#include #include #include using namespace std; 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; } }; 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, next_vel; // velocity Vector2d destination; // $\vectorarrow{r}^0_\alpha$ Vector2d desired_next_node; // $\vectorarrow{r}^k_\alpha$ Vector2d actual_next_node; // $\vectorarrow{r}^k_\alpha$ 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; } }; // initialize map struct Sidewalk{ int row, col; double length, width; Sidewalk(int r, int c, double l, double w) : row(r), col(c), length(l), width(w) {} /* X = obstacle | X | | X | | | | X | |X | */ }; // Numer of pedestrians // $n_p$ const int n_p = 100; // Number of iterations // $n_{iter}$ const int n_iter = 100; // TODO: Change this // $\tau$ const double tau = 0.12345; // F_i is the current position resp. direction vector of pedestrian p in time i? // // $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$ // void compute_acceleration_term(Pedestrian *P) { Vector2d desired_velocity = get_desired_direction(*P) * P->desired_v0; // TODO: How to get this number // Probably needs to lookup the map and see if the desired position is reachable Vector2d actual_velocity = get_actual_direction(*P) * P->actual_v0; double tau_inv = 1 / tau; P->F_i = (desired_velocity - actual_velocity) * tau_inv; } Vector2d get_next_node(Pedestrian p, Vector2d map[]) { // dummy element return Vector2d(p.curr_pos.x + 1.0, p.curr_pos.y + 1.0); } // return the direction between curr position and destination // $\vectorarrow{e}_\alpha(t)$ Vector2d get_desired_direction(Pedestrian p) { Vector2d diff = p.desired_next_node - p.curr_pos; double length = diff.norm(); return (p.desired_next_node - p.curr_pos) / length; } // return the direction between curr position and destination // $\vectorarrow{e}_\alpha(t)$ Vector2d get_actual_direction(Pedestrian p) { Vector2d diff = p.actual_next_node - p.curr_pos; double length = diff.norm(); return (p.actual_next_node - p.curr_pos) / length; } void compute_repulsive_effects_from_pedestrians(Vector2d *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* P = new Pedestrian[n_p]; for (int i = 0; i < n_p; i++) { P[i] = Pedestrian(); } return P; } int main() { // ! DONT TOUCH // $\vec{v}^0_i$ // Velocity at iteration $t$ for pedestrian $i$ double v[n_iter][n_p]; // $\vec{r}^0_i$ // Intended destination at iteration $t$ for pedestrian $i$ Vector2d r[n_iter][n_p]; // $\vec{e}_i$ // Desired direction to the next way point at iteration $t$ for pedestrian $i$ Vector2d e[n_iter][n_p]; // $v_i^{max}$ // Maximum allowed speed for pedestrian $i$ double v_max[n_p]; // $v_i^{0}$ // Desired speed for pedestrian $i$ double v_0[n_p]; // $\vec{F}_i$ // Total social force for pedestrian $i$ Vector2d F[n_p][n_p]; // $\vec{r}_0$ // Desired destination of pedestrian $n_p$ Vector2d r_0[n_p]; // store Array of Structs, store all pedestrians Pedestrian* P = init_pedestrians(); // for each time frame for (int t = 0; t < n_iter; t++) { // for each pedestrian for (int i = 0; i < n_p; i++) { // update... Pedestrian p = P[i]; // reset total social force p.F_i.reset(); // // $\vectorarrow{F}_\alpha(\vectorarrow{v}_\alpha, v^0_\alpha \vectorarrow{e}_\alpha) \vectorarrow{e}_\alpha(t) = \frac{1}{\tau_\alpha}(v^0_\alpha \vectorarrow{e}_\alpha - \vectorarrow{v}_\alpha)$ // compute_acceleration_term(&p); compute_repulsive_effects_from_pedestrians(F[i]); compute_repulsive_effects_from_borders(F[i]); // TODO: Update $\vec{w}_i$ // TODO: Update $\vec{v}_i^{t+1}$ // TODO: Update $\vec{r}_i^{t+1}$ } } return 0; }