
|
||||||
|
}
|
||||||
|
|
||||||
Pedestrian *pedestrians = init_pedestrians(n_p);
|
Pedestrian *pedestrians = init_pedestrians(n_p);
|
||||||
|
|
||||||
// # Start here or right after function signature
|
|
||||||
uint64_t start = start_tsc();
|
uint64_t start = start_tsc();
|
||||||
|
|
||||||
// # (8 + 55N - 55 + 192 + 4 + 8 + 4 + 10)*n_p*n_iter
|
|
||||||
for (int t = 0; t < n_iter; t++) {
|
for (int t = 0; t < n_iter; t++) {
|
||||||
// Pass1: conmpute all forces from the current state
|
|
||||||
|
// Pass 1: Conmpute all the forces given the current state
|
||||||
for (int i = 0; i < n_p; i++) {
|
for (int i = 0; i < n_p; i++) {
|
||||||
|
|
||||||
Pedestrian &p = pedestrians[i];
|
Pedestrian &p = pedestrians[i];
|
||||||
|
|
||||||
p.f_i.reset();
|
p.f_i.reset();
|
||||||
|
|
||||||
// # 8 flops
|
// # 6 ADDs, 2 DIVs
|
||||||
//
|
//
|
||||||
// $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) \vec{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
|
// $\vec{F}_\alpha(\vec{v}_\alpha, v^0_\alpha \vec{e}_\alpha) = \frac{1}{\tau_\alpha}(v^0_\alpha \vec{e}_\alpha - \vec{v}_\alpha)$
|
||||||
//
|
//
|
||||||
compute_acceleration_term(&p);
|
add_acceleration_term(&p);
|
||||||
|
|
||||||
// # 55N - 55 flops
|
// # 15 ADDs, 24 MULTs, 8 DIVs, 5 SQRTs, 1 EXP
|
||||||
//
|
//
|
||||||
// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
|
// $\sum_{\beta} \vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$
|
||||||
//
|
//
|
||||||
compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
|
add_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
|
||||||
|
|
||||||
// # 192 flops
|
// # board.n_obstacles * (13 ADDs, 19 MULTs, 4 DIVs, 2 SQRTs, 1 EXP)
|
||||||
//
|
//
|
||||||
// $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
|
// $\sum_{B} \vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$
|
||||||
//
|
//
|
||||||
compute_repulsive_effects_from_borders(board, &p);
|
add_repulsive_effects_from_borders(board, &p);
|
||||||
}
|
}
|
||||||
// Pass2: integrate the forces and update the current state
|
|
||||||
|
// Pass 2: Integrate the forces and update the current state
|
||||||
for (int i = 0; i < n_p; i++) {
|
for (int i = 0; i < n_p; i++) {
|
||||||
|
|
||||||
Pedestrian &p = pedestrians[i];
|
Pedestrian &p = pedestrians[i];
|
||||||
// # 4 flops = 2 ADDs, 2 MULTs
|
|
||||||
// integrate preferred velocity: dw/dt = F (Eq. 10)
|
// # 2 ADDs, 2 MULTs
|
||||||
|
//
|
||||||
|
// $\frac{d\vec{w_\alpha}}{dt} = \vec{F}_{\alpha}(t)$
|
||||||
|
//
|
||||||
|
//
|
||||||
p.w = p.w + p.f_i * dt;
|
p.w = p.w + p.f_i * dt;
|
||||||
|
|
||||||
|
// # 1 ADD, 2 MULTs, 1 SQRT
|
||||||
double w_norm = p.w.norm();
|
double w_norm = p.w.norm();
|
||||||
|
|
||||||
|
// # Assumption for calculating W(n): The "if" statement always evaluates to true.
