update RRT_2D

This commit is contained in:
zhm-real
2020-06-24 12:55:13 -07:00
parent d2fd1f0c85
commit 0f3c445664
8 changed files with 211 additions and 243 deletions
+4 -7
View File
@@ -5,17 +5,14 @@ from rrt_2D import env
class Plotting:
def __init__(self, xI, xG):
self.xI, self.xG = xI, xG
def __init__(self, x_start, x_goal):
self.xI, self.xG = x_start, x_goal
self.env = env.Env()
self.obs_bound = self.env.obs_boundary
self.obs_circle = self.env.obs_circle
self.obs_rectangle = self.env.obs_rectangle
def animation(self, nodelist, path, animation=False):
if path is None:
print("No path found!")
return
self.plot_grid("RRT")
self.plot_visited(nodelist, animation)
self.plot_path(path)
@@ -55,6 +52,7 @@ class Plotting:
plt.plot(self.xI[0], self.xI[1], "bs", linewidth=3)
plt.plot(self.xG[0], self.xG[1], "gs", linewidth=3)
plt.title(name)
plt.axis("equal")
@@ -72,9 +70,8 @@ class Plotting:
if node.parent:
plt.plot([node.parent.x, node.x], [node.parent.y, node.y], "-g")
@staticmethod
def plot_path(path):
plt.plot([x[0] for x in path], [x[1] for x in path], '-r', linewidth=2)
plt.pause(0.01)
plt.show()
plt.show()
-200
View File
@@ -1,200 +0,0 @@
from rrt_2D import env
from rrt_2D import plotting
import numpy as np
import math
class Node:
def __init__(self, n):
self.x = n[0]
self.y = n[1]
self.cost = 0.0
self.parent = None
class RRT:
def __init__(self, xI, xG):
self.xI = Node(xI)
self.xG = Node(xG)
self.expand_len = 1
self.goal_sample_rate = 0.05
self.connect_dist = 10
self.iterations = 5000
self.node_list = [self.xI]
self.env = env.Env()
self.plotting = plotting.Plotting(xI, xG)
self.x_range = self.env.x_range
self.y_range = self.env.y_range
self.obs_circle = self.env.obs_circle
self.obs_rectangle = self.env.obs_rectangle
self.obs_boundary = self.env.obs_boundary
self.path = self.planning()
self.plotting.animation(self.node_list, self.path, False)
def planning(self):
for k in range(self.iterations):
node_rand = self.random_state()
node_near = self.nearest_neighbor(self.node_list, node_rand)
node_new = self.new_state(node_near, node_rand)
if not self.check_collision(node_new):
neighbor_index = self.find_near_neighbor(node_new)
node_new = self.choose_parent(node_new, neighbor_index)
if node_new:
self.node_list.append(node_new)
self.rewire(node_new, neighbor_index)
# if self.dis_to_goal(self.node_list[-1]) <= self.expand_len:
# self.new_state(self.node_list[-1], self.xG)
# return self.extract_path()
index = self.search_best_goal_node()
self.xG.parent = self.node_list[index]
return self.extract_path()
def random_state(self):
if np.random.random() > self.goal_sample_rate:
return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
np.random.uniform(self.y_range[0], self.y_range[1])))
return self.xG
def nearest_neighbor(self, node_list, n):
return self.node_list[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
for nd in node_list]))]
def new_state(self, node_start, node_goal):
node_new = Node((node_start.x, node_start.y))
dist, theta = self.get_distance_and_angle(node_new, node_goal)
dist = min(self.expand_len, dist)
node_new.x += dist * math.cos(theta)
node_new.y += dist * math.sin(theta)
node_new.parent = node_start
return node_new
def find_near_neighbor(self, node_new):
n = len(self.node_list) + 1
