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PathPlanning/Search-based Planning/Search_3D/utils3D.py
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import numpy as np
import pyrr
def getRay(x, y):
direc = [y[0] - x[0], y[1] - x[1], y[2] - x[2]]
return np.array([x, direc])
def getDist(pos1, pos2):
return np.sqrt(sum([(pos1[0] - pos2[0]) ** 2, (pos1[1] - pos2[1]) ** 2, (pos1[2] - pos2[2]) ** 2]))
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def getManDist(pos1, pos2):
return sum([abs(pos1[0] - pos2[0]),abs(pos1[1] - pos2[1]),abs(pos1[2] - pos2[2])])
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def getNearest(Space,pt):
'''get the nearest point on the grid'''
mindis,minpt = 1000,None
for strpts in Space.keys():
pts = dehash(strpts)
dis = getDist(pts,pt)
if dis < mindis:
mindis,minpt = dis,pts
return minpt
def Heuristic(Space,t):
'''Max norm distance'''
h = {}
for k in Space.keys():
h[k] = max(abs(t-dehash(k)))
return h
def hash3D(x):
return str(x[0])+' '+str(x[1])+' '+str(x[2])
def dehash(x):
return np.array([float(i) for i in x.split(' ')])
def isinbound(i, x):
if i[0] <= x[0] < i[3] and i[1] <= x[1] < i[4] and i[2] <= x[2] < i[5]:
return True
return False
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def isinball(i, x):
if getDist(i[0:3], x) <= i[3]:
return True
return False
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def StateSpace(initparams,factor=0):
'''This function is used to get nodes and discretize the space.
State space is by x*y*z,3 where each 3 is a point in 3D.'''
boundary = initparams.env.boundary
resolution = initparams.env.resolution
xmin,xmax = boundary[0]+factor*resolution,boundary[3]-factor*resolution
ymin,ymax = boundary[1]+factor*resolution,boundary[4]-factor*resolution
zmin,zmax = boundary[2]+factor*resolution,boundary[5]-factor*resolution
xarr = np.arange(xmin,xmax,resolution).astype(float)
yarr = np.arange(ymin,ymax,resolution).astype(float)
zarr = np.arange(zmin,zmax,resolution).astype(float)
V = np.meshgrid(xarr,yarr,zarr)
VV = np.reshape(V,[3,len(xarr)*len(yarr)*len(zarr)]) # all points in 3D
Space = {}
for v in VV.T:
Space[hash3D(v)] = np.inf # this hashmap initialize all g values at inf
return Space
def isCollide(initparams, x, direc):
'''see if line intersects obstacle'''
resolution = initparams.env.resolution
child = np.array(list(map(np.add,x,np.multiply(direc,resolution))))
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ray , dist = getRay(x, child) , getDist(x, child)
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if not isinbound(initparams.env.boundary,child):
return True, child
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for i in initparams.env.AABB:
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shot = pyrr.geometric_tests.ray_intersect_aabb(ray, i)
if shot is not None:
dist_wall = getDist(x, shot)
if dist_wall <= dist: # collide
return True, child
for i in initparams.env.balls:
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if isinball(i, child):
return True, child
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shot = pyrr.geometric_tests.ray_intersect_sphere(ray, i)
if shot != []:
dists_ball = [getDist(x, j) for j in shot]
if all(dists_ball <= dist): # collide
return True, child
return False, child
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def obstacleFree(initparams,x):
for i in initparams.env.blocks:
if isinbound(i,x):
return False
for i in initparams.env.balls:
if isinball(i,x):
return False
return True
def cost(i,j,settings=0):
if settings == 0:
return getDist(i,j)
if settings == 1:
return getManDist(i,j)
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if __name__ == "__main__":
from env3D import env