Files
PathPlanning/Sampling-based Planning/RRT*.py
T
2020-06-23 18:46:44 -07:00

201 lines
6.6 KiB
Python

import env
import plotting
import numpy as np
import math
class Node:
def __init__(self, n):
self.x = n[0]
self.y = n[1]
self.cost = 0.0
self.parent = None
class RRT:
def __init__(self, xI, xG):
self.xI = Node(xI)
self.xG = Node(xG)
self.expand_len = 1
self.goal_sample_rate = 0.05
self.connect_dist = 10
self.iterations = 5000
self.node_list = [self.xI]
self.env = env.Env()
self.plotting = plotting.Plotting(xI, xG)
self.x_range = self.env.x_range
self.y_range = self.env.y_range
self.obs_circle = self.env.obs_circle
self.obs_rectangle = self.env.obs_rectangle
self.obs_boundary = self.env.obs_boundary
self.path = self.planning()
self.plotting.animation(self.node_list, self.path, False)
def planning(self):
for k in range(self.iterations):
node_rand = self.random_state()
node_near = self.nearest_neighbor(self.node_list, node_rand)
node_new = self.new_state(node_near, node_rand)
if not self.check_collision(node_new):
neighbor_index = self.find_near_neighbor(node_new)
node_new = self.choose_parent(node_new, neighbor_index)
if node_new:
self.node_list.append(node_new)
self.rewire(node_new, neighbor_index)
# if self.dis_to_goal(self.node_list[-1]) <= self.expand_len:
# self.new_state(self.node_list[-1], self.xG)
# return self.extract_path()
index = self.search_best_goal_node()
self.xG.parent = self.node_list[index]
return self.extract_path()
def random_state(self):
if np.random.random() > self.goal_sample_rate:
return Node((np.random.uniform(self.x_range[0], self.x_range[1]),
np.random.uniform(self.y_range[0], self.y_range[1])))
return self.xG
def nearest_neighbor(self, node_list, n):
return self.node_list[int(np.argmin([math.hypot(nd.x - n.x, nd.y - n.y)
for nd in node_list]))]
def new_state(self, node_start, node_goal):
node_new = Node((node_start.x, node_start.y))
dist, theta = self.get_distance_and_angle(node_new, node_goal)
dist = min(self.expand_len, dist)
node_new.x += dist * math.cos(theta)
node_new.y += dist * math.sin(theta)
node_new.parent = node_start
return node_new
def find_near_neighbor(self, node_new):
n = len(self.node_list) + 1
r = min(self.connect_dist * math.sqrt((math.log(n) / n)), self.expand_len)
dist_table = [math.hypot(nd.x - node_new.x, nd.y - node_new.y) for nd in self.node_list]
node_index = [dist_table.index(d) for d in dist_table if d <= r]
return node_index
def choose_parent(self, node_new, neighbor_index):
if not neighbor_index:
return None
cost = []
for i in neighbor_index:
node_near = self.node_list[i]
node_mid = self.new_state(node_near, node_new)
if node_mid and not self.check_collision(node_mid):
cost.append(self.update_cost(node_near, node_mid))
else:
cost.append(float("inf"))
if min(cost) != float('inf'):
index = int(np.argmin(cost))
neighbor_min = neighbor_index[index]
node_new = self.new_state(self.node_list[neighbor_min], node_new)
node_new.cost = min(cost)
return node_new
return None
def search_best_goal_node(self):
dist_to_goal_list = [self.dis_to_goal(n) for n in self.node_list]
goal_inds = [dist_to_goal_list.index(i) for i in dist_to_goal_list if i <= self.expand_len]
return goal_inds[0]
# safe_goal_inds = []
# for goal_ind in goal_inds:
# t_node = self.new_state(self.node_list[goal_ind], self.xG)
# if self.check_collision(t_node):
# safe_goal_inds.append(goal_ind)
#
# if not safe_goal_inds:
# print('hahhah')
# return None
#
# min_cost = min([self.node_list[i].cost for i in safe_goal_inds])
# for i in safe_goal_inds:
# if self.node_list[i].cost == min_cost:
# self.xG.parent = self.node_list[i]
def rewire(self, node_new, neighbor_index):
for i in neighbor_index:
node_near = self.node_list[i]
node_edge = self.new_state(node_new, node_near)
if not node_edge:
continue
node_edge.cost = self.update_cost(node_new, node_near)
collision = self.check_collision(node_edge)
improved_cost = node_near.cost > node_edge.cost
if not collision and improved_cost:
self.node_list[i] = node_edge
self.propagate_cost_to_leaves(node_new)
def update_cost(self, node_start, node_end):
dist, theta = self.get_distance_and_angle(node_start, node_end)
return node_start.cost + dist
def propagate_cost_to_leaves(self, parent_node):
for node in self.node_list:
if node.parent == parent_node:
node.cost = self.update_cost(parent_node, node)
self.propagate_cost_to_leaves(node)
def extract_path(self):
path = [[self.xG.x, self.xG.y]]
node = self.xG
while node.parent is not None:
path.append([node.x, node.y])
node = node.parent
path.append([node.x, node.y])
return path
def dis_to_goal(self, node_cal):
return math.hypot(node_cal.x - self.xG.x, node_cal.y - self.xG.y)
def check_collision(self, node_end):
if node_end is None:
return True
for (ox, oy, r) in self.obs_circle:
if math.hypot(node_end.x - ox, node_end.y - oy) <= r:
return True
for (ox, oy, w, h) in self.obs_rectangle:
if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
return True
for (ox, oy, w, h) in self.obs_boundary:
if 0 <= (node_end.x - ox) <= w and 0 <= (node_end.y - oy) <= h:
return True
return False
@staticmethod
def get_distance_and_angle(node_start, node_end):
dx = node_end.x - node_start.x
dy = node_end.y - node_start.y
return math.hypot(dx, dy), math.atan2(dy, dx)
if __name__ == '__main__':
x_Start = (2, 2) # Starting node
x_Goal = (49, 28) # Goal node
rrt = RRT(x_Start, x_Goal)