Wednesday, November 4, 2015

A3: Social Forces



For this project we implemented the below social forces in order to run the listed simulations.


First, calcGoalForce calculated forces as follows:
      agent mass * ((preferred_speed*goaldirection)-velocity)/change_in_time

Second, calcProximityForce calculates forces by creating a vector that is the aggregate of the position of all other agents in the area as well as any walls.

As such, calcAgentRepulsionForces is a sub procedure of calcProximityForce only taking into account nearby agents.

Likewise, calcWallRepulsionForces calculates forces only using the vectors of walls in close proximity.


Bottleneck Evacuation

Hallway-One-Way

Hallway-Two-Way

Hallway-Four-Way

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