yq edited A*3D

This commit is contained in:
yue qi
2020-06-27 09:58:58 -07:00
parent bc92b39c90
commit d8ceecf22d
14 changed files with 194 additions and 114 deletions
-38
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@@ -1,38 +0,0 @@
# this is the three dimensional A* algo
# !/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
@author: yue qi
"""
import numpy as np
import os
import sys
sys.path.append(os.path.dirname(os.path.abspath(__file__)) + "/../../Search-based Planning/")
from Astar_3D.env3D import env
from Astar_3D.utils3D import getAABB, getDist, getRay, StateSpace, Heuristic, getNearest
import queue
class Weighted_A_star(object):
def __init__(self):
self.Alldirec = np.array([[1 ,0,0],[0,1 ,0],[0,0, 1],[1 ,1 ,0],[1 ,0,1 ],[0, 1, 1],[ 1, 1, 1],\
[-1,0,0],[0,-1,0],[0,0,-1],[-1,-1,0],[-1,0,-1],[0,-1,-1],[-1,-1,-1],\
[1,-1,0],[-1,1,0],[1,0,-1],[-1,0, 1],[0,1, -1],[0, -1,1],\
[1,-1,-1],[-1,1,-1],[-1,-1,1],[1,1,-1],[1,-1,1],[-1,1,1]])
self.env = env()
self.Space = StateSpace(self.env.boundary) # key is the point, store g value
self.OPEN = queue.QueuePrior() # store [point,priority]
self.start = getNearest(self.Space,self.env.start)
self.goal = getNearest(self.Space,self.env.goal)
self.h = Heuristic(self.Space,self.goal)
self.Parent = {}
self.CLOSED = {}
def run(self):
pass
if __name__ == '__main__':
Astar = Weighted_A_star()
-66
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@@ -1,66 +0,0 @@
import numpy as np
def getRay(x, y):
direc = [y[0] - x[0], y[1] - x[1], y[2] - x[2]]
return np.array([x, direc])
def getAABB(blocks):
AABB = []
for i in blocks:
AABB.append(np.array([np.add(i[0:3], -0), np.add(i[3:6], 0)])) # make AABBs alittle bit of larger
return AABB
def getDist(pos1, pos2):
return np.sqrt(sum([(pos1[0] - pos2[0]) ** 2, (pos1[1] - pos2[1]) ** 2, (pos1[2] - pos2[2]) ** 2]))
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
def StateSpace(boundary,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.'''
xmin,xmax = boundary[0]+factor,boundary[3]-factor
ymin,ymax = boundary[1]+factor,boundary[4]-factor
zmin,zmax = boundary[2]+factor,boundary[5]-factor
xarr = np.arange(xmin,xmax,1)
yarr = np.arange(ymin,ymax,1)
zarr = np.arange(zmin,zmax,1)
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)] = 0 # this hashmap initialize all g values at 0
return Space
if __name__ == "__main__":
from env3D import env
env = env(resolution=1)
Space = StateSpace(env.boundary,0)
t = np.array([3.0,4.0,5.0])
h = Heuristic(Space,t)
print(h[hash3D(t)])
@@ -0,0 +1,94 @@
# this is the three dimensional A* algo
# !/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
@author: yue qi
"""
import numpy as np
import os
import sys
sys.path.append(os.path.dirname(os.path.abspath(__file__)) + "/../../Search-based Planning/")
from Search_3D.env3D import env
from Search_3D.utils3D import getAABB, getDist, getRay, StateSpace, Heuristic, getNearest, isCollide, hash3D, dehash, cost
from Search_3D.plot_util3D import visualization
import queue
class Weighted_A_star(object):
def __init__(self,resolution=0.2):
self.Alldirec = np.array([[1 ,0,0],[0,1 ,0],[0,0, 1],[1 ,1 ,0],[1 ,0,1 ],[0, 1, 1],[ 1, 1, 1],\
[-1,0,0],[0,-1,0],[0,0,-1],[-1,-1,0],[-1,0,-1],[0,-1,-1],[-1,-1,-1],\
[1,-1,0],[-1,1,0],[1,0,-1],[-1,0, 1],[0,1, -1],[0, -1,1],\
[1,-1,-1],[-1,1,-1],[-1,-1,1],[1,1,-1],[1,-1,1],[-1,1,1]])
self.env = env(resolution = resolution)
self.Space = StateSpace(self) # key is the point, store g value
self.start = getNearest(self.Space,self.env.start)
self.goal = getNearest(self.Space,self.env.goal)
self.Space[hash3D(getNearest(self.Space,self.start))] = 0 # set g(x0) = 0
self.OPEN = queue.QueuePrior() # store [point,priority]
self.h = Heuristic(self.Space,self.goal)
self.Parent = {}
self.CLOSED = {}
self.V = []
self.done = False
self.Path = []
def children(self,x):
allchild = []
for j in self.Alldirec:
collide,child = isCollide(self,x,j)
if not collide:
allchild.append(child)
return allchild
def run(self):
x0 = hash3D(self.start)
