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rrt.py
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# Author: Nicholas Massad
# Date: 28/02/2023
from a_star import AStar2D
from node import Node
import random
import math
import numpy as np
import time
from queue import PriorityQueue
def calculate_distance(node1, node2):
return ((node1.pos[0] - node2.pos[0]) ** 2 + (node1.pos[1] - node2.pos[1]) ** 2) ** 0.5
class RRT2D(AStar2D):
def __init__(self, environement, game_engine=None, K=1000, benchmark=False):
super().__init__(environement=environement, game_engine=game_engine, benchmark=benchmark)
self.K = K
def find_path(self, start_pos, end_pos, progress=False):
path = []
graph = []
start_node = Node(None, start_pos)
end_node = Node(None, end_pos)
graph.append(start_node)
for i in range(self.K):
near_end_node = self.nearest_neighbour(graph, end_node)
if near_end_node is not None:
end_node.parent = near_end_node
graph.append(end_node)
if self.game_engine is not None:
if progress:
self.game_engine.add_path(near_end_node.pos[0], near_end_node.pos[1]
, end_node.pos[0], end_node.pos[1], (148, 0, 211))
return self.reconstruct_path(end_node)
node = self.create_node()
nearest_node = self.nearest_neighbour(graph, node)
if nearest_node is not None:
node.parent = nearest_node
graph.append(node)
if self.game_engine is not None:
if progress:
self.game_engine.add_path(nearest_node.pos[0], nearest_node.pos[1]
, node.pos[0], node.pos[1], (148, 0, 211))
return None
def generate_random_point(self, bound=None, dimension=2):
if bound is None:
bound = ((self.environement['grid_size'], self.environement['width'] - self.environement['grid_size']),
(self.environement['grid_size'], self.environement['height'] - self.environement['grid_size']))
return [random.randint(bound[i][0], bound[i][1]) for i in range(dimension)]
def create_node(self):
node = None
while node is None:
point = self.generate_random_point()
if self.collision_manager.collision_check(point):
node = Node(position=point)
return node
def nearest_neighbour(self, graph, node):
nearest_node = None
for n in graph:
if nearest_node is None and self.collision_manager.collision_check(n.pos, node.pos):
nearest_node = n
elif nearest_node is not None:
if calculate_distance(n, node) < calculate_distance(nearest_node, node) and self.collision_manager.collision_check(
n.pos, node.pos):
nearest_node = n
return nearest_node
class RRTStar2D(RRT2D):
def __init__(self, environement, game_engine=None, K=1000, r=150, benchmark=False):
super().__init__(environement=environement, game_engine=game_engine, K=K, benchmark=benchmark)
self.r = r
def find_path(self, start_pos, end_pos, progress=False, optimise_time=None):
start = 0
if optimise_time is not None:
start = time.time()
graph = []
start_node = Node(None, start_pos)
end_node = Node(None, end_pos)
graph.append(start_node)
for i in range(self.K):
node = self.create_node()
nearest_node = self.nearest_neighbour(graph, node)
if nearest_node is not None:
new_node = self.steer(nearest_node, node)
if self.collision_manager.collision_check(nearest_node.pos, new_node.pos):
self.rewire(graph, new_node, nearest_node)
if self.game_engine is not None:
if progress:
self.game_engine.add_path(new_node.parent.pos[0], new_node.parent.pos[1]
, new_node.pos[0], new_node.pos[1], (148, 0, 211))
if calculate_distance(new_node, end_node) < self.r and self.collision_manager.collision_check(
new_node.pos, end_node.pos):
end_node.parent = new_node
end_node.cost = new_node.cost + calculate_distance(new_node, end_node)
graph.append(end_node)
if self.game_engine is not None:
if progress:
self.game_engine.add_path(new_node.pos[0], new_node.pos[1]
