Files
PathPlanning/Search-based Planning/Search_3D/utils3D.py
T
2020-07-09 11:32:11 -07:00

174 lines
6.0 KiB
Python

import numpy as np
import pyrr
from collections import defaultdict
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]))
def getManDist(pos1, pos2):
return sum([abs(pos1[0] - pos2[0]),abs(pos1[1] - pos2[1]),abs(pos1[2] - pos2[2])])
def getNearest(Space,pt):
'''get the nearest point on the grid'''
mindis,minpt = 1000,None
for pts in Space:
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(np.array([t[0]-k[0],t[1]-k[1],t[2]-k[2]])))
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 isinball(i, x):
if getDist(i[0:3], x) <= i[3]:
return True
return False
def lineSphere(p0,p1,ball):
# https://cseweb.ucsd.edu/classes/sp19/cse291-d/Files/CSE291_13_CollisionDetection.pdf
c, r= ball[0:3],ball[-1]
line = [p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]]
d1 = [c[0] - p0[0], c[1] - p0[1], c[2] - p0[2]]
t = (1 / (line[0]*line[0] + line[1]*line[1] + line[2]*line[2])) * (line[0]*d1[0] + line[1]*d1[1] + line[2]*d1[2])
if t <= 0:
if (d1[0] * d1[0] + d1[1] * d1[1] + d1[2] * d1[2]) <= r ** 2: return True
elif t >= 1:
d2 = [c[0] - p1[0], c[1] - p1[1], c[2] - p1[2]]
if (d2[0] * d2[0] + d2[1] * d2[1] + d2[2] * d2[2]) <= r ** 2: return True
elif 0 < t < 1:
x = [p0[0] + t * line[0], p0[1] + t * line[1], p0[2] + t * line[2]]
k = [c[0] - x[0], c[1] - x[1], c[2] - x[2]]
if (k[0] * k[0] + k[1] * k[1] + k[2] * k[2]) <= r**2: return True
return False
def lineAABB(p0,p1,dist,aabb):
#https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?print=1
mid = [(p0[0] + p1[0]) / 2, (p0[1] + p1[1]) / 2, (p0[2] + p1[2]) / 2] # mid point
I = [(p1[0] - p0[0]) / dist, (p1[1] - p0[1]) / dist, (p1[2] - p0[2]) / dist] # unit direction
hl = dist / 2 # radius
P = aabb.P#center of the AABB
E = aabb.E# extents of AABB
T = [P[0] - mid[0], P[1] - mid[1], P[2] - mid[2]]
# do any of the principal axis form a separting axis?
if abs(T[0]) > (E[0] + hl * abs(I[0])): return False
if abs(T[1]) > (E[1] + hl * abs(I[1])): return False
if abs(T[2]) > (E[2] + hl * abs(I[2])): return False
# I.cross(x axis) ?
r = E[1] * abs(I[2]) + E[2] * abs(I[1])
if abs(T[1] * I[2] - T[2] * I[1]) > r: return False
# I.cross(y axis) ?
r = E[0] * abs(I[2]) + E[2] * abs(I[0])
if abs(T[2] * I[0] - T[0] * I[2]) > r: return False
# I.cross(z axis) ?
r = E[0] * abs(I[1]) + E[1] * abs(I[0])
if abs(T[0] * I[1] - T[1] * I[0]) > r: return False
return True
def StateSpace(env, factor = 0):
boundary = env.boundary
resolution = 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)
Space = set()
for x in xarr:
for y in yarr:
for z in zarr:
Space.add((x,y,z))
return Space
def g_Space(initparams):
'''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.'''
g = {}
Space = StateSpace(initparams.env)
for v in Space:
g[v] = np.inf # this hashmap initialize all g values at inf
return g
def isCollide(initparams, x, child):
'''see if line intersects obstacle'''
dist = getDist(x, child)
if not isinbound(initparams.env.boundary,child): return True, dist
for i in initparams.env.AABB:
# 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, dist
if lineAABB(x, child, dist, i):return True, dist
for i in initparams.env.balls:
if isinball(i, child):return True, dist
# 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, dist
if lineSphere(x, child, i): return True, dist
return False, dist
def children(initparams, x):
# get the neighbor of a specific state
allchild = []
resolution = initparams.env.resolution
for direc in initparams.Alldirec:
child = tuple(map(np.add,x,np.multiply(direc,resolution)))
if isinbound(initparams.env.boundary,child):
allchild.append(child)
return allchild
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(initparams, i,j,settings=0):
collide, dist = isCollide(initparams,i,j)
if settings == 0:
if collide: return np.inf
else: return dist
if settings == 1:
if collide: return np.inf
else: return getManDist(i,j)
def initcost(initparams):
# initialize cost dictionary, could be modifed lateron
c = defaultdict(lambda: defaultdict(dict)) # two key dicionary
for xi in initparams.X:
cdren = children(initparams, xi)
for child in cdren:
c[xi][child] = cost(initparams, xi, child)
return c
if __name__ == "__main__":
a = '()'
print(list(a))