r = min(self.connect_dist * math.sqrt((math.log(n) / n)), self.expand_len)
dist_table = [math.hypot(nd.x - node_new.x, nd.y - node_new.y) for nd in self.node_list]
node_index = [dist_table.index(d) for d in dist_table if d <= r]
return node_index
def choose_parent(self, node_new, neighbor_index):
if not neighbor_index:
return None
cost = []
for i in neighbor_index:
node_near = self.node_list[i]
node_mid = self.new_state(node_near, node_new)
if node_mid and not self.check_collision(node_mid):
cost.append(self.update_cost(node_near, node_mid))
else:
cost.append(float("inf"))
if min(cost) != float('inf'):
index = int(np.argmin(cost))
neighbor_min = neighbor_index[index]
node_new = self.new_state(self.node_list[neighbor_min], node_new)
node_new.cost = min(cost)
return node_new
return None
def search_best_goal_node(self):
dist_to_goal_list = [self.dis_to_goal(n) for n in self.node_list]
goal_inds = [dist_to_goal_list.index(i) for i in dist_to_goal_list if i <= self.expand_len]
return goal_inds[0]
# safe_goal_inds = []
# for goal_ind in goal_inds:
# t_node = self.new_state(self.node_list[goal_ind], self.xG)
# if self.check_collision(t_node):
# safe_goal_inds.append(goal_ind)
#
# if not safe_goal_inds:
# print('hahhah')
# return None
#
# min_cost = min([self.node_list[i].cost for i in safe_goal_inds])
# for i in safe_goal_inds:
# if self.node_list[i].cost == min_cost:
# self.xG.parent = self.node_list[i]
def rewire(self, node_new, neighbor_index):
for i in neighbor_index:
node_near = self.node_list[i]
node_edge = self.new_state(node_new, node_near)
if not node_edge:
continue
node_edge.cost = self.update_cost(node_new, node_near)
collision = self.check_collision(node_edge)
improved_cost = node_near.cost > node_edge.cost
if not collision and improved_cost:
self.node_list[i] = node_edge
self.propagate_cost_to_leaves(node_new)
def update_cost(self, node_start, node_end):
dist, theta = self.get_distance_and_angle(node_start, node_end)
return node_start.cost + dist
def propagate_cost_to_leaves(self, parent_node):
for node in self.node_list:
if node.parent == parent_node:
node.cost = self.update_cost(parent_node, node)
self.propagate_cost_to_leaves(node)
def extract_path(self):
path = [[self.xG.x, self.xG.y]]
node = self.xG
while node.parent is not None:
path.append([node.x, node.y])
node = node.parent
path.append([node.x, node.y])
return path
def dis_to_goal(self, node_cal):
return math.hypot(node_cal.x - self.xG.x, node_cal.y - self.xG.y)
def check_collision(self, node_end):
if node_end is None:
return True
for (ox, oy, r) in self.obs_circle:
if math.hypot(node_end.x - ox, node_end.y - oy) <= r:
return True
for (ox, oy, w, h) in self.obs_rectangle:
if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
return True
for (ox, oy, w, h) in self.obs_boundary:
if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
return True
return False
@staticmethod
def get_distance_and_angle(node_start, node_end):
dx = node_end.x - node_start.x
dy = node_end.y - node_start.y
return math.hypot(dx, dy), math.atan2(dy, dx)
if __name__ == '__main__':
x_Start = (2, 2) # Starting node
x_Goal = (49, 28) # Goal node
rrt = RRT(x_Start, x_Goal)
+38 -36
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@@ -12,17 +12,17 @@ class Node:
