mirror of
https://github.com/zhm-real/PathPlanning.git
synced 2026-08-29 08:34:46 +08:00
update RRT_2D
This commit is contained in:
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@@ -5,17 +5,14 @@ from rrt_2D import env
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class Plotting:
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def __init__(self, xI, xG):
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self.xI, self.xG = xI, xG
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def __init__(self, x_start, x_goal):
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self.xI, self.xG = x_start, x_goal
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self.env = env.Env()
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self.obs_bound = self.env.obs_boundary
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self.obs_circle = self.env.obs_circle
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self.obs_rectangle = self.env.obs_rectangle
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def animation(self, nodelist, path, animation=False):
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if path is None:
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print("No path found!")
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return
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self.plot_grid("RRT")
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self.plot_visited(nodelist, animation)
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self.plot_path(path)
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@@ -55,6 +52,7 @@ class Plotting:
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plt.plot(self.xI[0], self.xI[1], "bs", linewidth=3)
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plt.plot(self.xG[0], self.xG[1], "gs", linewidth=3)
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plt.title(name)
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plt.axis("equal")
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@@ -72,9 +70,8 @@ class Plotting:
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if node.parent:
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plt.plot([node.parent.x, node.x], [node.parent.y, node.y], "-g")
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@staticmethod
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def plot_path(path):
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plt.plot([x[0] for x in path], [x[1] for x in path], '-r', linewidth=2)
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plt.pause(0.01)
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plt.show()
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plt.show()
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@@ -1,200 +0,0 @@
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from rrt_2D import env
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from rrt_2D import plotting
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import numpy as np
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import math
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class Node:
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def __init__(self, n):
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self.x = n[0]
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self.y = n[1]
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self.cost = 0.0
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self.parent = None
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class RRT:
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def __init__(self, xI, xG):
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self.xI = Node(xI)
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self.xG = Node(xG)
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self.expand_len = 1
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self.goal_sample_rate = 0.05
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self.connect_dist = 10
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self.iterations = 5000
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self.node_list = [self.xI]
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self.env = env.Env()
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self.plotting = plotting.Plotting(xI, xG)
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self.x_range = self.env.x_range
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self.y_range = self.env.y_range
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self.obs_circle = self.env.obs_circle
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self.obs_rectangle = self.env.obs_rectangle
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self.obs_boundary = self.env.obs_boundary
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self.path = self.planning()
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self.plotting.animation(self.node_list, self.path, False)
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def planning(self):
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for k in range(self.iterations):
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node_rand = self.random_state()
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node_near = self.nearest_neighbor(self.node_list, node_rand)
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node_new = self.new_state(node_near, node_rand)
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if not self.check_collision(node_new):
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neighbor_index = self.find_near_neighbor(node_new)
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node_new = self.choose_parent(node_new, neighbor_index)
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if node_new:
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self.node_list.append(node_new)
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self.rewire(node_new, neighbor_index)
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# if self.dis_to_goal(self.node_list[-1]) <= self.expand_len:
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# self.new_state(self.node_list[-1], self.xG)
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# return self.extract_path()
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index = self.search_best_goal_node()
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self.xG.parent = self.node_list[index]
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return self.extract_path()
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def random_state(self):
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if np.random.random() > self.goal_sample_rate:
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return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
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np.random.uniform(self.y_range[0], self.y_range[1])))
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return self.xG
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def nearest_neighbor(self, node_list, n):
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return self.node_list[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
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for nd in node_list]))]
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def new_state(self, node_start, node_goal):
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node_new = Node((node_start.x, node_start.y))
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dist, theta = self.get_distance_and_angle(node_new, node_goal)
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dist = min(self.expand_len, dist)
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node_new.x += dist * math.cos(theta)
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node_new.y += dist * math.sin(theta)
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node_new.parent = node_start
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return node_new
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def find_near_neighbor(self, node_new):
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n = len(self.node_list) + 1
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r = min(self.connect_dist * math.sqrt((math.log(n) / n)), self.expand_len)
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dist_table = [math.hypot(nd.x - node_new.x, nd.y - node_new.y) for nd in self.node_list]
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node_index = [dist_table.index(d) for d in dist_table if d <= r]
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return node_index
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def choose_parent(self, node_new, neighbor_index):
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if not neighbor_index:
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return None
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cost = []
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for i in neighbor_index:
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node_near = self.node_list[i]
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node_mid = self.new_state(node_near, node_new)
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if node_mid and not self.check_collision(node_mid):
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cost.append(self.update_cost(node_near, node_mid))
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else:
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cost.append(float("inf"))
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if min(cost) != float('inf'):
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index = int(np.argmin(cost))
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neighbor_min = neighbor_index[index]
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node_new = self.new_state(self.node_list[neighbor_min], node_new)
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node_new.cost = min(cost)
