mirror of
https://github.com/zhm-real/PathPlanning.git
synced 2026-08-30 00:50:46 +08:00
360 lines
13 KiB
Python
360 lines
13 KiB
Python
import numpy as np
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import pyrr
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from collections import defaultdict
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import copy
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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 pts in Space:
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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[0] - k[0]), abs(t[1] - k[1]), abs(t[2] - k[2])])
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return h
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def heuristic_fun(initparams, k, t=None):
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if t is None:
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t = initparams.goal
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return max([abs(t[0] - k[0]), abs(t[1] - k[1]), abs(t[2] - k[2])])
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def isinbound(i, x, mode = False, factor = 0, isarray = False):
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if mode == 'obb':
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return isinobb(i, x, isarray)
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if isarray:
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compx = (i[0] - factor <= x[:,0]) & (x[:,0] < i[3] + factor)
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compy = (i[1] - factor <= x[:,1]) & (x[:,0] < i[4] + factor)
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compz = (i[2] - factor <= x[:,2]) & (x[:,0] < i[5] + factor)
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return compx & compy & compz
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else:
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return i[0] - factor <= x[0] < i[3] + factor and i[1] - factor <= x[1] < i[4] + factor and i[2] - factor <= x[2] < i[5] + factor
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def isinball(i, x, factor = 0):
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if getDist(i[0:3], x) <= i[3] + factor:
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return True
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return False
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def isinobb(i, x, isarray = False):
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# transform the point from {W} to {body}
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if isarray:
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pts = (i.T@np.column_stack((x, np.ones(len(x)))).T).T[:,0:3]
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block = [- i.E[0],- i.E[1],- i.E[2],+ i.E[0],+ i.E[1],+ i.E[2]]
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return isinbound(block, pts, isarray = isarray)
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else:
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pt = i.T@np.append(x,1)
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block = [- i.E[0],- i.E[1],- i.E[2],+ i.E[0],+ i.E[1],+ i.E[2]]
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return isinbound(block, pt)
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def OBB2AABB(obb):
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# https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?print=1
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aabb = copy.deepcopy(obb)
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P = obb.P
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a = obb.E
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A = obb.O
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# a1(A1 dot x) + a2(A2 dot x) + a3(A3 dot x)
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Ex = a[0]*abs(A[0][0]) + a[1]*abs(A[1][0]) + a[2]*abs(A[2][0])
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Ey = a[0]*abs(A[0][1]) + a[1]*abs(A[1][1]) + a[2]*abs(A[2][1])
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Ez = a[0]*abs(A[0][2]) + a[1]*abs(A[1][2]) + a[2]*abs(A[2][2])
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E = np.array([Ex, Ey, Ez])
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aabb.P = P
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aabb.E = E
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aabb.O = np.array([[1,0,0],[0,1,0],[0,0,1]])
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return aabb
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def lineSphere(p0, p1, ball):
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# https://cseweb.ucsd.edu/classes/sp19/cse291-d/Files/CSE291_13_CollisionDetection.pdf
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c, r = ball[0:3], ball[-1]
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line = [p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]]
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d1 = [c[0] - p0[0], c[1] - p0[1], c[2] - p0[2]]
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t = (1 / (line[0] * line[0] + line[1] * line[1] + line[2] * line[2])) * (
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line[0] * d1[0] + line[1] * d1[1] + line[2] * d1[2])
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if t <= 0:
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if (d1[0] * d1[0] + d1[1] * d1[1] + d1[2] * d1[2]) <= r ** 2: return True
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elif t >= 1:
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d2 = [c[0] - p1[0], c[1] - p1[1], c[2] - p1[2]]
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if (d2[0] * d2[0] + d2[1] * d2[1] + d2[2] * d2[2]) <= r ** 2: return True
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elif 0 < t < 1:
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x = [p0[0] + t * line[0], p0[1] + t * line[1], p0[2] + t * line[2]]
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k = [c[0] - x[0], c[1] - x[1], c[2] - x[2]]
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if (k[0] * k[0] + k[1] * k[1] + k[2] * k[2]) <= r ** 2: return True
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return False
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def lineAABB(p0, p1, dist, aabb):
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# https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?print=1
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# aabb should have the attributes of P, E as center point and extents
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mid = [(p0[0] + p1[0]) / 2, (p0[1] + p1[1]) / 2, (p0[2] + p1[2]) / 2] # mid point
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I = [(p1[0] - p0[0]) / dist, (p1[1] - p0[1]) / dist, (p1[2] - p0[2]) / dist] # unit direction
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hl = dist / 2 # radius
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T = [aabb.P[0] - mid[0], aabb.P[1] - mid[1], aabb.P[2] - mid[2]]
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# do any of the principal axis form a separting axis?