, end_node.pos[0], end_node.pos[1], (148, 0, 211))
if optimise_time is not None:
path = self.optimise_path(end_node, start, optimise_time, progress, graph)
return self.reconstruct_path(path[-1])
else:
return self.reconstruct_path(end_node)
return None
def steer(self, nearest_node, node):
new_node = Node(None, node.pos)
if calculate_distance(nearest_node, node) > self.r:
new_node.pos = (nearest_node.pos[0] + (
self.r * (node.pos[0] - nearest_node.pos[0]) / calculate_distance(nearest_node, node)),
nearest_node.pos[1] + (
self.r * (node.pos[1] - nearest_node.pos[1]) / calculate_distance(nearest_node,
node)))
return new_node
def rewire(self, graph, new_node, nearest_node):
near_nodes = self.get_near_node(graph, new_node)
min_cost_node = nearest_node
min_cost = self.get_cost(nearest_node) + calculate_distance(nearest_node, new_node)
for near_node in near_nodes:
if self.collision_manager.collision_check(near_node.pos, new_node.pos):
cost = self.get_cost(near_node) + calculate_distance(near_node, new_node)
if cost < min_cost and self.collision_manager.collision_check(near_node.pos, new_node.pos):
min_cost = cost
min_cost_node = near_node
new_node.parent = min_cost_node
new_node.cost = min_cost
graph.append(new_node)
def get_cost(self, node):
return node.cost
def get_near_node(self, graph, node):
near_nodes = []
for n in graph:
if calculate_distance(n, node) < self.r:
near_nodes.append(n)
return near_nodes
def optimise_path(self, current_node, time_start, time_optimise, progress=False, graph=None):
path = []
while current_node is not None:
path.append(current_node)
if current_node.parent is not None:
current_node.parent.set_child(current_node)
current_node = current_node.parent
path.reverse()
start_node = path[0]
end_node = path[-1]
c_best_init = end_node.cost
c_best = c_best_init
while time.time() - time_start < time_optimise:
for node in path:
if node is not start_node and node is not end_node:
new_node = self.sample_near(node)
nearest_node = self.nearest_neighbour(path, new_node)
if nearest_node is not None and nearest_node.parent is not None and nearest_node.child is not None:
if self.collision_manager.collision_check(new_node.pos, nearest_node.parent.pos) \
and self.collision_manager.collision_check(new_node.pos, nearest_node.child.pos):
if nearest_node.child.cost > (nearest_node.parent.cost + calculate_distance(
nearest_node.parent, new_node)
+ calculate_distance(new_node, nearest_node.child)):
self.rewire_path(nearest_node, new_node, path)
if self.game_engine is not None:
if progress:
temp_time_start = time.time()
self.game_engine.add_path(nearest_node.parent.pos[0], nearest_node.parent.pos[1],
new_node.pos[0], new_node.pos[1], (148, 0, 211))
self.game_engine.add_path(nearest_node.child.pos[0], nearest_node.child.pos[1],
new_node.pos[0], new_node.pos[1], (148, 0, 211))
temp_time_stop = time.time()
time_start += temp_time_stop - temp_time_start
self.propagate_cost_to_leaves(path[0])
c_best = path[-1].cost
print("Initial cost: ", c_best_init)
print("Optimised cost: ", c_best)
return path
def sample_near(self, node):
new_node = Node(None, node.pos)
new_node.pos = (node.pos[0] + random.uniform(-self.r / 2, self.r / 2),
node.pos[1] + random.uniform(-self.r / 2, self.r / 2))
return new_node
def rewire_path(self, nearest_node, new_node, path):
cost = nearest_node.parent.cost
new_node.parent = nearest_node.parent
new_node.child = nearest_node.child
new_node.cost = cost + calculate_distance(nearest_node.parent, new_node)
nearest_node.parent.set_child(new_node)
nearest_node.child.set_parent(new_node)
nearest_node.child.cost = new_node.cost + calculate_distance(new_node, nearest_node.child)