|
||||||
if (w_norm > p.v_max) {
|
if (w_norm > p.v_max) {
|
||||||
|
// # 2 MULTs, 1 DIV
|
||||||
p.w = p.w * (p.v_max / w_norm);
|
p.w = p.w * (p.v_max / w_norm);
|
||||||
}
|
}
|
||||||
// Vector2d w_alpha = p.curr_vel + p.f_i * dt; // commented since this was using p.curr_vel instead of p.w (different from paper)
|
|
||||||
|
|
||||||
// # 8 flops = 2 MULTs, 2 DIVs, 1 SQRT, 2 MULTs, 1 ADD
|
// # 1 ADD, 4 MULTs, 1 DIV, 1 SQRT
|
||||||
p.curr_vel = p.w * g(p.v_max, p.w.norm());
|
p.curr_vel = p.w * g(p.v_max, p.w.norm());
|
||||||
|
|
||||||
// # 4 flops = 2 ADDs, 2 MULTs
|
// # 2 ADDs, 2 MULTs
|
||||||
//
|
//
|
||||||
// $\vec{r}_i^{t+1} = \vec{r}^t_i + v^t_idt$
|
// $\vec{r}_i^{t+1} = \vec{r}^t_i + v^t_idt$
|
||||||
//
|
//
|
||||||
p.curr_pos = p.curr_pos + p.curr_vel * dt;
|
p.curr_pos = p.curr_pos + p.curr_vel * dt;
|
||||||
|
|
||||||
// # 10 flops = 5 ADDs, 2 DIVs, 1 SQRT, 2 MULTs
|
// When a pedestrian reaches the end of the hallway we simply "teleport" the person back to the beginning.
|
||||||
// p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm();
|
// This way, we have a constant flow of pedestrians, and it is easier to see lanes forming.
|
||||||
|
if (p.color == WHITE && p.curr_pos.x > BOARD_LENGTH_MINUS_ONE_POINT_FIVE) {
|
||||||
|
|
||||||
// how to handle if a pedestrian reached the end of our simulation/end of the hallway
|
// keep y, reset x
|
||||||
// The option we do here is to just "teleport" the person back to the beginning
|
|
||||||
// the good thing is we will have a constant flow of pedestrians and in the simulation we should see how lines build up
|
|
||||||
if (p.color == WHITE && p.curr_pos.x > (BOARD_LENGTH - 1.5)) {
|
|
||||||
// basically just keep the y position and reset the x
|
|
||||||
p.curr_pos.x = 1.0;
|
p.curr_pos.x = 1.0;
|
||||||
p.destination.y = p.curr_pos.y;
|
p.destination.y = p.curr_pos.y;
|
||||||
|
|
||||||
p.w = Vector2d(p.desired_v0, 0);
|
p.w = Vector2d(p.desired_v0, 0);
|
||||||
p.curr_vel = p.w;
|
p.curr_vel = p.w;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (p.color == BLACK && p.curr_pos.x < 1.5) {
|
if (p.color == BLACK && p.curr_pos.x < 1.5) {
|
||||||
p.curr_pos.x = BOARD_LENGTH - 1.0;
|
p.curr_pos.x = BOARD_LENGTH_MINUS_ONE;
|
||||||
p.destination.y = p.curr_pos.y;
|
p.destination.y = p.curr_pos.y;
|
||||||
p.w = Vector2d(-p.desired_v0, 0);
|
p.w = Vector2d(-p.desired_v0, 0);
|
||||||
p.curr_vel = p.w;
|
p.curr_vel = p.w;
|
||||||
}
|
}
|
||||||
|
|
||||||
// # 10 flops = 5 ADDs, 2 DIVs, 1 SQRT, 2 MULTs
|
// # 2 ADDs
|
||||||
p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm();
|
Vector2d e = p.destination - p.curr_pos;
|
||||||
// p.e = (p.curr_vel - p.destination) / (p.curr_vel - p.destination).norm();
|
|
||||||
// p.e = (p.destination + (p.curr_vel / p.curr_vel.norm())) / (p.destination + (p.curr_vel / p.curr_vel.norm())).norm();
|
// # 1 ADD, 2 MULTs, 1 SQRT
|
||||||
const double WALL_EPS = 1e-3;
|
double e_norm = e.norm();
|
||||||
|
|
||||||
|
// # 2 DIVs
|
||||||
|
p.e = e / e_norm;
|
||||||
|
|
||||||
if (p.curr_pos.y < 0.0) {
|
if (p.curr_pos.y < 0.0) {
|
||||||
p.curr_pos.y = WALL_EPS;