xt = hash3D(self.goal)
self.OPEN.put(x0,self.Space[x0] + self.h[x0]) # item, priority = g + h
self.ind = 0
while xt not in self.CLOSED and self.OPEN: # while xt not reached and open is not empty
strxi = self.OPEN.get()
xi = dehash(strxi)
self.V.append(xi)
visualization(self)
self.CLOSED[strxi] = [] # add the point in CLOSED set
allchild = self.children(xi)
for xj in allchild:
strxj = hash3D(xj)
if strxj not in self.CLOSED:
gi,gj = self.Space[strxi], self.Space[strxj]
a = gi + cost(xi,xj)
if a < gj:
self.Space[strxj] = a
self.Parent[strxj] = xi
if strxj in self.OPEN.enumerate():
#TODO: update priority of xj
# self.OPEN.put(strxj, a+1*self.h[strxj])
pass
else:
#TODO: add xj in to OPEN set
self.OPEN.put(strxj, a+1*self.h[strxj])
if self.ind % 100 == 0: print('iteration number = '+ str(self.ind))
self.ind += 1
self.done = True
#self.Path = self.path()
#visualization(self)
def path(self):
path = [self.goal]
strx = hash3D(self.goal)
strstart = hash3D(self.start)
while strx != strstart:
path.append(self.Parent[strx])
strx = hash3D(self.Parent[strx])
path = np.array(np.flip(path,axis=0))
return path
if __name__ == '__main__':
Astar = Weighted_A_star(1)
Astar.run()
PATH = Astar.path()
print(PATH)
@@ -7,7 +7,7 @@
import numpy as np
def getblocks(resolution):
def getblocks():
# AABBs
block = [[3.10e+00, 0.00e+00, 2.10e+00, 3.90e+00, 5.00e+00, 6.00e+00],
[9.10e+00, 0.00e+00, 2.10e+00, 9.90e+00, 5.00e+00, 6.00e+00],
@@ -19,22 +19,22 @@ def getblocks(resolution):
Obstacles = []
for i in block:
i = np.array(i)
Obstacles.append([j/resolution for j in i])
Obstacles.append([j for j in i])
return np.array(Obstacles)
def getballs(resolution):
def getballs():
spheres = [[16,2.5,3,2],[10,2.5,1,1]]
Obstacles = []
for i in spheres:
Obstacles.append([j/resolution for j in i])
Obstacles.append([j for j in i])
return np.array(Obstacles)
class env():
def __init__(self, xmin=0, ymin=0, zmin=0, xmax=20, ymax=5, zmax=6, resolution=1):
self.resolution = resolution
self.boundary = np.array([xmin, ymin, zmin, xmax, ymax, zmax]) / resolution
self.blocks = getblocks(resolution)
self.balls = getballs(resolution)
self.boundary = np.array([xmin, ymin, zmin, xmax, ymax, zmax])
self.blocks = getblocks()
self.balls = getballs()
self.start = np.array([0.5, 2.5, 5.5])
self.goal = np.array([19.0, 2.5, 5.5])
@@ -54,11 +54,11 @@ def draw_line(ax,SET,visibility=1,color=None):
def visualization(initparams):
if initparams.ind % 10 == 0 or initparams.done:
V = np.array(initparams.V)
E = initparams.E
# E = initparams.E
Path = np.array(initparams.Path)
start = initparams.env.start
goal = initparams.env.goal
edges = E.get_edge()
# edges = E.get_edge()
# generate axis objects
ax = plt.subplot(111, projection='3d')
ax.view_init(elev=0., azim=90)
@@ -67,7 +67,7 @@ def visualization(initparams):
draw_Spheres(ax, initparams.env.balls)
draw_block_list(ax, initparams.env.blocks)
draw_block_list(ax, np.array([initparams.env.boundary]),alpha=0)
draw_line(ax,edges,visibility=0.25)
# draw_line(ax,edges,visibility=0.25)
draw_line(ax,Path,color='r')
ax.scatter3D(V[:, 0], V[:, 1], V[:, 2], s=2, color='g',)
ax.plot(start[0:1], start[1:2], start[2:], 'go', markersize=7, markeredgecolor='k')
@@ -0,0 +1,90 @@
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 getAABB(blocks):
AABB = []
for i in blocks:
AABB.append(np.array([np.add(i[0:3], -0), np.add(i[3:6], 0)])) # make AABBs alittle bit of larger
return AABB
def getDist(pos1, pos2):
return np.sqrt(sum([(pos1[0] - pos2[0]) ** 2, (pos1[1] - pos2[1]) ** 2, (pos1[2] - pos2[2]) ** 2]))
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
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))))
ray = getRay(x, direc)
dist = getDist(x, child)
if not isinbound(initparams.env.boundary,child):
return True, child
for i in getAABB(initparams.env.blocks):
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:
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
def cost(i,j):
return getDist(i,j)
if __name__ == "__main__":
from env3D import env