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if abs(T[0]) > (aabb.E[0] + hl * abs(I[0])): return False
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if abs(T[1]) > (aabb.E[1] + hl * abs(I[1])): return False
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if abs(T[2]) > (aabb.E[2] + hl * abs(I[2])): return False
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# I.cross(x axis) ?
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r = aabb.E[1] * abs(I[2]) + aabb.E[2] * abs(I[1])
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if abs(T[1] * I[2] - T[2] * I[1]) > r: return False
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# I.cross(y axis) ?
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r = aabb.E[0] * abs(I[2]) + aabb.E[2] * abs(I[0])
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if abs(T[2] * I[0] - T[0] * I[2]) > r: return False
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# I.cross(z axis) ?
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r = aabb.E[0] * abs(I[1]) + aabb.E[1] * abs(I[0])
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if abs(T[0] * I[1] - T[1] * I[0]) > r: return False
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return True
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def lineOBB(p0, p1, dist, obb):
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# transform points to obb frame
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res = obb.T@np.column_stack([np.array([p0,p1]),[1,1]]).T
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# record old position and set the position to origin
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oldP, obb.P= obb.P, [0,0,0]
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# calculate segment-AABB testing
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ans = lineAABB(res[0:3,0],res[0:3,1],dist,obb)
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# reset the position
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obb.P = oldP
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return ans
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def OBBOBB(obb1, obb2):
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# https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?print=1
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# each obb class should contain attributes:
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# E: extents along three principle axis in R3
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# P: position of the center axis in R3
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# O: orthornormal basis in R3*3
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a , b = np.array(obb1.E), np.array(obb2.E)
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Pa, Pb = np.array(obb1.P), np.array(obb2.P)
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A , B = np.array(obb1.O), np.array(obb2.O)
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# check if two oriented bounding boxes overlap
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# translation, in parent frame
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v = Pb - Pa
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# translation, in A's frame
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# vdotA[0],vdotA[1],vdotA[2]
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T = [v@B[0], v@B[1], v@B[2]]
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R = np.zeros([3,3])
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for i in range(0,3):
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for k in range(0,3):
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R[i][k] = A[i]@B[k]
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# use separating axis thm for all 15 separating axes
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# if the separating axis cannot be found, then overlap
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# A's basis vector
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for i in range(0,3):
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ra = a[i]
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rb = b[0]*abs(R[i][0]) + b[1]*abs(R[i][1]) + b[2]*abs(R[i][2])
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t = abs(T[i])
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if t > ra + rb:
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return False
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for k in range(0,3):
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ra = a[0]*abs(R[0][k]) + a[1]*abs(R[1][k]) + a[2]*abs(R[2][k])
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rb = b[k]
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t = abs(T[0]*R[0][k] + T[1]*R[1][k] + T[2]*R[2][k])
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if t > ra + rb:
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return False
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#9 cross products
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#L = A0 x B0
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ra = a[1]*abs(R[2][0]) + a[2]*abs(R[1][0])
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rb = b[1]*abs(R[0][2]) + b[2]*abs(R[0][1])
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t = abs(T[2]*R[1][0] - T[1]*R[2][0])
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if t > ra + rb:
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return False
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#L = A0 x B1
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ra = a[1]*abs(R[2][1]) + a[2]*abs(R[1][1])
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rb = b[0]*abs(R[0][2]) + b[2]*abs(R[0][0])
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t = abs(T[2]*R[1][1] - T[1]*R[2][1])
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if t > ra + rb:
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return False
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#L = A0 x B2
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ra = a[1]*abs(R[2][2]) + a[2]*abs(R[1][2])
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rb = b[0]*abs(R[0][1]) + b[1]*abs(R[0][0])
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t = abs(T[2]*R[1][2] - T[1]*R[2][2])
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if t > ra + rb:
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return False
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#L = A1 x B0
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ra = a[0]*abs(R[2][0]) + a[2]*abs(R[0][0])
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rb = b[1]*abs(R[1][2]) + b[2]*abs(R[1][1])
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t = abs( T[0]*R[2][0] - T[2]*R[0][0] )
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if t > ra + rb:
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return False
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# L = A1 x B1
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ra = a[0]*abs(R[2][1]) + a[2]*abs(R[0][1])
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rb = b[0]*abs(R[1][2]) + b[2]*abs(R[1][0])
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t = abs( T[0]*R[2][1] - T[2]*R[0][1] )
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if t > ra + rb:
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return False
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#L = A1 x B2
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ra = a[0]*abs(R[2][2]) + a[2]*abs(R[0][2])
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rb = b[0]*abs(R[1][1]) + b[1]*abs(R[1][0])
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t = abs( T[0]*R[2][2] - T[2]*R[0][2] )
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if t > ra + rb:
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return False
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#L = A2 x B0
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ra = a[0]*abs(R[1][0]) + a[1]*abs(R[0][0])
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rb = b[1]*abs(R[2][2]) + b[2]*abs(R[2][1])
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t = abs( T[1]*R[0][0] - T[0]*R[1][0] )
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if t > ra + rb:
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return False
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# L = A2 x B1
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ra = a[0]*abs(R[1][1]) + a[1]*abs(R[0][1])
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rb = b[0] *abs(R[2][2]) + b[2]*abs(R[2][0])