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return node_new
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return None
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def search_best_goal_node(self):
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dist_to_goal_list = [self.dis_to_goal(n) for n in self.node_list]
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goal_inds = [dist_to_goal_list.index(i) for i in dist_to_goal_list if i <= self.expand_len]
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return goal_inds[0]
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# safe_goal_inds = []
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# for goal_ind in goal_inds:
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# t_node = self.new_state(self.node_list[goal_ind], self.xG)
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# if self.check_collision(t_node):
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# safe_goal_inds.append(goal_ind)
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#
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# if not safe_goal_inds:
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# print('hahhah')
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# return None
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#
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# min_cost = min([self.node_list[i].cost for i in safe_goal_inds])
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# for i in safe_goal_inds:
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# if self.node_list[i].cost == min_cost:
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# self.xG.parent = self.node_list[i]
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def rewire(self, node_new, neighbor_index):
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for i in neighbor_index:
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node_near = self.node_list[i]
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node_edge = self.new_state(node_new, node_near)
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if not node_edge:
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continue
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node_edge.cost = self.update_cost(node_new, node_near)
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collision = self.check_collision(node_edge)
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improved_cost = node_near.cost > node_edge.cost
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if not collision and improved_cost:
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self.node_list[i] = node_edge
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self.propagate_cost_to_leaves(node_new)
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def update_cost(self, node_start, node_end):
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dist, theta = self.get_distance_and_angle(node_start, node_end)
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return node_start.cost + dist
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def propagate_cost_to_leaves(self, parent_node):
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for node in self.node_list:
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if node.parent == parent_node:
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node.cost = self.update_cost(parent_node, node)
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self.propagate_cost_to_leaves(node)
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def extract_path(self):
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path = [[self.xG.x, self.xG.y]]
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node = self.xG
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while node.parent is not None:
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path.append([node.x, node.y])
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node = node.parent
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path.append([node.x, node.y])
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return path
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def dis_to_goal(self, node_cal):
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return math.hypot(node_cal.x - self.xG.x, node_cal.y - self.xG.y)
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def check_collision(self, node_end):
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if node_end is None:
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return True
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for (ox, oy, r) in self.obs_circle:
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if math.hypot(node_end.x - ox, node_end.y - oy) <= r:
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return True
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for (ox, oy, w, h) in self.obs_rectangle:
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if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
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return True
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for (ox, oy, w, h) in self.obs_boundary:
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if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
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return True
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return False
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@staticmethod
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def get_distance_and_angle(node_start, node_end):
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dx = node_end.x - node_start.x
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dy = node_end.y - node_start.y
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return math.hypot(dx, dy), math.atan2(dy, dx)
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if __name__ == '__main__':
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x_Start = (2, 2) # Starting node
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x_Goal = (49, 28) # Goal node
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rrt = RRT(x_Start, x_Goal)
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@@ -12,17 +12,17 @@ class Node:
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self.parent = None
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class RRT:
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def __init__(self, xI, xG):
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self.xI = Node(xI)
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self.xG = Node(xG)
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self.expand_len = 0.4
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self.goal_sample_rate = 0.05
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self.iterations = 5000
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self.node_list = [self.xI]
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class Rrt:
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def __init__(self, x_start, x_goal, expand_len, goal_sample_rate, iter_limit):
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self.xI = Node(x_start)
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self.xG = Node(x_goal)
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self.expand_len = expand_len
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self.goal_sample_rate = goal_sample_rate
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self.iter_limit = iter_limit
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self.vertex = [self.xI]
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self.env = env.Env()
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self.plotting = plotting.Plotting(xI, xG)
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self.plotting = plotting.Plotting(x_start, x_goal)
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self.x_range = self.env.x_range
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self.y_range = self.env.y_range
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@@ -30,33 +30,31 @@ class RRT:
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self.obs_rectangle = self.env.obs_rectangle
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self.obs_boundary = self.env.obs_boundary
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self.path = self.planning()
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self.plotting.animation(self.node_list, self.path)
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def planning(self):
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for i in range(self.iterations):
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node_rand = self.random_state()
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node_near = self.nearest_neighbor(self.node_list, node_rand)
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for i in range(self.iter_limit):
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node_rand = self.random_state(self.goal_sample_rate)
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node_near = self.nearest_neighbor(self.vertex, node_rand)
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node_new = self.new_state(node_near, node_rand)
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if not self.check_collision(node_new):
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self.node_list.append(node_new)
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if node_new and not self.check_collision(node_new):
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self.vertex.append(node_new)
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dist, _ = self.get_distance_and_angle(node_new, self.xG)
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if self.dis_to_goal(self.node_list[-1]) <= self.expand_len:
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self.new_state(self.node_list[-1], self.xG)
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return self.extract_path(self.node_list)
