mirror of
https://github.com/zhm-real/PathPlanning.git
synced 2026-08-30 00:50:46 +08:00
104 lines
3.3 KiB
Python
104 lines
3.3 KiB
Python
import numpy as np
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import pyrr
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def getRay(x, y):
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direc = [y[0] - x[0], y[1] - x[1], y[2] - x[2]]
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return np.array([x, direc])
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def getDist(pos1, pos2):
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return np.sqrt(sum([(pos1[0] - pos2[0]) ** 2, (pos1[1] - pos2[1]) ** 2, (pos1[2] - pos2[2]) ** 2]))
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def getManDist(pos1, pos2):
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return sum([abs(pos1[0] - pos2[0]),abs(pos1[1] - pos2[1]),abs(pos1[2] - pos2[2])])
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def getNearest(Space,pt):
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'''get the nearest point on the grid'''
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mindis,minpt = 1000,None
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for strpts in Space.keys():
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pts = dehash(strpts)
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dis = getDist(pts,pt)
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if dis < mindis:
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mindis,minpt = dis,pts
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return minpt
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def Heuristic(Space,t):
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'''Max norm distance'''
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h = {}
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for k in Space.keys():
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h[k] = max(abs(t-dehash(k)))
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return h
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def hash3D(x):
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return str(x[0])+' '+str(x[1])+' '+str(x[2])
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def dehash(x):
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return np.array([float(i) for i in x.split(' ')])
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def isinbound(i, x):
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if i[0] <= x[0] < i[3] and i[1] <= x[1] < i[4] and i[2] <= x[2] < i[5]:
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return True
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return False
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def isinball(i, x):
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if getDist(i[0:3], x) <= i[3]:
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return True
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return False
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def StateSpace(initparams,factor=0):
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'''This function is used to get nodes and discretize the space.
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State space is by x*y*z,3 where each 3 is a point in 3D.'''
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boundary = initparams.env.boundary
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resolution = initparams.env.resolution
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xmin,xmax = boundary[0]+factor*resolution,boundary[3]-factor*resolution
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ymin,ymax = boundary[1]+factor*resolution,boundary[4]-factor*resolution
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zmin,zmax = boundary[2]+factor*resolution,boundary[5]-factor*resolution
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xarr = np.arange(xmin,xmax,resolution).astype(float)
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yarr = np.arange(ymin,ymax,resolution).astype(float)
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zarr = np.arange(zmin,zmax,resolution).astype(float)
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V = np.meshgrid(xarr,yarr,zarr)
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VV = np.reshape(V,[3,len(xarr)*len(yarr)*len(zarr)]) # all points in 3D
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Space = {}
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for v in VV.T:
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Space[hash3D(v)] = np.inf # this hashmap initialize all g values at inf
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return Space
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def isCollide(initparams, x, direc):
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'''see if line intersects obstacle'''
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resolution = initparams.env.resolution
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child = np.array(list(map(np.add,x,np.multiply(direc,resolution))))
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ray , dist = getRay(x, child) , getDist(x, child)
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if not isinbound(initparams.env.boundary,child):
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return True, child
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for i in initparams.env.AABB:
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shot = pyrr.geometric_tests.ray_intersect_aabb(ray, i)
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if shot is not None:
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dist_wall = getDist(x, shot)
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if dist_wall <= dist: # collide
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return True, child
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for i in initparams.env.balls:
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if isinball(i, child):
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return True, child
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shot = pyrr.geometric_tests.ray_intersect_sphere(ray, i)
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if shot != []:
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dists_ball = [getDist(x, j) for j in shot]
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if all(dists_ball <= dist): # collide
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return True, child
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return False, child
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def obstacleFree(initparams,x):
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for i in initparams.env.blocks:
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if isinbound(i,x):
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return False
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for i in initparams.env.balls:
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if isinball(i,x):
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return False
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return True
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def cost(i,j,settings=0):
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if settings == 0:
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return getDist(i,j)
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if settings == 1:
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return getManDist(i,j)
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if __name__ == "__main__":
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from env3D import env |