#include "forces.hpp" #include // # 2 ADDs, 5 MULTs, 1 SQRT double w(Vector2d e, Vector2d f) { if (e.dot(f) >= f.norm() * cos_phi) return 1.0; else return c; } // # 1 DIV double g(double v_max_alpha, double w_alpha_norm) { // # Assumption for calculating W(n): The "if" statement always evaluates to false. if (w_alpha_norm <= v_max_alpha) { return 1; } return v_max_alpha / w_alpha_norm; } // # 6 ADDs, 2 DIVs void add_acceleration_term(Pedestrian *p) { // # 2 ADDs Vector2d desired_velocity = p->e * p->desired_v0; Vector2d actual_velocity = p->curr_vel; // # 4 ADDs, 2 DIVs p->f_i += (desired_velocity - actual_velocity) / tau_alpha; } // # 15 ADDs, 24 MULTs, 8 DIVs, 5 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(); // $\vec{e}_{\beta}$ Vector2d e_b = pedestrians[i].e; // # 1 ADD, 3 MULTs, 1 SQRT // $v_\beta \Delta t$ double s_b = pedestrians[i].curr_vel.norm() * delta_t; // # 2 ADDs, 2 MULTs // $\vec{r}_{\alpha\beta} - \vec{v}_{\beta}\varDelta_{t}\vec{e}_{\beta}$ Vector2d r_ab2 = r_ab - (e_b * s_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 double r_ab_norm_sum = r_ab_norm + r_ab2_norm; // # 1 ADD, 2 MULTs, 1 DIV, 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 b = sqrt(r_ab_norm_sum * r_ab_norm_sum - s_b * s_b) / 2; // # 2 ADDs, 3 MULTs, 6 DIVs // // $\grad_{\vec{r}_{\alpha \beta}}b = \frac{(\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert + \Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert) (\frac{\vec{r}_{\alpha \beta}}{\Arrowvert \vec{r}_{\alpha \beta} \Arrowvert} + \frac{\vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta}{\Arrowvert \vec{r}_{\alpha \beta} - v_\beta \Delta t \vec{e}_\beta \Arrowvert})}{4b}$ // Vector2d b_grad = ((r_ab / r_ab_norm + r_ab2 / r_ab2_norm) * r_ab_norm_sum) / (4 * b); // # 3 MULTs, 1 DIV, 1 EXP // // $\vec{f}_{\alpha \beta}(\vec{r}_{\alpha \beta}) = \frac{V^0_{\alpha \beta}}{\sigma}e^{-b / \sigma} \grad_{\vec{r}_{\alpha \beta}}b$ // Vector2d f_ped = b_grad * (V0_AB_div_SIGMA * exp(-b / 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 += f_ped * w(p->e, f_ped.reverse_sign()); } } // # board.n_obstacles * (13 ADDs, 19 MULTs, 4 DIVs, 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]; // # 8 ADDs, 6 MULTs, 1 DIV // $\vec{r}_{\alpha B}$ Vector2d r_aB = p->curr_pos - obstacle.find_nearest_obstacle_point(p->curr_pos); // # 1 ADD, 2 MULTs, 1 SQRT double r_aB_norm = r_aB.norm(); // # 4 MULTs, 3 DIVs, 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 f_obst = (r_aB / r_aB_norm) * U0_AB_div_R * exp(-r_aB_norm / R); // # 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 += f_obst * w(p->e, f_obst.reverse_sign()); } }