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motionPlanner.go
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motionPlanner.go
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// Package motionplan is a motion planning library.
package motionplan
import (
"context"
"math/rand"
"sort"
"time"
"github.com/edaniels/golog"
"github.com/pkg/errors"
pb "go.viam.com/api/service/motion/v1"
"go.viam.com/utils"
frame "go.viam.com/rdk/referenceframe"
"go.viam.com/rdk/robot"
"go.viam.com/rdk/robot/framesystem"
"go.viam.com/rdk/spatialmath"
)
const defaultRandomSeed = 0
// motionPlanner provides an interface to path planning methods, providing ways to request a path to be planned, and
// management of the constraints used to plan paths.
type motionPlanner interface {
// Plan will take a context, a goal position, and an input start state and return a series of state waypoints which
// should be visited in order to arrive at the goal while satisfying all constraints
plan(context.Context, spatialmath.Pose, []frame.Input) ([][]frame.Input, error)
// Everything below this point should be covered by anything that wraps the generic `planner`
smoothPath(context.Context, []node) []node
checkPath([]frame.Input, []frame.Input) bool
checkInputs([]frame.Input) bool
getSolutions(context.Context, []frame.Input) ([]*costNode, error)
opt() *plannerOptions
}
type plannerConstructor func(frame.Frame, *rand.Rand, golog.Logger, *plannerOptions) (motionPlanner, error)
// PlanMotion plans a motion to destination for a given frame. It takes a given frame system, wraps it with a SolvableFS, and solves.
func PlanMotion(ctx context.Context,
logger golog.Logger,
dst *frame.PoseInFrame,
f frame.Frame,
seedMap map[string][]frame.Input,
fs frame.FrameSystem,
worldState *frame.WorldState,
constraintSpec *pb.Constraints,
planningOpts map[string]interface{},
) ([]map[string][]frame.Input, error) {
return motionPlanInternal(
ctx,
logger,
dst,
f,
seedMap,
fs,
worldState,
constraintSpec,
planningOpts,
)
}
// PlanRobotMotion plans a motion to destination for a given frame. A robot object is passed in and current position inputs are determined.
func PlanRobotMotion(ctx context.Context,
dst *frame.PoseInFrame,
f frame.Frame,
r robot.Robot,
worldState *frame.WorldState,
constraintSpec *pb.Constraints,
planningOpts map[string]interface{},
) ([]map[string][]frame.Input, error) {
// Get the framesystem service if it exists
fsSvc, err := framesystem.FromRobot(r)
if err != nil {
return nil, err
}
fs, err := fsSvc.FrameSystem(ctx, worldState.Transforms())
if err != nil {
return nil, err
}
seedMap, _, err := fsSvc.AllCurrentInputs(ctx)
if err != nil {
return nil, err
}
return motionPlanInternal(
ctx,
r.Logger(),
dst,
f,
seedMap,
fs,
worldState,
constraintSpec,
planningOpts,
)
}
// PlanFrameMotion plans a motion to destination for a given frame with no frame system. It will create a new FS just for the plan.
// WorldState is not supported in the absence of a real frame system.
func PlanFrameMotion(ctx context.Context,
logger golog.Logger,
dst spatialmath.Pose,
f frame.Frame,
seed []frame.Input,
constraintSpec *pb.Constraints,
planningOpts map[string]interface{},
) ([][]frame.Input, error) {
// ephemerally create a framesystem containing just the frame for the solve
fs := frame.NewEmptySimpleFrameSystem("")
err := fs.AddFrame(f, fs.World())
if err != nil {
return nil, err
}
destination := frame.NewPoseInFrame(frame.World, dst)
seedMap := map[string][]frame.Input{f.Name(): seed}
solutionMap, err := motionPlanInternal(
ctx,
logger,
destination,
f,
seedMap,
fs,
nil,
constraintSpec,
planningOpts,
)
if err != nil {
return nil, err
}
return FrameStepsFromRobotPath(f.Name(), solutionMap)
}
// motionPlanInternal is the internal private function that all motion planning access calls. This will construct the plan manager for each
// waypoint, and return at the end.
