.. _program_listing_file_src_Crowd.cpp: Program Listing for File Crowd.cpp ================================== |exhale_lsh| :ref:`Return to documentation for file ` (``src/Crowd.cpp``) .. |exhale_lsh| unicode:: U+021B0 .. UPWARDS ARROW WITH TIP LEFTWARDS .. code-block:: cpp /* Copyright 2025 Institute of Light and Matter, CNRS UMR 5306, University Claude Bernard Lyon 1 Contributors: Oscar DUFOUR, Maxime STAPELLE, Alexandre NICOLAS This software is a computer program designed to generate a realistic crowd from anthropometric data and simulate the mechanical interactions that occur within it and with obstacles. This software is governed by the CeCILL-B license under French law and abiding by the rules of distribution of free software. You can use, modify and/ or redistribute the software under the terms of the CeCILL-B license as circulated by CEA, CNRS and INRIA at the following URL "http://www.cecill.info". As a counterpart to the access to the source code and rights to copy, modify and redistribute granted by the license, users are provided only with a limited warranty and the software's author, the holder of the economic rights, and the successive licensors have only limited liability. In this respect, the user's attention is drawn to the risks associated with loading, using, modifying and/or developing or reproducing the software by the user in light of its specific status of free software, that may mean that it is complicated to manipulate, and that also therefore means that it is reserved for developers and experienced professionals having in-depth computer knowledge. Users are therefore encouraged to load and test the software's suitability as regards their requirements in conditions enabling the security of their systems and/or data to be ensured and, more generally, to use and operate it in the same conditions as regards security. The fact that you are presently reading this means that you have had knowledge of the CeCILL-B license and that you accept its terms. */ #include "Crowd.h" #include #include #include #include "../3rdparty/tinyxml/tinyxml2.h" #include "MechanicalLayer.h" using std::string, std::vector, std::list, std::cerr, std::cout, std::endl, std::ranges::find, std::ofstream; // Global variable: Mechanically active agents list mech_active_agents; int initialiseSetting(const std::string& dynamicsFile, std::vector& nb_shapes_allagents, std::vector& shapeIDagent, std::vector& edges, std::vector& radius_allshapes, std::vector& masses, std::vector& mois, std::vector& delta_gtos) { /* Allocate agents */ agents = new Agent*[nAgents]; /* Create ids of shapes for agents */ vector Id_shapes(shapeIDagent.size()); for (size_t i = 0; i < shapeIDagent.size(); i++) { Id_shapes[i] = i; } /* Create the agents */ for (uint32_t a = 0; a < nAgents; a++) { vector delta_gtos_curr(&delta_gtos[edges[a]], &delta_gtos[edges[a + 1]]); double2 shoulders_direction(delta_gtos[edges[a + 1] - 1] - delta_gtos[edges[a]]); // from left to right double2 orientation_vec({-shoulders_direction.second, shoulders_direction.first}); // normal to the shoulders direction double theta_body_init(0.); if (!(orientation_vec.first == 0. && orientation_vec.second == 0.)) theta_body_init = atan2(orientation_vec.second, orientation_vec.first); vector radius_shapes(&radius_allshapes[edges[a]], &radius_allshapes[edges[a + 1]]); const vector Ids_shapes_agent(&Id_shapes[edges[a]], &Id_shapes[edges[a + 1]]); const double mass_curr(masses[a]), moi_curr(mois[a]); // Actual creation of the Agent object agents[a] = new Agent(a, Ids_shapes_agent, nb_shapes_allagents[a], delta_gtos_curr, radius_shapes, theta_body_init, mass_curr, moi_curr); } /* Update the agents with the Dynamics file */ return updateSetting(dynamicsFile); } int updateSetting(const string& dynamicsFile) { /* Create agents: read the dynamics file first */ tinyxml2::XMLDocument document; document.LoadFile(dynamicsFile.data()); if (document.ErrorID() != 0) { cerr << "Error: Could not load or parse XML file " << dynamicsFile << endl; return EXIT_FAILURE; } // Read the Agents block tinyxml2::XMLElement* agentsElement = document.FirstChildElement("Agents"); if (!agentsElement) { cerr << "Error: agents must be embedded in \"Agents\" tag!" << endl; return EXIT_FAILURE; } const tinyxml2::XMLElement* agentElement = agentsElement->FirstChildElement("Agent"); if (!agentElement) { cerr << "Error: no Agent tag present in " << dynamicsFile << endl; return EXIT_FAILURE; } uint32_t agentCounter = 0; while (agentElement != nullptr) { const char* agentId = nullptr; uint32_t a; if (agentElement->QueryStringAttribute("Id", &agentId) != tinyxml2::XML_SUCCESS) { cerr << "Error: agent tag with no id in dynamics file" << endl; return EXIT_FAILURE; } if (!agentMap.contains(agentId)) { cerr << "Error: unknown agent " << agentId << " in dynamics file" << endl; return EXIT_FAILURE; } else { a = agentMap[agentId]; } // Kinematics and Dynamics const tinyxml2::XMLElement* kinematicsElement = agentElement->FirstChildElement("Kinematics"); if (!kinematicsElement) { cerr << "Error: no Kinematics tag present for agent " << agentId << endl; return EXIT_FAILURE; } const char* buffer = nullptr; if (kinematicsElement->QueryStringAttribute("Position", &buffer) != tinyxml2::XML_SUCCESS) { cerr << "Error: Could not parse agent position from XML file " << dynamicsFile << endl; return EXIT_FAILURE; } auto [rcPosition, position] = parse2DComponents(buffer); if (rcPosition != EXIT_SUCCESS) { cerr << "Error: Could not parse position coordinates from XML file " << dynamicsFile << endl; return EXIT_FAILURE; } if (kinematicsElement->QueryStringAttribute("Velocity", &buffer) != tinyxml2::XML_SUCCESS) { cerr << "Error: Could not parse agent velocity from XML file " << dynamicsFile << endl; return EXIT_FAILURE; } auto [rcVelocity, velocity] = parse2DComponents(buffer); if (rcVelocity != EXIT_SUCCESS) { cerr << "Error: Could not parse velocity coordinates from XML file " << dynamicsFile << endl; return EXIT_FAILURE; } double theta, omega; if (kinematicsElement->QueryDoubleAttribute("Theta", &theta) != tinyxml2::XML_SUCCESS) cerr << "Error: could not get orientation of agent " << agentId << endl; if (kinematicsElement->QueryDoubleAttribute("Omega", &omega) != tinyxml2::XML_SUCCESS) cerr << "Error: could not get angular velocity of agent " << agentId << endl; const tinyxml2::XMLElement* dynamicsElement = agentElement->FirstChildElement("Dynamics"); if (!dynamicsElement) { cerr << "Error: no Dynamics tag present for agent " << agentId << endl; return EXIT_FAILURE; } if (dynamicsElement->QueryStringAttribute("Fp", &buffer) != tinyxml2::XML_SUCCESS) { cerr << "Error: could not get driving force of agent " << agentId << endl; return EXIT_FAILURE; } auto [rcFp, Fp] = parse2DComponents(buffer); if (rcFp != EXIT_SUCCESS) { cerr << "Error: Could not parse driving force coordinates from XML file " << dynamicsFile << endl; return EXIT_FAILURE; } double Mp; if (dynamicsElement->QueryDoubleAttribute("Mp", &Mp) != tinyxml2::XML_SUCCESS) { cerr << "Error: could not get driving torque of agent " << agentId << endl; return EXIT_FAILURE; } // Update agent with the kinematics and dynamics agents[a]->_x = position.first; agents[a]->_y = position.second; agents[a]->_theta = theta; agents[a]->_vx = velocity.first; agents[a]->_vy = velocity.second; agents[a]->_w = omega; agents[a]->_Fp = (1 / agents[a]->_mass) * Fp; const double inverseTauMechTranslation = agentProperties[a].first; const double inverseTauMechRotation = agentProperties[a].second; agents[a]->_vx_des = agents[a]->_Fp.first / inverseTauMechTranslation; // vx_des := Fpx/m * tau_mech agents[a]->_vy_des = agents[a]->_Fp.second / inverseTauMechTranslation; agents[a]->_w_des = Mp / inverseTauMechRotation / agents[a]->_moi; // w_des := Mp/I * tau_mech if (!(agents[a]->_vx_des == 0. && agents[a]->_vy_des == 0.)) agents[a]->_theta_des = atan2(agents[a]->_vy_des, agents[a]->_vx_des); else agents[a]->_theta_des = 0.; agents[a]->_neighbours.clear(); agentElement = agentElement->NextSiblingElement("Agent"); agentCounter++; } if (agentCounter < nAgents) { cerr << "Agents are missing in the dynamics file!" << endl; return EXIT_FAILURE; } /* Update neighbours before calling the mechanical layer */ determine_agents_neighbours(); return EXIT_SUCCESS; } void determine_agents_neighbours() { const double criticalDistanceWall = dt * vMaxAgent; const double criticalDistance = 2 * criticalDistanceWall; for (uint32_t a1 = 0; a1 < nAgents; a1++) { Agent* agent1 = agents[a1]; // First, check walls for (uint32_t iobs = 0; iobs < listObstacles.size(); iobs++) { for (uint32_t iwall = 0; iwall < listObstacles[iobs].size() - 1; iwall++) { auto [distance, closest_point] = get_distance_to_wall_and_closest_point( listObstacles[iobs][iwall], listObstacles[iobs][iwall + 1], agent1->get_r()); if (distance < criticalDistanceWall + agent1->_radius) agent1->_neighbours_walls.emplace_back(iobs, iwall); } } // Then, other agents for (uint32_t a2 = a1 + 1; a2 < nAgents; a2++) { Agent* agent2 = agents[a2]; const double2 r1 = agent1->get_r(); const double2 r2 = agent2->get_r(); if (const double r = get_distance(r1, r2); r < criticalDistance + agent1->_radius + agent2->_radius) { agent1->_neighbours.push_back(agent2->_id); agent2->_neighbours.push_back(agent1->_id); } } } } void handleMechanicalLayer(const std::string& dynamicsFile) { /* Handle mechanically active agents: mechanical layer */ if (get_future_collision()) { try { const MechanicalLayer* crowdMech = new MechanicalLayer(mech_active_agents); delete crowdMech; } catch (const std::exception& e) { exit(EXIT_FAILURE); } } /* Handle non mechanically active agents: simple positional update */ for (uint32_t a = 0; a < nAgents; a++) { Agent* agent = agents[a]; if (is_mechanically_active(agent)) continue; const double inverseTauMechTranslation = agentProperties[agent->_id].first; const double inverseTauMechRotation = agentProperties[agent->_id].second; agent->_vx = (1.0 - exp(-dt * inverseTauMechTranslation)) * agent->_vx_des + exp(-dt * inverseTauMechTranslation) * agent->_vx; agent->_vy = (1.0 - exp(-dt * inverseTauMechTranslation)) * agent->_vy_des + exp(-dt * inverseTauMechTranslation) * agent->_vy; agent->_w = (1.0 - exp(-dt * inverseTauMechRotation)) * agent->_w_des + exp(-dt * inverseTauMechRotation) * agent->_w; agent->move(); } /* Save output of mechanical layer to file */ generateDynamicsOutputFile(dynamicsFile); } bool is_mechanically_active(const Agent* agent) { return (find(mech_active_agents, agent) != mech_active_agents.end()); } bool get_future_collision() { // Test new positions for (uint32_t a = 0; a < nAgents; a++) { Agent* agent = agents[a]; agent->_x += agent->_vx_des * dt; agent->_y += agent->_vy_des * dt; agent->_theta += agent->_w_des * dt; } // Check if overlaps mech_active_agents.clear(); for (uint32_t a = 0; a < nAgents; a++) { Agent* agent1 = agents[a]; // Loop over current agent's wall neighbours for (const auto& [iobs, iwall] : agent1->_neighbours_walls) { double2 middlePointWall = 0.5 * (listObstacles[iobs][iwall] + listObstacles[iobs][iwall + 1]); if ((!(agent1->get_r() - middlePointWall)) < agent1->_radius + 1e-1) if (!is_mechanically_active(agent1)) mech_active_agents.push_back(agent1); } // Loop over current agent's neighbours for (const unsigned agent2_id : agent1->_neighbours) { if (Agent* agent2 = agents[agent2_id]; (!(agent1->get_r() - agent2->get_r())) < fabs(agent1->_radius + agent2->_radius) + 1e-1) { if (!is_mechanically_active(agent1)) mech_active_agents.push_back(agent1); if (!is_mechanically_active(agent2)) mech_active_agents.push_back(agent2); } } } // Revert to former positions for (uint32_t a = 0; a < nAgents; a++) { Agent* agent = agents[a]; agent->_x -= agent->_vx_des * dt; agent->_y -= agent->_vy_des * dt; agent->_theta -= agent->_w_des * dt; } // Add agents with significant velocity changes for (uint32_t a = 0; a < nAgents; a++) { if (Agent* agent = agents[a]; pow(agent->_vx - agent->_vx_des, 2) + pow(agent->_vy - agent->_vy_des, 2) + pow(agent->_w - agent->_w_des, 2) > 1e-4 && !is_mechanically_active(agent)) mech_active_agents.push_back(agent); } // Add neighbours of active agents for (const Agent* agent : mech_active_agents) { for (const unsigned neighbour : agent->_neighbours) { if (!is_mechanically_active(agents[neighbour])) mech_active_agents.push_back(agents[neighbour]); } } return (!mech_active_agents.empty()); } void generateDynamicsOutputFile(const std::string& dynamicsFile) { // We'll build the output from the input (the structure and fields are exactly the same) tinyxml2::XMLDocument inputDoc; inputDoc.LoadFile((dynamicsFile).data()); ofstream outputDoc; outputDoc.open(dynamicsFile); outputDoc << R"()" << endl; // Read the Agents block tinyxml2::XMLElement* InAgentsElement = inputDoc.FirstChildElement("Agents"); outputDoc << "" << endl; const tinyxml2::XMLElement* InAgentElement = InAgentsElement->FirstChildElement("Agent"); while (InAgentElement != nullptr) { // First, get our internal id const char* agentId = nullptr; InAgentElement->QueryStringAttribute("Id", &agentId); const uint32_t a = agentMap[agentId]; struct Agent* agent = agents[a]; outputDoc << " " << endl; // Kinematics outputDoc << " _x << "," << agent->_y << "\" "; outputDoc << "Velocity=\"" << agent->_vx << "," << agent->_vy << "\" "; outputDoc << "Theta=\"" << agent->_theta << "\" Omega=\"" << agent->_w << "\"/>" << endl; InAgentElement = InAgentElement->NextSiblingElement("Agent"); outputDoc << " " << endl; } outputDoc << ""; outputDoc.close(); }