import numpy as np import pyrr from collections import defaultdict import copy 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, mode = False, factor = 0, isarray = False): if mode == 'obb': return isinobb(i, x, isarray) if isarray: compx = (i[0] - factor <= x[:,0]) & (x[:,0] < i[3] + factor) compy = (i[1] - factor <= x[:,1]) & (x[:,1] < i[4] + factor) compz = (i[2] - factor <= x[:,2]) & (x[:,2] < i[5] + factor) return compx & compy & compz else: 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 def isinball(i, x, factor = 0): if getDist(i[0:3], x) <= i[3] + factor: return True return False def isinobb(i, x, isarray = False): # transform the point from {W} to {body} if isarray: pts = (i.T@np.column_stack((x, np.ones(len(x)))).T).T[:,0:3] block = [- i.E[0],- i.E[1],- i.E[2],+ i.E[0],+ i.E[1],+ i.E[2]] return isinbound(block, pts, isarray = isarray) else: pt = i.T@np.append(x,1) block = [- i.E[0],- i.E[1],- i.E[2],+ i.E[0],+ i.E[1],+ i.E[2]] return isinbound(block, pt) def OBB2AABB(obb): # https://www.gamasutra.com/view/feature/131790/simple_intersection_tests_for_games.php?print=1 aabb = copy.deepcopy(obb) P = obb.P a = obb.E A = obb.O # a1(A1 dot s) + a2(A2 dot s) + a3(A3 dot s) Ex = a[0]*abs(A[0][0]) + a[1]*abs(A[1][0]) + a[2]*abs(A[2][0]) Ey = a[0]*abs(A[0][1]) + a[1]*abs(A[1][1]) + a[2]*abs(A[2][1]) Ez = a[0]*abs(A[0][2]) + a[1]*abs(A[1][2]) + a[2]*abs(A[2][2]) E = np.array([Ex, Ey, Ez]) aabb.P = P aabb.E = E aabb.O = np.array([[1,0,0],[0,1,0],[0,0,1]]) return aabb 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 T = [aabb.P[0] - mid[0], aabb.P[1] - mid[1], aabb.P[2] - mid[2]] # do any of the principal axis form a separting axis? if abs(T[0]) > (aabb.E[0] + hl * abs(I[0])): return False if abs(T[1]) > (aabb.E[1] + hl * abs(I[1])): return False if abs(T[2]) > (aabb.E[2] + hl * abs(I[2])): return False # I.cross(s axis) ? r = aabb.E[1] * abs(I[2]) + aabb.E[2] * abs(I[1]) if abs(T[1] * I[2] - T[2] * I[1]) > r: return False # I.cross(y axis) ? r = aabb.E[0] * abs(I[2]) + aabb.E[2] * abs(I[0]) if abs(T[2] * I[0] - T[0] * I[2]) > r: return False # I.cross(z axis) ? r = aabb.E[0] * abs(I[1]) + aabb.E[1] * abs(I[0]) if abs(T[0] * I[1] - T[1] * I[0]) > r: return False return True def lineOBB(p0, p1, dist, obb): # transform points to obb frame res = obb.T@np.column_stack([np.array([p0,p1]),[1,1]]).T # record old position and set the position to origin oldP, obb.P= obb.P, [0,0,0] # calculate segment-AABB testing ans = lineAABB(res[0:3,0],res[0:3,1],dist,obb) # reset the position obb.P = oldP return ans 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 s 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 s 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 s 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 s 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 s 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 s 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 s 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 s 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 s 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 s*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) # check in bound if not isinbound(initparams.env.boundary, child): return True, dist # check collision in AABB for i in range(len(initparams.env.AABB)): if lineAABB(x, child, dist, initparams.env.AABB[i]): return True, dist # check collision in ball for i in initparams.env.balls: if lineSphere(x, child, i): return True, dist # check collision with obb for i in initparams.env.OBB: if lineOBB(x, child, dist, 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([isinobb(i, child) for i in initparams.env.OBB]): continue 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'): if initparams.settings == 'NonCollisionChecking': if dist==None: dist = getDist(i,j) collide = False else: 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 if __name__ == "__main__": import time from env3D import R_matrix, obb obb1 = obb([2.6,2.5,1],[0.2,2,2],R_matrix(0,0,45)) # 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]]) p0, p1 = [2.9,2.5,1],[1.9,2.5,1] pts = np.array([[1,2,3],[4,5,6],[7,8,9],[2,2,2],[1,1,1],[3,3,3]]) start = time.time() isinbound(obb1, pts, mode='obb', factor = 0, isarray = True) print(time.time() - start)