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-Two-Way
Hallway-Four-Way
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