#include "forces.hpp" #include "constants.hpp" #include // # 2 ADDs, 5 MULTs, 1 SQRT double w(Vector2d e, Vector2d f) { if (e.dot(f) >= f.norm() * COS_PHI) return DT; else return C_TIMES_DT; } // # 4 ADDs, 4 MULTs void add_acceleration_term(Pedestrian *p) { // # 2 MULTs Vector2d desired_velocity = p->e * p->desired_v0; Vector2d actual_velocity = p->curr_vel; // # 4 ADDs, 2 MULTs p->f_i += (desired_velocity - actual_velocity) * DT_TIMES_TAU_ALPHA_INV; } // # (N - 1) * (14 ADDs, 23 MULTs, 1 DIV, 4 SQRTs, 1 EXP) // // $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta})$ // void add_repulsive_effects_from_pedestrians(Pedestrian *pedestrians, Pedestrian *p, int N) { for (int i = 0; i < N; i++) { if (pedestrians + i == p) continue; // # 2 ADDs // $\vec{r}_{\alpha\beta}$ Vector2d r_ab = p->curr_pos - pedestrians[i].curr_pos; // # 1 ADD, 2 MULTs, 1 SQRT // $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert$ double r_ab_norm = r_ab.norm(); // # 2 ADDs // $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$ Vector2d r_ab2 = r_ab - pedestrians[i].s_b_e_b; // # 1 ADD, 2 MULTs, 1 SQRT // $\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$ double r_ab2_norm = r_ab2.norm(); // # 1 ADD // $\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert$ double r_ab_norm_sum = r_ab_norm + r_ab2_norm; // # 1 ADD, 1 MULT, 1 SQRT // // $2b = \sqrt{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$ // double two_b = sqrt(r_ab_norm_sum * r_ab_norm_sum - pedestrians[i].s_b_sq); // # 3 MULTs, 1 DIV // // $\frac{-V^0_{\alpha\beta}}{\sigma} \frac{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}{2b \Arrowvert \vec{r}_{\alpha \beta} \Arrowvert \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert}$ // double common_factor = NEG_V0_AB_DIV_TWO_SIGMA * r_ab_norm_sum / (two_b * r_ab_norm * r_ab2_norm); // # 2 ADDs, 4 MULTs // $2\grad_{\vec{r}_{\alpha \beta}}b$ // See: derivations.jpg Vector2d A = (r_ab * r_ab2_norm + r_ab2 * r_ab_norm) * common_factor; // # 4 MULTs, 1 EXP // $-\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta})$ // // $= \frac{-V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$ // // // $= \frac{-V^0_{\alpha \beta}}{2\sigma}e^{-b / \sigma} 2\grad_{\vec{r}_{\alpha \beta}}b$ // Vector2d neg_f_ped = A * exp(two_b * NEG_ONE_DIV_TWO_SIGMA); // # 4 ADDs, 7 MULTs, 1 SQRT // // $\vec{F}_{\alpha\beta}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{\beta}) = w(\vec{e}_{\alpha}, -\vec{f}_{\alpha\beta})\vec{f}_{\alpha\beta}(\vec{r}_{\alpha} - \vec{r}_{\beta})$ // p->f_i -= neg_f_ped * w(p->e, neg_f_ped); } } // # board.n_obstacles * (12 ADDs, 18 MULTs, 1 DIV, 2 SQRTs, 1 EXP) // // $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{B})$ // void add_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]; // # 7 ADDs, 5 MULTs // $\vec{r}_{\alpha B}$ Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos); // # 1 ADD, 2 MULTs, 1 SQRT // $\Arrowvert \vec{r}_{\alpha B} \Arrowvert$ double r_aB_norm = r_aB.norm(); // # 4 MULTs, 1 DIV, 1 EXP // // $-\vec{F}_{\alpha B}(\vec{r}_{\alpha B}) = \frac{-U^0_{\alpha B}}{R} e^{- \Arrowvert \vec{r}_{\alpha B} \Arrowvert / R} \frac{\vec{r}_{\alpha B}}{\Arrowvert \vec{r}_{\alpha B} \Arrowvert}$ // Vector2d neg_f_obst = r_aB * (NEG_U0_AB_DIV_R * exp(r_aB_norm * NEG_R_INV) / r_aB_norm); // # 4 ADDs, 7 MULTs, 1 SQRT // // $\vec{F}_{\alpha B}(\vec{e}_{\alpha}, \vec{r}_{\alpha} - \vec{r}_{ B}) = w(\vec{e}_{\alpha}, -\vec{F}_{\alpha B})\vec{F}_{\alpha B}(\vec{r}_{\alpha} - \vec{r}_{ B})$ // p->f_i -= neg_f_obst * w(p->e, neg_f_obst); } }