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- 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
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