self.parent = None
class RRT:
def __init__(self, xI, xG):
self.xI = Node(xI)
self.xG = Node(xG)
self.expand_len = 0.4
self.goal_sample_rate = 0.05
self.iterations = 5000
self.node_list = [self.xI]
class Rrt:
def __init__(self, x_start, x_goal, expand_len, goal_sample_rate, iter_limit):
self.xI = Node(x_start)
self.xG = Node(x_goal)
self.expand_len = expand_len
self.goal_sample_rate = goal_sample_rate
self.iter_limit = iter_limit
self.vertex = [self.xI]
self.env = env.Env()
self.plotting = plotting.Plotting(xI, xG)
self.plotting = plotting.Plotting(x_start, x_goal)
self.x_range = self.env.x_range
self.y_range = self.env.y_range
@@ -30,33 +30,31 @@ class RRT:
self.obs_rectangle = self.env.obs_rectangle
self.obs_boundary = self.env.obs_boundary
self.path = self.planning()
self.plotting.animation(self.node_list, self.path)
def planning(self):
for i in range(self.iterations):
node_rand = self.random_state()
node_near = self.nearest_neighbor(self.node_list, node_rand)
for i in range(self.iter_limit):
node_rand = self.random_state(self.goal_sample_rate)
node_near = self.nearest_neighbor(self.vertex, node_rand)
node_new = self.new_state(node_near, node_rand)
if not self.check_collision(node_new):
self.node_list.append(node_new)
if node_new and not self.check_collision(node_new):
self.vertex.append(node_new)
dist, _ = self.get_distance_and_angle(node_new, self.xG)
if self.dis_to_goal(self.node_list[-1]) <= self.expand_len:
self.new_state(self.node_list[-1], self.xG)
return self.extract_path(self.node_list)
if dist <= self.expand_len:
self.new_state(node_new, self.xG)
return self.extract_path(node_new)
return None
def random_state(self):
if np.random.random() > self.goal_sample_rate:
def random_state(self, goal_sample_rate):
if np.random.random() > goal_sample_rate:
return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
np.random.uniform(self.y_range[0], self.y_range[1])))
return self.xG
def nearest_neighbor(self, node_list, n):
return self.node_list[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
for nd in node_list]))]
return self.vertex[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
for nd in node_list]))]
def new_state(self, node_start, node_end):
node_new = Node((node_start.x, node_start.y))
@@ -69,9 +67,9 @@ class RRT:
return node_new
def extract_path(self, nodelist):
def extract_path(self, node_end):
path = [(self.xG.x, self.xG.y)]
node_now = nodelist[-1]
node_now = node_end
while node_now.parent is not None:
node_now = node_now.parent
@@ -79,13 +77,7 @@ class RRT:
return path
def dis_to_goal(self, node_cal):
return math.hypot(node_cal.x - self.xG.x, node_cal.y - self.xG.y)
def check_collision(self, node_end):
if node_end is None:
return True
for (ox, oy, r) in self.obs_circle:
if math.hypot(node_end.x - ox, node_end.y - oy) <= r:
return True
@@ -107,8 +99,18 @@ class RRT:
return math.hypot(dx, dy), math.atan2(dy, dx)
if __name__ == '__main__':
x_Start = (2, 2) # Starting node
x_Goal = (49, 28) # Goal node
def main():
x_start = (2, 2) # Starting node
x_goal = (49, 28) # Goal node
rrt = RRT(x_Start, x_Goal)
rrt = Rrt(x_start, x_goal, 0.4, 0.05, 2000)
path = rrt.planning()
if path:
rrt.plotting.animation(rrt.vertex, path)
else:
print("No Path Found!")
