// # This file performs in-lining for run_simulation. // # Changes: Got rid of EPS checks // # Predecessor: variant_inlining_4.cpp #include "../headers/board.hpp" #include "../headers/constants.hpp" #include "../headers/pedestrian.hpp" #include "../headers/vector2d.hpp" #include #include #include #include #include #include #include #include #define SEED 42 #define BOARD_WIDTH 10.0 #define BOARD_LENGTH 50.0 #define WALL_EPS 1e-3 #define BOARD_WIDTH_MINUS_WALL_EPS 9.999 #ifndef RANDOM_SEED #define RANDOM_SEED 0 #endif #ifndef BENCHMARK #define BENCHMARK 0 #endif using namespace std; Pedestrian *init_pedestrians(int n_p) { #if RANDOM_SEED random_device rd; mt19937 gen(rd()); #else mt19937 gen(SEED); #endif normal_distribution velocity_gen(v0_mean, v0_std_dev); uniform_real_distribution y_gen(0.3, BOARD_WIDTH - 0.3); uniform_real_distribution x_gen_left(2.0, BOARD_LENGTH / 2.0); uniform_real_distribution x_gen_right(BOARD_LENGTH / 2.0, BOARD_LENGTH - 2.0); Pedestrian *P = new Pedestrian[n_p]; 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); Vector2d start_pos = Vector2d(x, y); Vector2d destination = Vector2d(BOARD_LENGTH + 30.0, y); Vector2d init_e = destination - start_pos; double init_e_norm = sqrt(init_e.x * init_e.x + init_e.y * init_e.y); Vector2d init_e_unit = init_e / init_e_norm; double desired_v0; do { desired_v0 = velocity_gen(gen); } while (desired_v0 <= 0.1); double v_max = 1.3 * desired_v0; P[i] = Pedestrian(WHITE, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination); } for (int i = n_p_half; i < n_p; i++) { double x = x_gen_right(gen); double y = y_gen(gen); Vector2d start_pos = Vector2d(x, y); Vector2d destination = Vector2d(-30.0, y); Vector2d init_e = destination - start_pos; double init_e_norm = sqrt(init_e.x * init_e.x + init_e.y * init_e.y); Vector2d init_e_unit = init_e / init_e_norm; double desired_v0; do { desired_v0 = velocity_gen(gen); } while (desired_v0 <= 0.1); double v_max = 1.3 * desired_v0; P[i] = Pedestrian(BLACK, Vector2d(), start_pos, init_e_unit, v_max, desired_v0, destination); } return P; } Board init_board_without_obstacles() { return Board(BOARD_LENGTH, BOARD_WIDTH, 0, nullptr); } int run_simulation(Pedestrian *pedestrians, Board &board, int n_p, int n_iter, const char *dump_path) { #if BENCHMARK (void)dump_path; #endif #if !BENCHMARK const int dump_interval = 1; vector> samples; if (dump_path) { samples.reserve(static_cast(n_iter / dump_interval + 1) * n_p); for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; samples.emplace_back(0, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color); } } #endif for (int t = 0; t < n_iter; t++) { for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; double desired_velocity_x = p.e.x * p.desired_v0; double desired_velocity_y = p.e.y * p.desired_v0; double f_alpha_dt_x = (desired_velocity_x - p.curr_vel.x) * dt_times_tau_alpha_inv; double f_alpha_dt_y = (desired_velocity_y - p.curr_vel.y) * dt_times_tau_alpha_inv; for (int j = 0; j < n_p; j++) { if (i == j) continue; double r_ab_x = p.curr_pos.x - pedestrians[j].curr_pos.x; double r_ab_y = p.curr_pos.y - pedestrians[j].curr_pos.y; double r_ab_norm = sqrt(r_ab_x * r_ab_x + r_ab_y * r_ab_y); double r_ab2_x = r_ab_x - pedestrians[j].s_b_e.x; double r_ab2_y = r_ab_y - pedestrians[j].s_b_e.y; double r_ab2_norm = sqrt(r_ab2_x * r_ab2_x + r_ab2_y * r_ab2_y); double r_ab_norm_sum = r_ab_norm + r_ab2_norm; double two_b_sq = r_ab_norm_sum * r_ab_norm_sum - pedestrians[j].s_b_sq; double two_b = sqrt(two_b_sq); double scalar_mult_common = (r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm)) * (NEG_V0_AB_div_TWO_SIGMA * exp(two_b * NEG_TWO_SIGMA_INV)); double