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rrt-star_SplineFitting_NodePruning_2PhaseSampling.py
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rrt-star_SplineFitting_NodePruning_2PhaseSampling.py
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import math, sys, pygame, random, time
import numpy as np
from scipy.interpolate import splprep, splev,splrep
from math import *
from pygame import *
class Node(object):
def __init__(self, point, parent, cost=0):
super(Node, self).__init__()
self.point = point
self.parent = parent
self.cost = cost;
XDIM = 720
YDIM = 500
windowSize = [XDIM, YDIM]
delta = 20.0
GAME_LEVEL = 1
GOAL_RADIUS = 10
MIN_DISTANCE_TO_ADD = 1.0
NUMNODES = 5000
FPS = 1000
pygame.init()
fpsClock = pygame.time.Clock()
screen = pygame.display.set_mode(windowSize)
white = 255, 255, 255
black = 25, 25, 25
red = 255, 0, 0
blue = 0, 128, 0
green = 0, 0, 255
cyan = 0,180,105
yellow = 255, 255, 0
count = 0
rectObs = []
obs = []
def fitSpline(points):
pts = np.array(points)
#print("points",pts.T)
#pts = np.delete(pts,-1)
#print("x = ",pts.T[:][0])
x1 = pts.T[:][0]
y1 = pts.T[:][1]
#print("x1 = ",x1.T)
#print("shape x:- ",np.shape(x1))
#print("shape y:- ",np.shape(y1))
x1 = x1[::-1]
y1 = y1[::-1]
#tck, u = splprep(pts.T, u=None, s=0.0, per=1, k=3)
tck = splrep(x1,y1, s=1, k=2)
#tck,u = splprep(pts.T[:][0],pts.T[:][1], s=1, k=3)
#tck,u = splprep(pts.T, s=0.0, k=3,per = 0)
#u_new = np.linspace(u.min(), u.max(), 1000)
u_new = np.arange(x1[0], x1[len(x1)-1]+1,0.1)
#print(x1[0])
#print(x1[len(x1)-1] +1 )
#print(u_new)
#u_new = np.arange(pts.T[0][0], pts.T[len[pts]-1][0],0.001)
#x_new, y_new = splev(u_new, tck, der=0)
y_new = splev(u_new, tck, der=0)
#return list(zip(x_new,y_new))
return list(zip(u_new,y_new))
def pruneNodes(inputPath):
path = inputPath[::]
n = len(path)
i=1
removed = 0
while(i<n-1-removed):
if(lineCollides(path[i-1],path[i+1])==False):
print("Removed",path[i])
path.pop(i)
removed+=1
else:
i+=1
return path
def drawPath(path, color = black):
path = list(path)
cur = None
for i in path:
if cur != None:
pygame.draw.line(screen,color,cur,i)
cur = i
def dist(p1,p2): #distance between two points
return sqrt((p1[0]-p2[0])*(p1[0]-p2[0])+(p1[1]-p2[1])*(p1[1]-p2[1]))
def point_circle_collision(p1, p2, radius):
distance = dist(p1,p2)
if (distance <= radius):
return True
return False
def step_from_to(p1,p2):
if dist(p1,p2) < delta:
return p2
else:
theta = atan2(p2[1]-p1[1],p2[0]-p1[0])
return p1[0] + delta*cos(theta), p1[1] + delta*sin(theta)
def collides(p): #check if point collides with the obstacle
for rect in rectObs:
if rect.collidepoint(p) == True:
return True
return pointCollides(p)
def pointCollides(p):
for circle in obs:
cen, rad = circle
if(dist(p,cen)<=rad):
return True
return False
def lineCollides(p1, p2, obstacles=None):
global obs
if(obstacles == None):
obstacles = obs
else:
obstacles = [obstacles]
list = []
a = p2[1] - p1[1]
b = -(p2[0] - p1[0])
c = -b * p2[1] - a * p2[0]
for circle in obstacles:
cen, rad = circle
val = (a * cen[0] + b * cen[1] + c * 1.0) / (a * a + b * b)
val = -val
h = (val * a) + cen[0]
k = (val * b) + cen[1]
#pygame.draw.circle(screen, (255,255,0), (round(h),round(k)), 1)
if dist(cen,(h,k)) < 1.1*rad:
if((h<= max(p1[0],p2[0]) and h >= min(p1[0],p2[0])) and (k<= max(p1[1],p2[1]) and k >= min(p1[1],p2[1]))):
return True
for i in list:
pygame.draw.circle(screen, (255,255,0), (round(i[0]),round(i[1])), 1)
return False
def get_random_clear():
while True:
p = random.random()*XDIM, random.random()*YDIM
noCollision = collides(p)
if noCollision == False:
return p
def init_obstacles(configNum): #initialized the obstacle
global rectObs
rectObs = []
print("config "+ str(configNum))
if (configNum == 0):
rectObs.append(pygame.Rect((XDIM / 2.0 - 50, YDIM / 2.0 - 100),(100,200)))
if (configNum == 1):
rectObs.append(pygame.Rect((100,50),(200,150)))
rectObs.append(pygame.Rect((400,200),(200,100)))
if (configNum == 2):
rectObs.append(pygame.Rect((100,50),(200,150)))
if (configNum == 3):
rectObs.append(pygame.Rect((100,50),(200,150)))
for rect in rectObs:
pygame.draw.rect(screen, black, rect)
def init_circular_obstacles(configNum=0):
global obs
obs.append(((150,100),18))
obs.append(((150,130),18))
