/// <summary> /// Computes the forces exerted on the agent at each simulation step /// Our simulation model includes the following three forces: /// A driving force F_i indicating the preference of the agent i /// to walk in a certain direction at a certain speed, as defined in /// [D. Helbing, I. Farkas, and T. Vicsek, Nature 407, 487 (2000)], /// /// F_i = (V_iPref - V_i) / Epsilon /// /// This force can be replaced by a self-propelled force to simulate agents with /// no preferred direction of motion following the approach of[D.Grossman, /// I.S.Aranson, and E.B.Jacob, New J.Phys. 10, 023036(2008).] /// /// The agent-agent interaction force F_ij derived in Eq. (S2) /// of the Supplemental material. A similar force F_iO acting /// on agent i as a result of interaction with each static obstacle O /// present in the environment. /// /// In our simulations, we generally assume that /// obstacles are modeled as a collection of line segments. Then, /// /// F_iO = -Delta_r * (K*T^(-2)*e^(-T/T_0)) /// /// but now T denotes the minimal intersection time between the ray /// x_i + t*v_i, t>0 and the 2D capsule resulting after /// sweeping O with the disc of the agent. /// </summary> protected void ComputeForces() { //driving force F = (vPref - velocity) / ksi; // Compute new neighbors of agent; proximityNeighbors.Clear(); proximityToken.FindNeighbors(ExtensionMethods.Vector2ToVector3(position), neighborDist, ref proximityNeighbors); // compute the anticipatory force from each neighbor for (int i = 0; i < proximityNeighbors.Count; i++) { Agent other = (Agent)proximityNeighbors[i]; if (id == other.id) { continue; } float distanceSq = (other.position - position).sqrMagnitude; float radiusSq = Mathf.Sqrt(other.radius + radius); if (System.Math.Abs(distanceSq - radiusSq) > EPSILON) { // if agents are actually colliding use their separation distance if (distanceSq < radiusSq) { radiusSq = Mathf.Sqrt(other.radius + radius - Mathf.Sqrt(distanceSq)); } Vector2 w = other.position - position; Vector2 v = velocity - other.velocity; float a = Vector2.Dot(v, v); float b = Vector2.Dot(w, v); float c = Vector2.Dot(w, w) - radiusSq; float discr = b * b - a * c; if (discr > 0.0f && (a < -EPSILON || a > EPSILON)) { discr = Mathf.Sqrt(discr); float t = (b - discr) / a; if (t > 0) { F += -k *Mathf.Exp(-t / t0) * (v - (b * v - a * w) / discr) / (a * Mathf.Pow(t, m)) * (m / t + 1 / t0); } } } } //anticipatory forces from static obstacles for (int i = 0; i < Engine.Instance.GetObstacles.Count; ++i) { LineObstacle obstacle = Engine.Instance.GetObstacle(i); Vector2 n_w = Global.ClosestPointLineSegment(obstacle.P1, obstacle.P2, position) - position; float d_w = n_w.sqrMagnitude; // Agent is moving away from obstacle, already colliding or obstacle too far away if (Vector2.Dot(velocity, n_w) < 0 || System.Math.Abs(d_w - (Mathf.Sqrt(radius))) < EPSILON || d_w > Mathf.Sqrt(neighborDist)) { continue; } // correct the radius, if the agent is already colliding float r = d_w < Mathf.Sqrt(radius) ? Mathf.Sqrt(d_w) : radius; float a = Vector2.Dot(velocity, velocity); bool discCollision = false, segmentCollision = false; float t_min = Mathf.Infinity; float b = 1, discr = 1; float b_temp, discr_temp, c_temp, D_temp; Vector2 w_temp, w = Vector2.zero, o1_temp, o2_temp, o_temp, o = Vector2.zero; // time-to-collision with disc_1 of the capped rectangle (capsule) w_temp = obstacle.P1 - position; b_temp = Vector2.Dot(w_temp, velocity); c_temp = Vector2.Dot(w_temp, w_temp) - (r * r); discr_temp = b_temp * b_temp - a * c_temp; if (discr_temp > .0f && (a < -EPSILON || a > EPSILON)) { discr_temp = Mathf.Sqrt(discr_temp); float t = (b_temp - discr_temp) / a; if (t > 0) { t_min = t; b = b_temp; discr = discr_temp; w = w_temp; discCollision = true; } } // time-to-collision with disc_2 of the capsule w_temp = obstacle.P2 - position; b_temp = Vector2.Dot(w_temp, velocity); c_temp = Vector2.Dot(w_temp, w_temp) - (r * r); discr_temp = b_temp * b_temp - a * c_temp; if (discr_temp > 0 && (a < -EPSILON || a > EPSILON)) { discr_temp = Mathf.Sqrt(discr_temp); float t = (b_temp - discr_temp) / a; if (t > 0 && t < t_min) { t_min = t; b = b_temp; discr = discr_temp; w = w_temp; discCollision = true; } } // time-to-collision with segment_1 of the capsule o1_temp = obstacle.P1 + r * obstacle.Normal; o2_temp = obstacle.P2 + r * obstacle.Normal; o_temp = o2_temp - o1_temp; D_temp = Global.Det(velocity, o_temp); if (System.Math.Abs(D_temp) > EPSILON) { float inverseDet = 1.0f / D_temp; float t = Global.Det(o_temp, position - o1_temp) * inverseDet; float s = Global.Det(velocity, position - o1_temp) * inverseDet; if (t > 0 && s >= 0 && s <= 1 && t < t_min) { t_min = t; o = o_temp; discCollision = false; segmentCollision = true; } } // time-to-collision with segment_2 of the capsule o1_temp = obstacle.P1 - r * obstacle.Normal; o2_temp = obstacle.P2 - r * obstacle.Normal; o_temp = o2_temp - o1_temp; D_temp = Global.Det(velocity, o_temp); if (System.Math.Abs(D_temp) > EPSILON) { float inverseDet = 1.0f / D_temp; float t = Global.Det(o_temp, position - o1_temp) * inverseDet; float s = Global.Det(velocity, position - o1_temp) * inverseDet; if (t > 0 && s >= 0 && s <= 1 && t < t_min) { t_min = t; o = o_temp; discCollision = false; segmentCollision = true; } } if (discCollision) { F += -k *Mathf.Exp(-t_min / t0) * (velocity - (b * velocity - a * w) / discr) / (a * Mathf.Pow(t_min, m)) * (m / t_min + 1 / t0); } else if (segmentCollision) { F += k * Mathf.Exp(-t_min / t0) / (Mathf.Pow(t_min, m) * Global.Det(velocity, o)) * (m / t_min + 1 / t0) * new Vector2(-o.y, o.x); } } }
public void SearchNeighbors(float radius) { proximityNeighbors.Clear(); proximityToken.FindNeighbors(ExtensionMethods.Vector2ToVector3(position), radius, ref proximityNeighbors); }