scalar_mult_r_ab = scalar_mult_common * r_ab2_norm; double scalar_mult_r_ab2 = scalar_mult_common * r_ab_norm; double f_alpha_beta_neg_x = r_ab_x * scalar_mult_r_ab + r_ab2_x * scalar_mult_r_ab2; double f_alpha_beta_neg_y = r_ab_y * scalar_mult_r_ab + r_ab2_y * scalar_mult_r_ab2; // TODO: Get rid of sqrt double w_val; double a = p.e.x * f_alpha_beta_neg_x + p.e.y * f_alpha_beta_neg_y; double b = sqrt(f_alpha_beta_neg_x * f_alpha_beta_neg_x + f_alpha_beta_neg_y * f_alpha_beta_neg_y) * cos_phi; // TODO: Get rid of branching without impacting performance if (a >= b) w_val = dt_neg; else w_val = c_neg_times_dt; f_alpha_dt_x = f_alpha_dt_x + f_alpha_beta_neg_x * w_val; f_alpha_dt_y = f_alpha_dt_y + f_alpha_beta_neg_y * w_val; } for (int k = 0; k < board.n_obstacles; k++) { double v1_x = p.curr_pos.x - board.obstacles[k].start.x; double v1_y = p.curr_pos.y - board.obstacles[k].start.y; double projection = (v1_x * board.obstacles[k].obstacle_v.x + v1_y * board.obstacles[k].obstacle_v.y) * board.obstacles[k].length_sq_inv; // TODO: Get rid of branching without impacting performance if (projection < 0.0) projection = 0.0; else if (projection > 1.0) projection = 1.0; double r_aB_x = p.curr_pos.x - (board.obstacles[k].start.x + board.obstacles[k].obstacle_v.x * projection); double r_aB_y = p.curr_pos.y - (board.obstacles[k].start.y + board.obstacles[k].obstacle_v.y * projection); double r_aB_norm = sqrt(r_aB_x * r_aB_x + r_aB_y * r_aB_y); double scalar_mult = (NEG_U0_AB_div_R * exp(r_aB_norm * NEG_R_INV)) / r_aB_norm; double f_alpha_B_neg_x = r_aB_x * scalar_mult; double f_alpha_B_neg_y = r_aB_y * scalar_mult; // TODO: Get rid of sqrt // TODO: Get rid of branching without impacting performance double w_val; if ((p.e.x * f_alpha_B_neg_x + p.e.y * f_alpha_B_neg_y) >= sqrt(f_alpha_B_neg_x * f_alpha_B_neg_x + f_alpha_B_neg_y * f_alpha_B_neg_y) * cos_phi) w_val = dt_neg; else w_val = c_neg_times_dt; double f_alpha_B_dt_x = f_alpha_B_neg_x * w_val; double f_alpha_B_dt_y = f_alpha_B_neg_y * w_val; f_alpha_dt_x += f_alpha_B_dt_x; f_alpha_dt_y += f_alpha_B_dt_y; } p.w.x += f_alpha_dt_x; p.w.y += f_alpha_dt_y; } for (int i = 0; i < n_p; i++) { Pedestrian &p = pedestrians[i]; double w_norm = sqrt(p.w.x * p.w.x + p.w.y * p.w.y); double correction_factor = min(1.0, p.v_max / w_norm); p.curr_vel = p.w * correction_factor; p.curr_pos = p.curr_pos + p.curr_vel * dt; if (p.color == WHITE && p.curr_pos.x > (BOARD_LENGTH - 1.5)) { p.curr_pos.x = 1.0; p.destination.y = p.curr_pos.y; p.w.x = p.desired_v0; p.w.y = 0.0; p.curr_vel.x = p.w.x; p.curr_vel.y = p.w.y; } if (p.color == BLACK && p.curr_pos.x < 1.5) { p.curr_pos.x = BOARD_LENGTH - 1.0; p.destination.y = p.curr_pos.y; p.w.x = -p.desired_v0; p.w.y = 0.0; p.curr_vel.x = p.w.x; p.curr_vel.y = p.w.y; } p.curr_pos.y = clamp(p.curr_pos.y, WALL_EPS, BOARD_WIDTH_MINUS_WALL_EPS); double e_x = p.destination.x - p.curr_pos.x; double e_y = p.destination.y - p.curr_pos.y; double e_norm = sqrt(e_x * e_x + e_y * e_y); double e_norm_inv = 1.0 / e_norm; p.e.x = e_x * e_norm_inv; p.e.y = e_y * e_norm_inv; double velocity_norm_sq = p.curr_vel.x * p.curr_vel.x + p.curr_vel.y * p.curr_vel.y; double velocity_norm = sqrt(velocity_norm_sq); p.s_b_sq = velocity_norm_sq * delta_t_sq; p.s_b_e = p.e * (velocity_norm * delta_t); #if !BENCHMARK if (dump_path && (t % dump_interval == 0)) { samples.emplace_back(t + 1, i, p.curr_pos.x, p.curr_pos.y, p.e.x, p.e.y, p.color); } #endif } } #if !BENCHMARK if (dump_path) { ofstream out(dump_path); 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) { out << t << ',' << id << ',' << x << ',' << y << ',' << e_x << ',' << e_y << ',' << c << '\n'; } } #endif return 0; }