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t = abs( T[1]*R[0][1] - T[0]*R[1][1] )
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if t > ra + rb:
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return False
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#L = A2 x B2
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ra = a[0]*abs(R[1][2]) + a[1]*abs(R[0][2])
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rb = b[0]*abs(R[2][1]) + b[1]*abs(R[2][0])
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t = abs( T[1]*R[0][2] - T[0]*R[1][2] )
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if t > ra + rb:
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return False
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# no separating axis found,
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# the two boxes overlap
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return True
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def StateSpace(env, factor=0):
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boundary = env.boundary
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resolution = 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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Space = set()
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for x in xarr:
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for y in yarr:
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for z in zarr:
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Space.add((x, y, z))
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return Space
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def g_Space(initparams):
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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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g = {}
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Space = StateSpace(initparams.env)
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for v in Space:
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g[v] = np.inf # this hashmap initialize all g values at inf
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return g
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def isCollide(initparams, x, child, dist):
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'''see if line intersects obstacle'''
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'''specified for expansion in A* 3D lookup table'''
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if dist==None:
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dist = getDist(x, child)
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# check in bound
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if not isinbound(initparams.env.boundary, child):
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return True, dist
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# check collision in AABB
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for i in range(len(initparams.env.AABB)):
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if lineAABB(x, child, dist, initparams.env.AABB[i]):
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return True, dist
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# check collision in ball
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for i in initparams.env.balls:
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if lineSphere(x, child, i):
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return True, dist
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# check collision with obb
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for i in initparams.env.OBB:
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if lineOBB(x, child, dist, i):
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return True, dist
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return False, dist
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def children(initparams, x, settings = 0):
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# get the neighbor of a specific state
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allchild = []
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allcost = []
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resolution = initparams.env.resolution
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for direc in initparams.Alldirec:
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child = tuple(map(np.add, x, np.multiply(direc, resolution)))
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if any([isinobb(i, child) for i in initparams.env.OBB]):
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continue
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if any([isinball(i ,child) for i in initparams.env.balls]):
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continue
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if any([isinbound(i ,child) for i in initparams.env.blocks]):
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continue
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if isinbound(initparams.env.boundary, child):
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allchild.append(child)
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allcost.append((child,initparams.Alldirec[direc]*resolution))
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if settings == 0:
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return allchild
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if settings == 1:
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return allcost
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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(initparams, i, j, dist=None, settings='Euclidean'):
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if initparams.settings == 'NonCollisionChecking':
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if dist==None:
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dist = getDist(i,j)
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collide = False
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else:
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collide, dist = isCollide(initparams, i, j, dist)
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# collide, dist= False, getDist(i, j)
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if settings == 'Euclidean':
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if collide:
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return np.inf
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else:
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return dist
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if settings == 'Manhattan':
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if collide:
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return np.inf
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else:
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return getManDist(i, j)
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def initcost(initparams):
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# initialize cost dictionary, could be modifed lateron
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c = defaultdict(lambda: defaultdict(dict)) # two key dicionary
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for xi in initparams.X:
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cdren = children(initparams, xi)
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for child in cdren:
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c[xi][child] = cost(initparams, xi, child)
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return c
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if __name__ == "__main__":
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import time
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from env3D import R_matrix, obb
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obb1 = obb([2.6,2.5,1],[0.2,2,2],R_matrix(0,0,45))
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# 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]])
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p0, p1 = [2.9,2.5,1],[1.9,2.5,1]
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pts = np.array([[1,2,3],[4,5,6],[7,8,9],[2,2,2],[1,1,1],[3,3,3]])
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start = time.time()
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isinbound(obb1, pts, mode='obb', factor = 0, isarray = True)
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print(time.time() - start)
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