79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
#include "board.hpp"
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#include "forces.hpp"
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#include "math.h"
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#include "pedestrian.hpp"
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#include "vector2d.hpp"
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#define BOARD_WIDTH 10.0
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#define BOARD_LENGTH 50.0
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using namespace std;
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// Numer of pedestrians
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// $n_p$
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// const int n_p = 100;
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// Number of iterations
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// $n_{iter}$
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// const int n_iter = 100;
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Pedestrian *init_pedestrians(int n_p) {
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Pedestrian *P = new Pedestrian[n_p];
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std::random_device rd; // use for truly random simulation
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std::mt19937 gen(rd()); // use rd instead of 42 as seed for real randomness
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std::normal_distribution<double> velocity_gen(1.34, 0.26); // 1.34 and 0.26 are the mean and stdrd deviation used in paper
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std::uniform_real_distribution<double> x_gen(2, BOARD_LENGTH - 2);
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std::uniform_real_distribution<double> y_gen(2, BOARD_WIDTH - 2);
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for (int i = 0; i < n_p / 2; i++) {
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Vector2d start_pos = Vector2d(1, y_gen(gen));
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Vector2d destination = Vector2d(BOARD_LENGTH - 1, y_gen(gen));
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double desired_v0 = velocity_gen(gen);
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double v_max = 1.3 * desired_v0;
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P[i] = Pedestrian(WHITE, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d());
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}
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for (int i = n_p / 2; i < n_p; i++) {
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Vector2d start_pos = Vector2d(BOARD_LENGTH - 1, y_gen(gen));
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Vector2d destination = Vector2d(1, y_gen(gen));
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double desired_v0 = velocity_gen(gen);
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double v_max = 1.3 * desired_v0;
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P[i] = Pedestrian(BLACK, (destination - start_pos) / (destination - start_pos).norm() * desired_v0, start_pos, (destination - start_pos) / (destination - start_pos).norm(), v_max, desired_v0, destination, Vector2d(0, 0));
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}
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return P;
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}
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int main(int argc, const char *argv[]) {
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Obstacle obs[] = {};
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Board board = Board(BOARD_LENGTH, BOARD_WIDTH, 0, obs);
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int n_p = atoi(argv[1]);
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int n_iter = atoi(argv[2]);
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Pedestrian *pedestrians = init_pedestrians(n_p);
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for (int t = 0; t < n_iter; t++) {
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for (int i = 0; i < n_p; i++) {
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Pedestrian &p = pedestrians[i];
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p.f_i.reset();
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compute_acceleration_term(&p);
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compute_repulsive_effects_from_pedestrians(pedestrians, &p, n_p);
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compute_repulsive_effects_from_borders(board, &p);
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Vector2d w_alpha = p.curr_vel + p.f_i * dt;
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p.curr_vel = w_alpha * g(p.v_max, w_alpha.norm());
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p.curr_pos = p.curr_pos + p.curr_vel * dt;
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p.e = (p.destination - p.curr_pos) / (p.destination - p.curr_pos).norm();
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}
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}
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return 0;
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}
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