|
p.curr_pos.y = WALL_EPS;
|
||||||
if (p.curr_vel.y < 0)
|
if (p.curr_vel.y < 0)
|
||||||
@@ -180,53 +225,44 @@ int main(int argc, const char *argv[]) {
|
|||||||
p.w.y = 0;
|
p.w.y = 0;
|
||||||
}
|
}
|
||||||
if (p.curr_pos.y > BOARD_WIDTH) {
|
if (p.curr_pos.y > BOARD_WIDTH) {
|
||||||
p.curr_pos.y = BOARD_WIDTH - WALL_EPS;
|
p.curr_pos.y = BOARD_WIDTH_MINUS_WALL_EPS;
|
||||||
if (p.curr_vel.y > 0)
|
if (p.curr_vel.y > 0)
|
||||||
p.curr_vel.y = 0;
|
p.curr_vel.y = 0;
|
||||||
if (p.w.y > 0)
|
if (p.w.y > 0)
|
||||||
p.w.y = 0;
|
p.w.y = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// if we have a dump path/file we wanna save the data for visualisation
|
// Save the data for visualization
|
||||||
if (dump_path && (t % dump_interval == 0)) {
|
if (dump_path && (t % dump_interval == 0)) {
|
||||||
samples.emplace_back(t, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
|
samples.emplace_back(t, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
long long W = (long long)(8 + 55 * n_p - 55 + 192 + 4 + 8 + 4 + 10) * n_p * n_iter;
|
|
||||||
std::cout << "W(n): ";
|
|
||||||
std::cout << W;
|
|
||||||
std::cout << " flops\n";
|
|
||||||
|
|
||||||
double T = stop_tsc(start);
|
long double T = stop_tsc(start);
|
||||||
std::cout << "T(n): ";
|
|
||||||
std::cout << T;
|
|
||||||
std::cout << " cycles\n";
|
|
||||||
|
|
||||||
double P = W / T;
|
long long add_count_per_iter = n_p * (21 + board.n_obstacles * 13) + n_p * 9;
|
||||||
|
long long mult_count_per_iter = n_p * (24 + board.n_obstacles * 19) + n_p * 14;
|
||||||
|
long long div_count_per_iter = n_p * (10 + board.n_obstacles * 4) + n_p * 4;
|
||||||
|
long long sqrt_count_per_iter = n_p * (5 + board.n_obstacles * 2) + n_p * 3;
|
||||||
|
long long exp_count_per_iter = n_p * (1 + board.n_obstacles * 1);
|
||||||
|
|
||||||
std::cout << "P(n): ";
|
long double W_per_iter = add_count_per_iter * cost_add + mult_count_per_iter * cost_mult + div_count_per_iter * cost_div + sqrt_count_per_iter * cost_sqrt + exp_count_per_iter * cost_exp;
|
||||||
std::cout << P;
|
long long Q_per_iter = sizeof(Pedestrian) * n_p + sizeof(Obstacle) * board.n_obstacles; // TODO: Refine this
|
||||||
std::cout << " flops/cycle\n";
|
long double I = W_per_iter / Q_per_iter;
|
||||||
|
long double W = W_per_iter * n_iter;
|
||||||
|
long double P = W / T;
|
||||||
|
|
||||||
long long W_per_iter = (long long)(8 + 55 * n_p - 55 + 192 + 4 + 8 + 4 + 10) * n_p;
|
printf("W(n) per iteration: %.2Lf flops\n", W_per_iter);
|
||||||
std::cout << "W(n) per iteration: ";
|
printf("Q(n) per iteration: %Ld bytes\n", Q_per_iter);
|
||||||
std::cout << W_per_iter;
|
printf("I(n): %.2Lf flops/byte\n", I);
|
||||||
std::cout << " flops\n";
|
printf("W(n): %.2Lf flops\n", W);
|
||||||
|
printf("T(n): %.2Lf cycles\n", T);
|
||||||
|
printf("P(n): %.2Lf flops/cycle\n", P);
|
||||||
|
|
||||||
long long Q = 104 * n_p + 32 * 4 + 80;
|
// Export the data to a .csv file
|
||||||
std::cout << "Q(n) per iteration: ";
|
|
||||||
std::cout << Q;
|
|
||||||
std::cout << " bytes\n";
|
|
||||||
|
|
||||||
long long I = (long long)(8 + 55 * n_p - 55 + 192 + 4 + 8 + 4 + 10) * n_p / Q;
