#include #include // 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; } // double w(Vector2d e, Vector2d f) { // // if (e.dot(f) >= f.norm() * PHI_DEG) return 1.0; // return C; // // } double w(Vector2d e, Vector2d f) { // The w() function should check if the angle between the desired direction e and the force f is within the field of view. // Per equation (7), the condition is: // e · f ≥ ||f|| * cos(phi) // where phi = 100° (half of the 200° field of view (PHI_DEG)). const double phi = (PHI_DEG / 2.0) * M_PI / 180.0; // half-angle in radians if (e.dot(f) >= f.norm() * cos(phi)) return 1.0; return C; } // 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; } // $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = -\gradient_{\vectorarrow{r}_{\alpha \beta}} V_{\alpha \beta}[b(\vectorarrow{r}_{\alpha \beta})]$ void compute_repulsive_effects_from_pedestrians(Pedestrian *P, Pedestrian *p, int N) { double delta_t = 0.5; // assuming 0.5 seconds steps for (int i = 0; i < N; i++) { // TODO: add check for $\vectorarrow{e} * \vectorarrow{f} >= \Arrowvert \vectorarrow{f} \Arrowvert \cos(\phi) $ // only consider close pedestrians if (P + i == p) continue; if ((P[i].curr_pos - p->curr_pos).norm() < DISTANCE) { // // $2b = \sqrt{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert)^2 - (v_\beta \Delta t)^2}$ // // $\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert$ Vector2d r_ab = p->curr_pos - P[i].curr_pos; double r_ab_norm = (p->curr_pos - P[i].curr_pos).norm(); // $\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert$ Vector2d e_beta = get_actual_direction(P[i]); Vector2d r_ab_something = p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t)); double r_ab_something_norm = (p->curr_pos - P[i].curr_pos - (e_beta * (P[i].actual_v0 * delta_t))).norm(); // $v_\beta \Delta t$ double v_beta_delta_t = P[i].actual_v0 * delta_t; double b = sqrt((r_ab_norm + r_ab_something_norm) * (r_ab_norm + r_ab_something_norm) - (v_beta_delta_t) * (v_beta_delta_t)) / 2; // // $\vectorarrow{f}_{\alpha \beta}(\vectorarrow{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vectorarrow{r}_{\alpha \beta}}b$ // // TODO: what is $V^0_{\alpha \beta}$ probably some number? // // // $\grad_{\vectorarrow{r}_{\alpha \beta}} = \frac{(\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert) (\frac{\vectorarrow{r}_{\alpha \beta}}{\Arrowvert \vectorarrow{r}_{\alpha \beta} \Arrowvert} + \frac{\vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta}{\Arrowvert \vectorarrow{r}_{\alpha \beta} - v_\beta \Delta t \vectorarrow{e}_\beta \Arrowvert})}{4b}$ // Vector2d delta_r_alpha_beta = (((r_ab / r_ab_norm) + (r_ab_something / r_ab_something_norm)) * (r_ab_norm + r_ab_something_norm)) / (4 * b); // $\vectorarrow{f}_{\alpha \beta}$ Vector2d f_alpha_beta_r_alpha_beta = delta_r_alpha_beta * ((V0_AB / SIGMA) * (exp(-b / SIGMA))); p->F_i += f_alpha_beta_r_alpha_beta * w(get_desired_direction(*p), f_alpha_beta_r_alpha_beta * -1); } } } // TODO: missing void compute_repulsive_effects_from_borders(Sidewalk &S, Pedestrian *p) { Vector2d *obstacles = S.obstacles; int n_obs = S.n_obstacles; for (int i = 0; i < n_obs; i++) { Vector2d obstacle = obstacles[i]; // TODO: find out the variables and parameters // // $\vectorarrow{F}_{\alpha B}(\vectorarrow{r}_{\alpha B}) = \frac{U^0_{\alpha B}}{R} e^{- \Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert / R} \frac{\vectorarrow{r}_{\alpha B}}{\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert}$ // // double e = 2.718; // we could just use exp // $\vectorarrow{r}_{\alpha B}$ Vector2d r_ab = p->curr_pos - obstacle; // $\Arrowvert \vectorarrow{r}_{\alpha B} \Arrowvert$ double r_ab_norm = r_ab.norm(); if (r_ab_norm < 1e-6) continue; // repulsive force vector (Direction * Magnitude) (Edquation 6) Vector2d f_ab = (r_ab / r_ab_norm) * (U0_AB / R) * exp(-r_ab_norm / R); p->F_i += f_ab * w(get_desired_direction(*p), f_ab * -1); } }