-
Notifications
You must be signed in to change notification settings - Fork 0
/
c_space(obstacles).py
370 lines (285 loc) · 11.3 KB
/
c_space(obstacles).py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
import pygame
import math
from queue import PriorityQueue
import numpy as np
a1 = 4.5 # link 1
a2 = 7.0 # link 2
a3 = 4.6 # link 3
a4 = 4.5 # link 4
a5 = 7.1 # link 5
d3 = 2.0 # displacement 3
WIDTH = 800
WIN = pygame.display.set_mode((WIDTH, WIDTH))
pygame.display.set_caption("path finding algoriithm")
RED = (255, 0, 0)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
PURPLE = (128, 0, 128)
ORANGE = (255, 165, 0)
GREY = (128, 128, 128)
BLUE = (0, 0, 255)
cart_obs=[]
cart_start=None
cart_end=None
class Spot:
def __init__(self, row, col, width, total_rows):
if total_rows==24:
self.row = row-12
else:
self.row = row
self.col = col
self.x = row*width
self.y = col*width
self.color = WHITE
self.neighbors = []
self.width = width
self.total_rows = total_rows
def get_pos(self):
return self.row, self.col
def is_closed(self):
return self.color == RED
def is_open(self):
return self.color == GREEN
def is_obstacle(self):
return self.color == BLACK
def is_start(self):
return self.color == ORANGE
def is_end(self):
return self.color == BLUE
def reset(self):
self.color = WHITE
def make_start(self):
self.color = ORANGE
cart_start=self
def make_closed(self):
self.color = RED
def make_open(self):
self.color = GREEN
def make_obstacle(self):
self.color = BLACK
cart_obs.append(self)
def make_end(self):
self.color = BLUE
cart_end=self
def make_path(self):
self.color= PURPLE
def draw(self, win):
pygame.draw.rect(
win, self.color, (self.x, self.y, self.width, self.width))
def update_neighbors(self,grid):
self.neighbors=[]
if self.row<self.total_rows-1 and not grid[self.row+1][self.col].is_obstacle():#bottom neighbor
self.neighbors.append(grid[self.row+1][self.col])
if self.row>0 and not grid[self.row-1][self.col].is_obstacle():#top neighbor
self.neighbors.append(grid[self.row-1][self.col])
if self.col>0 and not grid[self.row][self.col-1].is_obstacle():#left neighbor
self.neighbors.append(grid[self.row][self.col-1])
if self.col<self.total_rows-1 and not grid[self.row][self.col+1].is_obstacle():#right neighbor
self.neighbors.append(grid[self.row][self.col+1])
#c-space collab------
if self.row==0 and not grid[self.total_rows-1][self.col].is_obstacle():#top-bottom neighbor
self.neighbors.append(grid[self.total_rows-1][self.col])
if self.row==self.total_rows-1 and not grid[0][self.col].is_obstacle():#bottom-top neighbor
self.neighbors.append(grid[0][self.col])
if self.col==0 and not grid[self.row][self.total_rows-1].is_obstacle():#left-right neighbor
self.neighbors.append(grid[self.row][self.total_rows-1])
if self.col==self.total_rows-1 and not grid[self.row][0].is_obstacle():#left neighbor
self.neighbors.append(grid[self.row][0])
def __lt__(self, other):
return False
def h(p1, p2):
x1, y1 = p1
x2, y2 = p2
return abs(x1-x2)+abs(y1-y2)
def inv_kine(config_grid,cart_spot):
x0_3 = float(cart_spot.row)
y0_3 = float(cart_spot.col)
print(x0_3, y0_3)
inRoot = (x0_3*x0_3) + (y0_3*y0_3)
r1 = np.sqrt(inRoot)
print("in fi1",(np.square(a2) + np.square(r1)-np.square(a4))/(2*a2*r1))
fi1 = np.arccos((np.square(a2) + np.square(r1)-np.square(a4))/(2*a2*r1))
fi2 = np.arccos((np.square(a2) + np.square(a4)-np.square(r1))/(2*a2*a4))
fi3 = np.arctan(y0_3/x0_3)
if(x0_3 >= 0):
T1 = (fi1+fi3)*180.0/np.pi
T2 = (fi2*180.0/np.pi)-180
elif (x0_3 < 0):
T1 = 180+((fi3-fi1)*180.0/np.pi)
T2 = 180-(fi2*180.0/np.pi)
print(T1,T2)
return config_grid[int(T1)][int(T2)+90]
def forward_kine(theta1,theta2):
# 3D SCARA
#print("angles", theta1,theta2)
pt = [
[theta1*(np.pi/180), 0, a2, a1],
[theta2*(np.pi/180), np.pi, a4, a3],
[0, 0, 0, a5+d3]
]
H = []
for row in pt:
Hi = [
[np.cos(row[0]), -np.sin(row[0])*np.cos(row[1]),
np.sin(row[0])*np.sin(row[1]), row[2]*np.cos(row[0])],
[np.sin(row[0]), np.cos(row[0])*np.cos(row[1]), -
np.cos(row[0])*np.sin(row[1]), row[2]*np.sin(row[0])],
[0.0, np.sin(row[1]), np.cos(row[1]), row[3]],
[0.0, 0.0, 0.0, 1.0]
]
H.append(Hi)
H0_2 = np.dot(H[0], H[1])
H0_3 = np.dot(H0_2, H[2])
#print("forward ",int(H0_3[0][3]),int(H0_3[1][3]))
return int(H0_3[0][3]),int(H0_3[1][3])
def collision_check(config_spot):
cart_spot=forward_kine(config_spot.row,config_spot.col-90)
for obs in cart_obs:
if obs.row==cart_spot[0] and obs.col==cart_spot[1]:
print("le obsssss ",obs.row,obs.col)
return True
return False
def cart2config(config_grid,cart_obs):
for row in config_grid:
for config_spot in row:
if collision_check(config_spot) :