obs.append(((150,160),18))
obs.append(((150,190),18))
obs.append(((150,220),18))
obs.append(((150,250),18))
obs.append(((180,250),18))
obs.append(((210,250),18))
obs.append(((240,250),18))
obs.append(((270,250),18))
obs.append(((300,250),18))
obs.append(((330,250),18))
obs.append(((330,220),18))
obs.append(((330,190),18))
obs.append(((330,160),18))
obs.append(((330,130),18))
obs.append(((330,100),18))
obs.append(((300,100),18))
obs.append(((270,100),18))
obs.append(((240,100),18))
obs.append(((240,130),18))
obs.append(((240,160),18))
obs.append(((240,190),18))
for circ in obs:
pygame.draw.circle(screen, black, circ[0], circ[1])
def reset():
global count
screen.fill(white)
#init_obstacles(GAME_LEVEL)
init_circular_obstacles()
count = 0
def main():
global count
initPoseSet = False
initialPoint = Node(None, None)
goalPoseSet = False
goalPoint = Node(None, None)
currentState = 'init'
nodes = []
reset()
path = []
while True:
if currentState == 'init':
pygame.display.set_caption('Select Starting Point and then Goal Point')
fpsClock.tick(10)
elif currentState == 'goalFound':
currNode = goalNode
pygame.display.set_caption('Goal Reached')
path.append(currNode.point)
while currNode.parent != None:
pygame.draw.line(screen,red,currNode.point,currNode.parent.point)
currNode = currNode.parent
path.append(currNode.point)
optimizePhase = True
currentState = 'optimize'
#path.append(currNode.point)
#path.reverse()
#print(path)
elif currentState == 'optimize':
prunedPath = pruneNodes(path)
#drawPath(prunedPath)
splinePts = fitSpline(path)
drawPath(splinePts, green)
fpsClock.tick(0.5)
pass
elif currentState == 'buildTree':
count = count+1
'''if(count%500==0):
print(count)'''
pygame.display.set_caption('Performing RRT')
if count < NUMNODES:
foundNext = False
while foundNext == False:
rand = get_random_clear()
parentNode = nodes[0]
for p in nodes:
if dist(p.point,rand) <= dist(parentNode.point,rand):
newPoint = step_from_to(p.point,rand)
if lineCollides(newPoint,p.point) == False and pointCollides(newPoint) == False:
parentNode = p
foundNext = True
newnode = step_from_to(parentNode.point,rand)
if(dist(parentNode.point, newnode) <= GOAL_RADIUS):
foundNext = False
continue
for p in nodes:
if dist(p.point,newnode) + p.cost <= dist(parentNode.point,newnode) + parentNode.cost:
if lineCollides(newnode,p.point) == False and pointCollides(newnode) == False:
parentNode = p
newNode = Node(newnode, parentNode,parentNode.cost+dist(newnode,parentNode.point))
nodes.append(newNode)
#pygame.draw.line(screen,cyan,parentNode.point,newnode)
if point_circle_collision(newnode, goalPoint.point, GOAL_RADIUS) or lineCollides(newnode, parentNode.point, (goalPoint.point, GOAL_RADIUS)):
currentState = 'goalFound'
goalNode = goalPoint
goalNode.parent = parentNode
goalNode.cost = parentNode.cost + dist(goalNode.point, parentNode.point)
print(goalNode.cost)
#goalNode = nodes[len(nodes)-1]
elif(lineCollides(newnode, goalPoint.point) == False):
currentState = 'goalFound'
goalNode = goalPoint
goalNode.parent = newNode
goalNode.cost = newNode.cost + dist(goalNode.point, newNode.point)
print(goalNode.cost, "Two Phase Sampling")
pygame.draw.line(screen,red,newnode,goalNode.point)
pygame.draw.line(screen,cyan,newnode,parentNode.point)
#goalNode = nodes[len(nodes)-1]
else:
pygame.draw.line(screen,cyan,parentNode.point,newnode)
else:
print("Ran out of nodes... :(")
return;
for e in pygame.event.get():
if e.type == QUIT or (e.type == KEYUP and e.key == K_ESCAPE):
sys.exit("Exiting")
if e.type == MOUSEBUTTONDOWN:
print('mouse down')
if currentState == 'init':
if initPoseSet == False:
nodes = []
if collides(e.pos) == False:
print('initiale point set: '+str(e.pos))
initialPoint = Node(e.pos, None)
nodes.append(initialPoint) # Start in the center
initPoseSet = True
pygame.draw.circle(screen, red, initialPoint.point, GOAL_RADIUS)
elif goalPoseSet == False:
print('goal point set: '+str(e.pos))
if collides(e.pos) == False:
goalPoint = Node(e.pos,None)
goalPoseSet = True
pygame.draw.circle(screen, green, goalPoint.point, GOAL_RADIUS)
currentState = 'buildTree'
else:
currentState = 'init'
initPoseSet = False
goalPoseSet = False
reset()
pygame.display.update()
fpsClock.tick(FPS)
if __name__ == '__main__':
main()