from rrt_2D import env from rrt_2D import plotting import numpy as np import math class Node: def __init__(self, n): self.x = n[0] self.y = n[1] self.parent = None class RRT: def __init__(self, xI, xG): self.xI = Node(xI) self.xG = Node(xG) self.expand_len = 0.4 self.goal_sample_rate = 0.05 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) def planning(self): for i 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): self.node_list.append(node_new) 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(self.node_list) return None 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_end): node_new = Node((node_start.x, node_start.y)) dist, theta = self.get_distance_and_angle(node_new, node_end) 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 extract_path(self, nodelist): path = [(self.xG.x, self.xG.y)] node_now = nodelist[-1] while node_now.parent is not None: node_now = node_now.parent path.append((node_now.x, node_now.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)