config_spot.make_obstacle()
def construct_shortest_path(came_from,current,draw):
while current in came_from:
current=came_from[current]
current.make_path()
draw()
################################### A S T A R Algorithm ##################################
def algorithm(draw, grid,start,end):
count=0
open_set=PriorityQueue()
open_set.put((0,count,start)) # Begin by putting the start node in the open_set
came_from={} # Keeps track of all paths(including the optimal one)
g_score={}
f_score={}
for row in grid: #Making g_score of ALL the nodes infinity
for spot in row:
g_score.update({spot:float("inf")})
g_score[start]=0 #But g_score of the end node is "0"
for row in grid: # Making f_score of ALL the nodes infinity
for spot in row:
f_score.update({spot:float("inf")})
f_score[start]=h(start.get_pos(),end.get_pos()) #But f_score of the end node is "heuristic distance" only
open_set_hash={start} # keeping track of that priorityqueue
while not open_set.empty():
for event in pygame.event.get():
if event.type==pygame.QUIT:
pygame.quit()
current=open_set.get()[2] # Getting the current working node from the open_set to compare with neighbors
open_set_hash.remove(current) # Removing the current working node from the open_set_hash
if current == end: # We have reached to the "goal position"
construct_shortest_path(came_from,end,draw)
end.make_end()
start.make_start()
return True
for neighbor in current.neighbors: # working with ALL the neighbors to get the next optimal node
temp_g_score=g_score[current]+1 # if we go to the next immediate neighbor the g_score increases by 1
if temp_g_score<g_score[neighbor]: #if new temp_g_score is lesser than the previous g_score then update the g_score with the lesser one
came_from[neighbor]=current # Saving the optimal node from where we came at the first place
g_score[neighbor]=temp_g_score # updating the g_score with the lesser one
f_score[neighbor]=temp_g_score+h(neighbor.get_pos(),end.get_pos())
if neighbor not in open_set_hash: # Updating open_set with the optimal neighbor which was not optimal before
count +=1
open_set.put((f_score[neighbor],count,neighbor))
open_set_hash.add(neighbor) # Updating open_set_hash with the optimal neighbor
#neighbor.make_open() #if node was NOT optimal before but was neighbor of other optimal node
draw()
if current != start:
pass
#current.make_closed() #if node was optimal before
return False
def make_grid(rows, width):
grid = []
spot_width = width // rows
for i in range(rows):
grid.append([]) # making all the rows
for j in range(rows):
spot = Spot(i, j, spot_width, rows)
grid[i].append(spot) # making all the collumns
return grid
def draw_gridline(win, rows, width):
gap = width // rows
for i in range(rows):
pygame.draw.line(win, GREY, (0, i*gap), (width, i*gap))
for j in range(rows):
pygame.draw.line(win, GREY, (j*gap, 0), (j*gap, width))
def draw(win, grid, rows, width):
win.fill(WHITE)
for row in grid:
for spot in row:
spot.draw(win)
draw_gridline(win, rows, width)
pygame.display.update()
def get_clicked_pos(pos, rows, width):
gap = width//rows
x, y = pos
row = x//gap
col = y//gap
return row, col
def main(win, width):
ROWS=24
grid=make_grid(ROWS,width)
start=None
end=None
run=True
started=False
while run:
draw(win,grid,ROWS,width)
for event in pygame.event.get():
if event.type==pygame.QUIT:
run=False
if started:
continue
if pygame.mouse.get_pressed()[0]:
pos=pygame.mouse.get_pos()
row,col=get_clicked_pos(pos,ROWS,width)
spot=grid[row][col]
if not start and spot !=end:
start=spot
start.make_start()
elif not end and spot !=start:
end=spot
end.make_end()
elif spot != end and spot != start:
spot.make_obstacle()
elif pygame.mouse.get_pressed()[1]:
pass
elif pygame.mouse.get_pressed()[2]:
pos=pygame.mouse.get_pos()
row,col=get_clicked_pos(pos,ROWS,width)
spot=grid[row][col]
spot.reset()
if spot == start:
start = None
elif spot ==end:
end = None
if event.type==pygame.KEYDOWN:
if event.key==pygame.K_p :
for obs in cart_obs:
print(obs.row,obs.col)
config_grid=make_grid(180,width)
config_start=inv_kine(config_grid,start)
print (config_start.row,config_start.col)
config_start.make_start()
config_end=inv_kine(config_grid,end)
print (config_end.row,config_end.col)
config_end.make_end()
cart2config(config_grid,cart_obs)
if event.key == pygame.K_SPACE and start and end:
for row in config_grid:
for spot in row:
spot.update_neighbors(config_grid)
algorithm(lambda:draw(win,config_grid,180,width),config_grid,config_start,config_end)
if event.key==pygame.K_c :
start=None
end=None
grid=make_grid(ROWS,width)
pygame.quit()
main(WIN,WIDTH)