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rrt.py
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rrt.py
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import math, sys, pygame, random
from math import *
from pygame import *
class Node(object):
def __init__(self, point, parent):
super(Node, self).__init__()
self.point = point
self.parent = parent
XDIM = 720
YDIM = 500
windowSize = [XDIM, YDIM]
delta = 10.0
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
count = 0
rectObs = []
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 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 reset():
global count
screen.fill(white)
init_obstacles(GAME_LEVEL)
count = 0
def main():
global count
initPoseSet = False
initialPoint = Node(None, None)
goalPoseSet = False
goalPoint = Node(None, None)
currentState = 'init'
nodes = []
reset()
while True:
if currentState == 'init':
pygame.display.set_caption('Select Starting Point and then Goal Point')
fpsClock.tick(10)
elif currentState == 'goalFound':
currNode = goalNode.parent
pygame.display.set_caption('Goal Reached')
while currNode.parent != None:
pygame.draw.line(screen,red,currNode.point,currNode.parent.point)
currNode = currNode.parent
optimizePhase = True
elif currentState == 'optimize':
fpsClock.tick(0.5)
pass
elif currentState == 'buildTree':
count = count+1
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 collides(newPoint) == False:
parentNode = p
foundNext = True
newnode = step_from_to(parentNode.point,rand)
nodes.append(Node(newnode, parentNode))
pygame.draw.line(screen,cyan,parentNode.point,newnode)
if point_circle_collision(newnode, goalPoint.point, GOAL_RADIUS):
currentState = 'goalFound'
goalNode = nodes[len(nodes)-1]
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()