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- import numpy as np
- import pyrr
- from collections import defaultdict
- 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(np.array([t[0] - k[0], t[1] - k[1], t[2] - k[2]])))
- return h
- 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 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
- 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
- P = aabb.P # center of the AABB
- E = aabb.E # extents of AABB
- T = [P[0] - mid[0], P[1] - mid[1], P[2] - mid[2]]
- # do any of the principal axis form a separting axis?
- if abs(T[0]) > (E[0] + hl * abs(I[0])): return False
- if abs(T[1]) > (E[1] + hl * abs(I[1])): return False
- if abs(T[2]) > (E[2] + hl * abs(I[2])): return False
- # I.cross(x axis) ?
- r = E[1] * abs(I[2]) + E[2] * abs(I[1])
- if abs(T[1] * I[2] - T[2] * I[1]) > r: return False
- # I.cross(y axis) ?
- r = E[0] * abs(I[2]) + E[2] * abs(I[0])
- if abs(T[2] * I[0] - T[0] * I[2]) > r: return False
- # I.cross(z axis) ?
- r = E[0] * abs(I[1]) + E[1] * abs(I[0])
- if abs(T[0] * I[1] - T[1] * I[0]) > r: return False
- 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 x*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):
- '''see if line intersects obstacle'''
- dist = getDist(x, child)
- if not isinbound(initparams.env.boundary, child): return True, dist
- 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, dist
- if lineAABB(x, child, dist, i): return True, dist
- for i in initparams.env.balls:
- if isinball(i, child): return True, dist
- # 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, dist
- if lineSphere(x, child, i): return True, dist
- return False, dist
- def children(initparams, x):
- # get the neighbor of a specific state
- allchild = []
- resolution = initparams.env.resolution
- for direc in initparams.Alldirec:
- child = tuple(map(np.add, x, np.multiply(direc, resolution)))
- if isinbound(initparams.env.boundary, child):
- allchild.append(child)
- return allchild
- 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, settings=0):
- collide, dist = isCollide(initparams, i, j)
- if settings == 0:
- if collide:
- return np.inf
- else:
- return dist
- if settings == 1:
- 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__":
- a = '()'
- print(list(a))
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