func motionPlanInternal(ctx context.Context,
logger golog.Logger,
goal *frame.PoseInFrame,
f frame.Frame,
seedMap map[string][]frame.Input,
fs frame.FrameSystem,
worldState *frame.WorldState,
constraintSpec *pb.Constraints,
motionConfig map[string]interface{},
) ([]map[string][]frame.Input, error) {
if goal == nil {
return nil, errors.New("no destination passed to Motion")
}
steps := []map[string][]frame.Input{}
// Create a frame to solve for, and an IK solver with that frame.
sf, err := newSolverFrame(fs, f.Name(), goal.Parent(), seedMap)
if err != nil {
return nil, err
}
if len(sf.DoF()) == 0 {
return nil, errors.New("solver frame has no degrees of freedom, cannot perform inverse kinematics")
}
seed, err := sf.mapToSlice(seedMap)
if err != nil {
return nil, err
}
startPose, err := sf.Transform(seed)
if err != nil {
return nil, err
}
wsPb, err := worldState.ToProtobuf()
if err != nil {
return nil, err
}
logger.Infof(
"planning motion for frame %s. Goal: %v Starting seed map %v, startPose %v, worldstate: %v",
f.Name(),
frame.PoseInFrameToProtobuf(goal),
seedMap,
spatialmath.PoseToProtobuf(startPose),
wsPb,
)
logger.Debugf("constraint specs for this step: %v", constraintSpec)
logger.Debugf("motion config for this step: %v", motionConfig)
rseed := defaultRandomSeed
if seed, ok := motionConfig["rseed"].(int); ok {
rseed = seed
}
sfPlanner, err := newPlanManager(sf, fs, logger, rseed)
if err != nil {
return nil, err
}
resultSlices, err := sfPlanner.PlanSingleWaypoint(ctx, seedMap, goal.Pose(), worldState, constraintSpec, motionConfig)
if err != nil {
return nil, err
}
for _, resultSlice := range resultSlices {
stepMap := sf.sliceToMap(resultSlice)
steps = append(steps, stepMap)
}
logger.Debugf("final plan steps: %v", steps)
return steps, nil
}
type planner struct {
solver InverseKinematics
frame frame.Frame
logger golog.Logger
randseed *rand.Rand
start time.Time
planOpts *plannerOptions
}
func newPlanner(frame frame.Frame, seed *rand.Rand, logger golog.Logger, opt *plannerOptions) (*planner, error) {
ik, err := CreateCombinedIKSolver(frame, logger, opt.NumThreads)
if err != nil {
return nil, err
}
mp := &planner{
solver: ik,
frame: frame,
logger: logger,
randseed: seed,
planOpts: opt,
}
return mp, nil
}
func (mp *planner) checkInputs(inputs []frame.Input) bool {
ok, _ := mp.planOpts.CheckStateConstraints(&State{
Configuration: inputs,
Frame: mp.frame,
})
return ok
}
func (mp *planner) checkPath(seedInputs, target []frame.Input) bool {
ok, _ := mp.planOpts.CheckSegmentAndStateValidity(
&Segment{
StartConfiguration: seedInputs,
EndConfiguration: target,
Frame: mp.frame,
},
mp.planOpts.Resolution,
)
return ok
}
func (mp *planner) opt() *plannerOptions {
return mp.planOpts
}
// smoothPath will try to naively smooth the path by picking points partway between waypoints and seeing if it can interpolate
// directly between them. This will significantly improve paths from RRT*, as it will shortcut the randomly-selected configurations.
