import numpy as np import pyrr 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 strpts in Space.keys(): pts = dehash(strpts) 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-dehash(k))) return h def hash3D(x): return str(x[0])+' '+str(x[1])+' '+str(x[2]) def dehash(x): return np.array([float(i) for i in x.split(' ')]) def isinbound(i, x): if i[0] <= x[0] < i[3] and i[1] <= x[1] < i[4] and i[2] <= x[2] < i[5]: return True return False def isinball(i, x): if getDist(i[0:3], x) <= i[3]: return True return False def StateSpace(initparams,factor=0): '''This function is used to get nodes and discretize the space. State space is by x*y*z,3 where each 3 is a point in 3D.''' boundary = initparams.env.boundary resolution = initparams.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) V = np.meshgrid(xarr,yarr,zarr) VV = np.reshape(V,[3,len(xarr)*len(yarr)*len(zarr)]) # all points in 3D Space = {} for v in VV.T: Space[hash3D(v)] = np.inf # this hashmap initialize all g values at inf return Space def isCollide(initparams, x, direc): '''see if line intersects obstacle''' resolution = initparams.env.resolution child = np.array(list(map(np.add,x,np.multiply(direc,resolution)))) ray , dist = getRay(x, child) , getDist(x, child) if not isinbound(initparams.env.boundary,child): return True, child for i in initparams.env.AABB: shot = pyrr.geometric_tests.ray_intersect_aabb(ray, i) if shot is not None: dist_wall = getDist(x, shot) if dist_wall <= dist: # collide return True, child for i in initparams.env.balls: if isinball(i, child): return True, child shot = pyrr.geometric_tests.ray_intersect_sphere(ray, i) if shot != []: dists_ball = [getDist(x, j) for j in shot] if all(dists_ball <= dist): # collide return True, child return False, child 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(i,j,settings=0): if settings == 0: return getDist(i,j) if settings == 1: return getManDist(i,j) if __name__ == "__main__": from env3D import env