#include "forces.hpp" #include double w(Vector2d e, Vector2d f) { if (e.dot(f) >= f.norm() * cos_phi) return 1.0; else return c; } double g(double v_max_alpha, double w_alpha_norm) { if (w_alpha_norm <= v_max_alpha) { return 1; } return v_max_alpha / w_alpha_norm; } void compute_acceleration_term(Pedestrian *p) { Vector2d desired_velocity = p->e * p->desired_v0; Vector2d actual_velocity = p->curr_vel; p->f_i += (desired_velocity - actual_velocity) / tau_alpha; } void compute_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) { for (int i = 0; i < N; i++) { if (pedestrians + i == p) 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; // } Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos; double r_ab_norm = r_ab.norm(); Vector2d e_b = pedestrians[i].e; double s_b = pedestrians[i].desired_v0 * delta_t; Vector2d r_ab2 = r_ab - (e_b * s_b); double r_ab2_norm = r_ab2.norm(); double b = sqrt(pow(r_ab_norm + r_ab2_norm, 2) - pow(s_b, 2)) / 2; Vector2d b_grad = (r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * (r_ab_norm + r_ab2_norm) / (4 * b); Vector2d f_ped = b_grad * ((V0_AB / SIGMA) * (exp(-b / SIGMA))); p->f_i += f_ped * w(p->e, f_ped * -1); } } void compute_repulsive_effects_from_borders(Board &board, Pedestrian *p) { Obstacle *obstacles = board.obstacles; int n_borders = board.n_obstacles; for (int i = 0; i < n_borders; i++) { Obstacle obstacle = obstacles[i]; Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos); Vector2d f_obst = (r_aB / r_aB.norm()) * (U0_AB / R) * std::exp(-r_aB.norm() / R); p->f_i += f_obst; } }