path[path.index(nearest_node)] = new_node
def propagate_cost_to_leaves(self, node):
if node.child is not None:
node.child.cost = node.cost + calculate_distance(node, node.child)
self.propagate_cost_to_leaves(node.child)
# Description: InformedRRT* pathfinding algorithm
class InformedRRTStar2D(RRTStar2D):
def __init__(self, environement, game_engine, K=1000, r=150, goal_sample_rate=5, benchmark=False):
super().__init__(environement=environement, game_engine=game_engine, K=K, r=r, benchmark=benchmark)
self.goal_sample_rate = goal_sample_rate
def optimise_path(self, current_node, time_start, time_optimise, progress=False, graph=None):
graph = graph
path_list = PriorityQueue()
c_best_init = current_node.cost # current node is the end node
path = self.build_path(current_node)
start_node = path[0]
end_node = path[-1]
c_best = end_node.cost
path_list.put((c_best, path))
while time.time() - time_start < time_optimise:
elipsoid_params = self.calculate_elipsoid_params_homebrew(start_node, end_node, c_best)
for i in range(self.K):
if time.time() - time_start > time_optimise:
break
node = self.create_node(elipsoid_params)
nearest_node = self.nearest_neighbour(graph, node, elipsoid_params)
if nearest_node is not None:
new_node = self.steer(nearest_node, node)
if self.collision_manager.collision_check(nearest_node.pos, new_node.pos):
self.rewire(graph, new_node, nearest_node, elipsoid_params)
if self.game_engine is not None:
if progress:
temp_time_start = time.time()
self.game_engine.add_path(new_node.parent.pos[0], new_node.parent.pos[1]
, new_node.pos[0], new_node.pos[1], (148, 0, 211))
temp_time_stop = time.time()
time_start += temp_time_stop - temp_time_start
if calculate_distance(new_node, end_node) < self.r and self.collision_manager.collision_check(
new_node.pos, end_node.pos):
end_node.parent = new_node
end_node.cost = new_node.cost + calculate_distance(new_node, end_node)
if self.game_engine is not None:
if progress:
temp_time_start = time.time()
self.game_engine.add_path(new_node.pos[0], new_node.pos[1]
, end_node.pos[0], end_node.pos[1], (148, 0, 211))
temp_time_stop = time.time()
time_start += temp_time_stop - temp_time_start
path = self.build_path(end_node)
if path is not None:
c_best = end_node.cost
path_list.put((c_best, path))
break
(c_best, path) = path_list.get()
print("Initial cost: ", c_best_init)
print("Optimised cost: ", c_best)
return path
def build_path(self, current_node):
path = []
count = 0
while current_node is not None and count < 200:
count += 1
path.append(current_node)
current_node = current_node.parent
path.reverse()
if count == 200:
return None
return path
def nearest_neighbour(self, graph, node, elipsoid_params=None):
nearest_node = None
if elipsoid_params is not None:
for n in graph:
if self.inEllipse(n, elipsoid_params):
if nearest_node is None and self.collision_manager.collision_check(n.pos, node.pos):
nearest_node = n
elif nearest_node is not None:
if calculate_distance(n, node) < calculate_distance(nearest_node,
node) and self.collision_manager.collision_check(
n.pos, node.pos):
nearest_node = n
return nearest_node
for n in graph:
if nearest_node is None and self.collision_manager.collision_check(n.pos, node.pos):
nearest_node = n
elif nearest_node is not None:
if calculate_distance(n, node) < calculate_distance(nearest_node, node) and self.collision_manager.collision_check(
n.pos, node.pos):
nearest_node = n
return nearest_node
def get_near_node(self, graph, node, elipsoid_params=None):
near_nodes = []
if elipsoid_params is not None:
for n in graph:
if self.inEllipse(n, elipsoid_params):
if calculate_distance(n, node) < self.r:
near_nodes.append(n)
return near_nodes
for n in graph:
if calculate_distance(n, node) < self.r:
near_nodes.append(n)
return near_nodes
def create_node(self, elipsoid_params=None):
node = None
if elipsoid_params is not None:
while node is None:
center = elipsoid_params['center']
a = elipsoid_params['c_best']/2
b = elipsoid_params['b']/2
d = random.random()
theta = random.random()*2*math.pi
r = (a * b)/math.sqrt((a * math.sin(theta))**2 + (b * math.cos(theta))**2)
pos = (r*d*math.cos(theta)+center[0], r*d*math.sin(theta)+center[1])
pos = self.rotate_vector((pos[0]-center[0], pos[1]-center[1]), elipsoid_params['angle'])
pos = (pos[0]+center[0], pos[1]+center[1])
if self.environement['width'] > pos[0] > self.environement['grid_size'] and self.environement['height'] > pos[1] > self.environement['grid_size']:
if self.collision_manager.collision_check(pos):
node = Node(position=pos)
return node
while node is None:
point = self.generate_random_point()
if self.collision_manager.collision_check(point):
node = Node(position=point)
return node
def calculate_elipsoid_params_homebrew(self, start_node, goal_node, c_best):
c_min = calculate_distance(start_node, goal_node)
center = ((start_node.pos[0] + goal_node.pos[0]) / 2, (start_node.pos[1] + goal_node.pos[1]) / 2)
b = math.sqrt(c_best**2 - c_min**2)
angle = math.atan2(goal_node.pos[1]-start_node.pos[1], goal_node.pos[0]-start_node.pos[0])
if self.game_engine is not None:
if start_node.pos[1]-goal_node.pos[1] == 0:
self.game_engine.draw_rectangle(center[0], center[1])
self.game_engine.draw_ellipse(center[0], center[1], c_best, b)
if start_node.pos[0] - goal_node.pos[0] == 0:
self.game_engine.draw_rectangle(center[0], center[1])
self.game_engine.draw_ellipse(center[0], center[1], b, c_best)
return {'center': center, 'c_best': c_best, 'c_min': c_min, 'b': b, 'angle': angle}
def inEllipse(self, node, elipsoid_params):
center = elipsoid_params['center']
pos = self.rotate_vector((node.pos[0] - center[0], node.pos[1] - center[1]), -elipsoid_params['angle'])
pos = (pos[0] + center[0], pos[1] + center[1])
dx = pos[0] - center[0]
dy = pos[1] - center[1]
semi_major = elipsoid_params['c_best']/2
semi_minor = math.sqrt(elipsoid_params['c_best']**2-elipsoid_params['c_min']**2)/2
if semi_major <= 0 or semi_minor <= 0:
return False
dist = dx**2 / semi_major**2 + dy**2 / semi_minor**2
if dist <= 1:
return True
else:
return False
def rewire(self, graph, new_node, nearest_node, elipsoid_params=None):
near_nodes = self.get_near_node(graph, new_node, elipsoid_params)
min_cost_node = nearest_node
min_cost = self.get_cost(nearest_node) + calculate_distance(nearest_node, new_node)
for near_node in near_nodes:
if self.collision_manager.collision_check(near_node.pos, new_node.pos):
cost = self.get_cost(near_node) + calculate_distance(near_node, new_node)
if cost < min_cost and self.collision_manager.collision_check(near_node.pos, new_node.pos):
min_cost = cost
min_cost_node = near_node
new_node.parent = min_cost_node
new_node.cost = min_cost
graph.append(new_node)
def rotate_vector(self, v, angles):
""" Rotate an n-dimensional vector v by a list of angles for each dimension. """
# Create rotation matrix
if type(angles) is float:
angles = np.asarray(angles)
angles = np.append(angles, 0)
else:
angles = np.asarray(angles)
rotation_matrix = np.identity(len(v))
for i in range(len(v)):
for j in range(i+1, len(v)):
rotation_matrix[i][i] = math.cos(angles[i])
rotation_matrix[i][j] = -math.sin(angles[i])
rotation_matrix[j][i] = math.sin(angles[i])
rotation_matrix[j][j] = math.cos(angles[i])
# Rotate vector
rotated_vector = np.matmul(rotation_matrix, v)
return rotated_vector