if __name__ == '__main__':
main()
+169
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@@ -0,0 +1,169 @@
from rrt_2D import env
from rrt_2D import plotting
import numpy as np
import math
class Node:
def __init__(self, n):
self.x = n[0]
self.y = n[1]
self.cost = 0.0
self.parent = None
class RrtStar:
def __init__(self, x_start, x_goal, expand_len,
goal_sample_rate, search_radius, iter_limit):
self.xI = Node(x_start)
self.xG = Node(x_goal)
self.expand_len = expand_len
self.goal_sample_rate = goal_sample_rate
self.search_radius = search_radius
self.iter_limit = iter_limit
self.vertex = [self.xI]
self.env = env.Env()
self.plotting = plotting.Plotting(x_start, x_goal)
self.x_range = self.env.x_range
self.y_range = self.env.y_range
self.obs_circle = self.env.obs_circle
self.obs_rectangle = self.env.obs_rectangle
self.obs_boundary = self.env.obs_boundary
def planning(self):
for k in range(self.iter_limit):
node_rand = self.random_state(self.goal_sample_rate)
node_near = self.nearest_neighbor(self.vertex, node_rand)
node_new = self.new_state(node_near, node_rand)
if node_new and not self.check_collision(node_new):
neighbor_index = self.find_near_neighbor(node_new)
if neighbor_index:
node_new = self.choose_parent(node_new, neighbor_index)
self.vertex.append(node_new)
self.rewire(node_new, neighbor_index)
index = self.search_goal_parent()
return self.extract_path(self.vertex[index])
def random_state(self, goal_sample_rate):
if np.random.random() > goal_sample_rate:
return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
np.random.uniform(self.y_range[0], self.y_range[1])))
return self.xG
def nearest_neighbor(self, node_list, n):
return self.vertex[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
for nd in node_list]))]
def new_state(self, node_start, node_goal):
node_new = Node((node_start.x, node_start.y))
dist, theta = self.get_distance_and_angle(node_new, node_goal)
dist = min(self.expand_len, dist)
node_new.x += dist * math.cos(theta)
node_new.y += dist * math.sin(theta)
node_new.parent = node_start
return node_new
def find_near_neighbor(self, node_new):
n = len(self.vertex) + 1
r = min(self.search_radius * math.sqrt((math.log(n) / n)), self.expand_len)
dist_table = [math.hypot(nd.x - node_new.x, nd.y - node_new.y) for nd in self.vertex]
return [dist_table.index(d) for d in dist_table if d <= r]
def choose_parent(self, node_new, neighbor_index):
cost = []
for i in neighbor_index:
node_neighbor = self.vertex[i]
cost.append(self.get_new_cost(node_neighbor, node_new))
cost_min_index = neighbor_index[int(np.argmin(cost))]
node_new = self.new_state(self.vertex[cost_min_index], node_new)
node_new.cost = min(cost)
return node_new
def search_goal_parent(self):
dist_list = [math.hypot(n.x - self.xG.x, n.y - self.xG.y) for n in self.vertex]
node_index = [dist_list.index(i) for i in dist_list if i <= self.expand_len]
if node_index:
cost_list = [dist_list[i] + self.vertex[i].cost for i in node_index]
return node_index[int(np.argmin(cost_list))]
return None
def rewire(self, node_new, neighbor_index):
for i in neighbor_index:
node_neighbor = self.vertex[i]
new_cost = self.get_new_cost(node_new, node_neighbor)
if node_neighbor.cost > new_cost:
self.vertex[i] = self.new_state(node_new, node_neighbor)
self.propagate_cost_to_leaves(node_new)
def get_new_cost(self, node_start, node_end):
dist, _ = self.get_distance_and_angle(node_start, node_end)
return node_start.cost + dist
def propagate_cost_to_leaves(self, parent_node):
for node in self.vertex:
if node.parent == parent_node:
node.cost = self.get_new_cost(parent_node, node)
self.propagate_cost_to_leaves(node)
def extract_path(self, node_end):
path = [[self.xG.x, self.xG.y]]
node = node_end
while node.parent is not None:
path.append([node.x, node.y])
node = node.parent
path.append([node.x, node.y])
return path
def check_collision(self, node_end):
for (ox, oy, r) in self.obs_circle:
if math.hypot(node_end.x - ox, node_end.y - oy) <= r:
return True
for (ox, oy, w, h) in self.obs_rectangle:
if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
return True
for (ox, oy, w, h) in self.obs_boundary:
if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
return True
return False
@staticmethod
def get_distance_and_angle(node_start, node_end):
dx = node_end.x - node_start.x
dy = node_end.y - node_start.y
return math.hypot(dx, dy), math.atan2(dy, dx)
def main():
x_start = (2, 2) # Starting node
x_goal = (49, 28) # Goal node
rrt_star = RrtStar(x_start, x_goal, 1, 0.1, 10, 5000)
path = rrt_star.planning()
if path:
rrt_star.plotting.animation(rrt_star.vertex, path)
else:
print("No Path Found!")
if __name__ == '__main__':
main()