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- import env
- import plotting
- import node
- import numpy as np
- import math
- import matplotlib.pyplot as plt
- import matplotlib.patches as patches
- class Node:
- def __init__(self, x, y):
- self.x = x
- self.y = y
- self.path_x = []
- self.path_y = []
- self.parent = None
- class RRT:
- def __init__(self, xI, xG):
- self.xI = Node(xI[0], xI[1])
- self.xG = node.Node(xG[0], xG[1])
- 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_boundary = self.env.obs_boundary
- # self.obs_circle = self.env.obs_circle
- self.obstacleList = [
- (5, 5, 1),
- (3, 6, 2),
- (3, 8, 2),
- (3, 10, 2),
- (7, 5, 2),
- (9, 5, 2),
- (8, 10, 1)
- ] # [x, y, radius]
- self.expand_range = 0.8
- self.goal_sample_rate = 0.05
- self.iterations = 500
- self.node_list = []
- path = self.planning()
- if path is None:
- print("No path!")
- else:
- print("get it!")
- self.draw_graph()
- plt.plot([x[0] for x in path], [x[1] for x in path], '-r')
- plt.grid(True)
- plt.pause(0.01) # Need for Mac
- plt.show()
- def planning(self):
- self.node_list = [self.xI]
- for i in range(self.iterations):
- node_rand = self.generate_random_node()
- node_near = self.get_nearest_node(self.node_list, node_rand)
- node_new = self.new_node(node_near, node_rand, self.expand_range)
- if not self.check_collision(node_new, self.obstacleList):
- self.node_list.append(node_new)
- self.draw_graph(node_rand)
- if self.cal_dis_to_goal(self.node_list[-1]) <= self.expand_range:
- node_end = self.new_node(self.node_list[-1], node.Node(self.xG.x, self.xG.y), self.expand_range)
- if not self.check_collision(node_end, self.obstacleList):
- return self.extract_path(self.node_list)
- return None
- def draw_graph(self, rnd=None):
- plt.clf()
- # for stopping simulation with the esc key.
- plt.gcf().canvas.mpl_connect('key_release_event',
- lambda event: [exit(0) if event.key == 'escape' else None])
- if rnd is not None:
- plt.plot(rnd.x, rnd.y, "^k")
- for node_x in self.node_list:
- if node_x.parent:
- plt.plot(node_x.path_x, node_x.path_y, "-g")
- for (ox, oy, size) in self.obstacleList:
- self.plot_circle(ox, oy, size)
- plt.plot(self.xI.x, self.xI.y, "xr")
- plt.plot(self.xG.x, self.xG.y, "xr")
- plt.axis("equal")
- plt.axis([-2, 15, -2, 15])
- plt.grid(True)
- plt.pause(0.01)
- @staticmethod
- def plot_circle(x, y, size, color="-b"): # pragma: no cover
- deg = list(range(0, 360, 5))
- deg.append(0)
- xl = [x + size * math.cos(np.deg2rad(d)) for d in deg]
- yl = [y + size * math.sin(np.deg2rad(d)) for d in deg]
- plt.plot(xl, yl, color)
- 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 cal_dis_to_goal(self, node_cal):
- return math.hypot((node_cal.x - self.xG.x), (node_cal.y - self.xG.y))
- def new_node(self, node_start, node_goal, expand_range):
- new_node = node.Node(node_start.x, node_start.y)
- d, theta = self.calc_distance_and_angle(new_node, node_goal)
- new_node.path_x = [new_node.x]
- new_node.path_y = [new_node.y]
- if d < expand_range:
- expand_range = d
- new_node.x += expand_range * math.cos(theta)
- new_node.y += expand_range * math.sin(theta)
- new_node.path_x.append(new_node.x)
- new_node.path_y.append(new_node.y)
- new_node.parent = node_start
- return new_node
- def generate_random_node(self):
- if np.random.random() > self.goal_sample_rate:
- return node.Node(np.random.uniform(self.x_range[0], self.x_range[1]),
- np.random.uniform(self.y_range[0], self.y_range[1]))
- else:
- return node.Node(self.xG.x, self.xG.y)
- def get_nearest_node(self, node_list, node_random):
- dlist = [(nod.x - node_random.x) ** 2 + (nod.y - node_random.y) ** 2
- for nod in node_list]
- minind = dlist.index(min(dlist))
- return self.node_list[minind]
- @staticmethod
- def calc_distance_and_angle(from_node, to_node):
- dx = to_node.x - from_node.x
- dy = to_node.y - from_node.y
- d = math.hypot(dx, dy)
- theta = math.atan2(dy, dx)
- return d, theta
- def check_collision(self, node_check, obstacleList):
- if node_check is None:
- return True
- for (ox, oy, size) in obstacleList:
- dx_list = [ox - x for x in node_check.path_x]
- dy_list = [oy - y for y in node_check.path_y]
- d_list = [dx * dx + dy * dy for (dx, dy) in zip(dx_list, dy_list)]
- if min(d_list) <= size ** 2:
- return True # collision
- return False # safe
- #
- # def check_collision(self, node_check):
- # for obs in self.obs_boundary:
- # dx = node_check.x - obs[0]
- # dy = node_check.y - obs[1]
- # if 0 <= dx <= obs[2] and 0 <= dy <= obs[2]:
- # return True
- #
- # for obs in self.obs_circle:
- # d = (node_check.x - obs[0]) ** 2 + (node_check.y - obs[1]) ** 2
- # if d <= obs[2] ** 2:
- # return True
- #
- # return False
- if __name__ == '__main__':
- x_Start = (0, 0) # Starting node
- x_Goal = (6, 10) # Goal node
- rrt = RRT(x_Start, x_Goal)
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