|
|
||||||
std::cout << "I(n): ";
|
|
||||||
std::cout << I;
|
|
||||||
std::cout << " flops/byte\n";
|
|
||||||
|
|
||||||
// now we wanna save the data to a csv
|
|
||||||
if (dump_path) {
|
if (dump_path) {
|
||||||
std::ofstream out(dump_path);
|
ofstream out(dump_path);
|
||||||
out << "time,id,x,y,p.e.x,p.e.y,color\n";
|
out << "time,id,x,y,p.e.x,p.e.y,color\n";
|
||||||
for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
|
for (auto &[t, id, x, y, e_x, e_y, c] : samples) {
|
||||||
out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
|
out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n';
|
||||||
|
|||||||
+8
-4
@@ -1,5 +1,4 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "random"
|
|
||||||
#include "vector2d.hpp"
|
#include "vector2d.hpp"
|
||||||
|
|
||||||
// For visual simulation
|
// For visual simulation
|
||||||
@@ -24,9 +23,14 @@ struct Pedestrian {
|
|||||||
// social force
|
// social force
|
||||||
Vector2d f_i;
|
Vector2d f_i;
|
||||||
|
|
||||||
Pedestrian() : color(WHITE), curr_vel(0.0, 0.0), w(0.0, 0.0), curr_pos(0.0, 0.0), e(0.0, 0.0), v_max(0.0), desired_v0(0.0), destination(0.0, 0.0), f_i(0.0, 0.0) {}
|
Pedestrian()
|
||||||
|
: color(WHITE), curr_vel(0.0, 0.0), w(0.0, 0.0), curr_pos(0.0, 0.0),
|
||||||
|
e(0.0, 0.0), v_max(0.0), desired_v0(0.0), destination(0.0, 0.0),
|
||||||
|
f_i(0.0, 0.0) {}
|
||||||
|
|
||||||
Pedestrian(Color clr, Vector2d c_v, Vector2d c_p, Vector2d e, double v_max, double desired_v0, Vector2d d, Vector2d f)
|
Pedestrian(Color clr, Vector2d c_v, Vector2d c_p, Vector2d e, double v_max,
|
||||||
|
double desired_v0, Vector2d d, Vector2d f)
|
||||||
: color(clr), curr_vel(c_v), w(c_v), // initialize w = v at t=0
|
: color(clr), curr_vel(c_v), w(c_v), // initialize w = v at t=0
|
||||||
curr_pos(c_p), e(e), v_max(v_max), desired_v0(desired_v0), destination(d), f_i(f) {}
|
curr_pos(c_p), e(e), v_max(v_max), desired_v0(desired_v0),
|
||||||
|
destination(d), f_i(f) {}
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -1,6 +0,0 @@
|
|||||||
- [ ] SQRT == 1 flop? EXP == 1 flop?
|
|
||||||
- [ ] Where to start measurements, do we include measurements?
|
|
||||||
- [ ] Can Vector2d be reused?
|
|
||||||
- [ ] How precise do we have to be? How do we define "correctness"?
|
|
||||||
- [ ] Do borders count as obstacles?
|
|
||||||
- [ ] Do we use a fixed machine, frequency scaling, etc.
|
|
||||||
+6
-2
@@ -15,9 +15,13 @@ struct Vector2d {
|
|||||||
*this = *this + v;
|
*this = *this + v;
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
// # 4 flops = 1 SQRT, 2 MULTs, 1 ADD
|
|
||||||
|
Vector2d reverse_sign() { return Vector2d(-x, -y); }
|
||||||
|
|
||||||
|
// # 1 ADD, 2 MULTs, 1 SQRT
|
||||||
double norm() { return sqrt(x * x + y * y); }
|
double norm() { return sqrt(x * x + y * y); }
|
||||||
// # 3 flops = 2 MULTs, 1 ADD
|
|
||||||
|
// # 1 ADD, 2 MULTs
|
||||||
double dot(Vector2d v) { return x * v.x + y * v.y; }
|
double dot(Vector2d v) { return x * v.x + y * v.y; }
|
||||||
void reset() {
|
void reset() {
|
||||||
x = 0;
|
x = 0;
|
||||||
|
|||||||
Reference in New Issue
Block a user