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PathPlanning/Search-based Planning/Search_3D/utils3D.py
T
yue qi 3fea283419 'OBB'
2020-07-16 23:16:21 -07:00

316 lines
10 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(t[0] - k[0]), abs(t[1] - k[1]), abs(t[2] - k[2])])
return h
def heuristic_fun(initparams, k, t=None):
if t is None:
t = initparams.goal
return max([abs(t[0] - k[0]), abs(t[1] - k[1]), abs(t[2] - k[2])])
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
# aabb should have the attributes of P, E as center point and extents
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 OBBOBB(obb1, obb2):
# https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?print=1
# each obb class should contain attributes:
# E: extents along three principle axis in R3
# P: position of the center axis in R3
# O: orthornormal basis in R3*3
a , b = np.array(obb1.E), np.array(obb2.E)
Pa, Pb = np.array(obb1.P), np.array(obb2.P)
A , B = np.array(obb1.O), np.array(obb2.O)
# check if two oriented bounding boxes overlap
# translation, in parent frame
v = Pb - Pa
# translation, in A's frame
# vdotA[0],vdotA[1],vdotA[2]
T = [v@B[0], v@B[1], v@B[2]]
R = np.zeros([3,3])
for i in range(0,3):
for k in range(0,3):
R[i][k] = A[i]@B[k]
# use separating axis thm for all 15 separating axes
# if the separating axis cannot be found, then overlap
# A's basis vector
for i in range(0,3):
ra = a[i]
rb = b[0]*abs(R[i][0]) + b[1]*abs(R[i][1]) + b[2]*abs(R[i][2])
t = abs(T[i])
if t > ra + rb:
return False
for k in range(0,3):
ra = a[0]*abs(R[0][k]) + a[1]*abs(R[1][k]) + a[2]*abs(R[2][k])
rb = b[k]
t = abs(T[0]*R[0][k] + T[1]*R[1][k] + T[2]*R[2][k])
if t > ra + rb:
return False
#9 cross products
#L = A0 x B0
ra = a[1]*abs(R[2][0]) + a[2]*abs(R[1][0])
rb = b[1]*abs(R[0][2]) + b[2]*abs(R[0][1])
t = abs(T[2]*R[1][0] - T[1]*R[2][0])
if t > ra + rb:
return False
#L = A0 x B1
ra = a[1]*abs(R[2][1]) + a[2]*abs(R[1][1])
rb = b[0]*abs(R[0][2]) + b[2]*abs(R[0][0])
t = abs(T[2]*R[1][1] - T[1]*R[2][1])
if t > ra + rb:
return False
#L = A0 x B2
ra = a[1]*abs(R[2][2]) + a[2]*abs(R[1][2])
rb = b[0]*abs(R[0][1]) + b[1]*abs(R[0][0])
t = abs(T[2]*R[1][2] - T[1]*R[2][2])
if t > ra + rb:
return False
#L = A1 x B0
ra = a[0]*abs(R[2][0]) + a[2]*abs(R[0][0])
rb = b[1]*abs(R[1][2]) + b[2]*abs(R[1][1])
t = abs( T[0]*R[2][0] - T[2]*R[0][0] )
if t > ra + rb:
return False
# L = A1 x B1
ra = a[0]*abs(R[2][1]) + a[2]*abs(R[0][1])
rb = b[0]*abs(R[1][2]) + b[2]*abs(R[1][0])
t = abs( T[0]*R[2][1] - T[2]*R[0][1] )
if t > ra + rb:
return False
#L = A1 x B2
ra = a[0]*abs(R[2][2]) + a[2]*abs(R[0][2])
rb = b[0]*abs(R[1][1]) + b[1]*abs(R[1][0])
t = abs( T[0]*R[2][2] - T[2]*R[0][2] )
if t > ra + rb:
return False
#L = A2 x B0
ra = a[0]*abs(R[1][0]) + a[1]*abs(R[0][0])
rb = b[1]*abs(R[2][2]) + b[2]*abs(R[2][1])
t = abs( T[1]*R[0][0] - T[0]*R[1][0] )
if t > ra + rb:
return False
# L = A2 x B1
ra = a[0]*abs(R[1][1]) + a[1]*abs(R[0][1])
rb = b[0] *abs(R[2][2]) + b[2]*abs(R[2][0])
t = abs( T[1]*R[0][1] - T[0]*R[1][1] )
if t > ra + rb:
return False
#L = A2 x B2
ra = a[0]*abs(R[1][2]) + a[1]*abs(R[0][2])
rb = b[0]*abs(R[2][1]) + b[1]*abs(R[2][0])
t = abs( T[1]*R[0][2] - T[0]*R[1][2] )
if t > ra + rb:
return False
# no separating axis found,
# the two boxes overlap
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, dist):
'''see if line intersects obstacle'''
'''specified for expansion in A* 3D lookup table'''
if dist==None:
dist = getDist(x, child)
if not isinbound(initparams.env.boundary, child):
return True, dist
for i in range(len(initparams.env.AABB)):
# if isinbound(initparams.env.blocks[i], child):
# return True, dist
if lineAABB(x, child, dist, initparams.env.AABB[i]):
return True, dist
for i in initparams.env.balls:
# if isinball(i, child):
# return True, dist
if lineSphere(x, child, i):
return True, dist
return False, dist
def children(initparams, x, settings = 0):
# get the neighbor of a specific state
allchild = []
allcost = []
resolution = initparams.env.resolution
for direc in initparams.Alldirec:
child = tuple(map(np.add, x, np.multiply(direc, resolution)))
if any([isinball(i ,child) for i in initparams.env.balls]):
continue
if any([isinbound(i ,child) for i in initparams.env.blocks]):
continue
if isinbound(initparams.env.boundary, child):
allchild.append(child)
allcost.append((child,initparams.Alldirec[direc]*resolution))
if settings == 0:
return allchild
if settings == 1:
return allcost
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, dist=None, settings='Euclidean'):
collide, dist = isCollide(initparams, i, j, dist)
# collide, dist= False, getDist(i, j)
if settings == 'Euclidean':
if collide:
return np.inf
else:
return dist
if settings == 'Manhattan':
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
class obb(object):
def __init__(self, P, E, O):
self.P = P
self.E = E
self.O = O
if __name__ == "__main__":
obb1 = obb([0,0,0],[1,1,1],[[1,0,0],[0,1,0],[0,0,1]])
obb2 = obb([1,1,0],[1,1,1],[[1/np.sqrt(3)*1,1/np.sqrt(3)*1,1/np.sqrt(3)*1],[np.sqrt(3/2)*(-1/3),np.sqrt(3/2)*2/3,np.sqrt(3/2)*(-1/3)],[np.sqrt(1/8)*(-2),0,np.sqrt(1/8)*2]])
print(OBBOBB(obb1, obb2))