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if dist <= self.expand_len:
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self.new_state(node_new, self.xG)
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return self.extract_path(node_new)
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return None
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def random_state(self):
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if np.random.random() > self.goal_sample_rate:
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def random_state(self, goal_sample_rate):
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if np.random.random() > goal_sample_rate:
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return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
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np.random.uniform(self.y_range[0], self.y_range[1])))
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return self.xG
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def nearest_neighbor(self, node_list, n):
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return self.node_list[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
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for nd in node_list]))]
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return self.vertex[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
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for nd in node_list]))]
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def new_state(self, node_start, node_end):
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node_new = Node((node_start.x, node_start.y))
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@@ -69,9 +67,9 @@ class RRT:
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return node_new
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def extract_path(self, nodelist):
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def extract_path(self, node_end):
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path = [(self.xG.x, self.xG.y)]
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node_now = nodelist[-1]
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node_now = node_end
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while node_now.parent is not None:
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node_now = node_now.parent
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@@ -79,13 +77,7 @@ class RRT:
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return path
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def dis_to_goal(self, node_cal):
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return math.hypot(node_cal.x - self.xG.x, node_cal.y - self.xG.y)
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def check_collision(self, node_end):
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if node_end is None:
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return True
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for (ox, oy, r) in self.obs_circle:
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if math.hypot(node_end.x - ox, node_end.y - oy) <= r:
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return True
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@@ -107,8 +99,18 @@ class RRT:
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return math.hypot(dx, dy), math.atan2(dy, dx)
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if __name__ == '__main__':
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x_Start = (2, 2) # Starting node
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x_Goal = (49, 28) # Goal node
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def main():
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x_start = (2, 2) # Starting node
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x_goal = (49, 28) # Goal node
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rrt = RRT(x_Start, x_Goal)
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rrt = Rrt(x_start, x_goal, 0.4, 0.05, 2000)
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path = rrt.planning()
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if path:
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rrt.plotting.animation(rrt.vertex, path)
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else:
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print("No Path Found!")
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if __name__ == '__main__':
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main()
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@@ -0,0 +1,169 @@
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from rrt_2D import env
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from rrt_2D import plotting
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import numpy as np
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import math
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class Node:
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def __init__(self, n):
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self.x = n[0]
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self.y = n[1]
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self.cost = 0.0
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self.parent = None
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class RrtStar:
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def __init__(self, x_start, x_goal, expand_len,
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goal_sample_rate, search_radius, iter_limit):
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self.xI = Node(x_start)
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self.xG = Node(x_goal)
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self.expand_len = expand_len
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self.goal_sample_rate = goal_sample_rate
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self.search_radius = search_radius
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self.iter_limit = iter_limit
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self.vertex = [self.xI]
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self.env = env.Env()
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self.plotting = plotting.Plotting(x_start, x_goal)
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self.x_range = self.env.x_range
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self.y_range = self.env.y_range
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self.obs_circle = self.env.obs_circle
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self.obs_rectangle = self.env.obs_rectangle
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self.obs_boundary = self.env.obs_boundary
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def planning(self):
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for k in range(self.iter_limit):
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node_rand = self.random_state(self.goal_sample_rate)
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node_near = self.nearest_neighbor(self.vertex, node_rand)
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node_new = self.new_state(node_near, node_rand)
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if node_new and not self.check_collision(node_new):
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neighbor_index = self.find_near_neighbor(node_new)
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if neighbor_index:
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node_new = self.choose_parent(node_new, neighbor_index)
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self.vertex.append(node_new)
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self.rewire(node_new, neighbor_index)
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index = self.search_goal_parent()
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return self.extract_path(self.vertex[index])
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def random_state(self, goal_sample_rate):
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if np.random.random() > goal_sample_rate:
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return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
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np.random.uniform(self.y_range[0], self.y_range[1])))
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return self.xG
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def nearest_neighbor(self, node_list, n):
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return self.vertex[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
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for nd in node_list]))]
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def new_state(self, node_start, node_goal):
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node_new = Node((node_start.x, node_start.y))
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dist, theta = self.get_distance_and_angle(node_new, node_goal)
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dist = min(self.expand_len, dist)
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node_new.x += dist * math.cos(theta)
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node_new.y += dist * math.sin(theta)
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node_new.parent = node_start
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return node_new
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def find_near_neighbor(self, node_new):
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n = len(self.vertex) + 1
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r = min(self.search_radius * math.sqrt((math.log(n) / n)), self.expand_len)
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||||
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()
|
||||
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Reference in New Issue
Block a user