// This will only ever improve paths (or leave them untouched), and runs very quickly.
func (mp *planner) smoothPath(ctx context.Context, path []node) []node {
mp.logger.Debugf("running simple smoother on path of len %d", len(path))
if mp.planOpts == nil {
mp.logger.Debug("nil opts, cannot shortcut")
return path
}
if len(path) <= 2 {
mp.logger.Debug("path too short, cannot shortcut")
return path
}
// Randomly pick which quarter of motion to check from; this increases flexibility of smoothing.
waypoints := []float64{0.25, 0.5, 0.75}
for i := 0; i < mp.planOpts.SmoothIter; i++ {
select {
case <-ctx.Done():
return path
default:
}
// get start node of first edge. Cannot be either the last or second-to-last node.
// Intn will return an int in the half-open interval half-open interval [0,n)
firstEdge := mp.randseed.Intn(len(path) - 2)
secondEdge := firstEdge + 1 + mp.randseed.Intn((len(path)-2)-firstEdge)
mp.logger.Debugf("checking shortcut between nodes %d and %d", firstEdge, secondEdge+1)
wayPoint1 := frame.InterpolateInputs(path[firstEdge].Q(), path[firstEdge+1].Q(), waypoints[mp.randseed.Intn(3)])
wayPoint2 := frame.InterpolateInputs(path[secondEdge].Q(), path[secondEdge+1].Q(), waypoints[mp.randseed.Intn(3)])
if mp.checkPath(wayPoint1, wayPoint2) {
newpath := []node{}
newpath = append(newpath, path[:firstEdge+1]...)
newpath = append(newpath, &basicNode{wayPoint1}, &basicNode{wayPoint2})
// have to split this up due to go compiler quirk where elipses operator can't be mixed with other vars in append
newpath = append(newpath, path[secondEdge+1:]...)
path = newpath
}
}
return path
}
// getSolutions will initiate an IK solver for the given position and seed, collect solutions, and score them by constraints.
// If maxSolutions is positive, once that many solutions have been collected, the solver will terminate and return that many solutions.
// If minScore is positive, if a solution scoring below that amount is found, the solver will terminate and return that one solution.
func (mp *planner) getSolutions(ctx context.Context, seed []frame.Input) ([]*costNode, error) {
// Linter doesn't properly handle loop labels
nSolutions := mp.planOpts.MaxSolutions
if nSolutions == 0 {
nSolutions = defaultSolutionsToSeed
}
seedPos, err := mp.frame.Transform(seed)
if err != nil {
return nil, err
}
if mp.planOpts.goalMetric == nil {
return nil, errors.New("metric is nil")
}
ctxWithCancel, cancel := context.WithCancel(ctx)
defer cancel()
solutionGen := make(chan []frame.Input)
ikErr := make(chan error, 1)
// Spawn the IK solver to generate solutions until done
utils.PanicCapturingGo(func() {
defer close(ikErr)
ikErr <- mp.solver.Solve(ctxWithCancel, solutionGen, seed, mp.planOpts.goalMetric, mp.randseed.Int())
})
solutions := map[float64][]frame.Input{}
// A map keeping track of which constraints fail
failures := map[string]int{}
constraintFailCnt := 0
// Solve the IK solver. Loop labels are required because `break` etc in a `select` will break only the `select`.
IK:
for {
select {
case <-ctx.Done():
return nil, ctx.Err()
default:
}
select {
case step := <-solutionGen:
// Ensure the end state is a valid one
statePass, failName := mp.planOpts.CheckStateConstraints(&State{
Configuration: step,
Frame: mp.frame,
})
if statePass {
stepArc := &Segment{
StartConfiguration: seed,
StartPosition: seedPos,
EndConfiguration: step,
Frame: mp.frame,
}
arcPass, failName := mp.planOpts.CheckSegmentConstraints(stepArc)
if arcPass {
score := mp.planOpts.goalArcScore(stepArc)
if score < mp.planOpts.MinScore && mp.planOpts.MinScore > 0 {
solutions = map[float64][]frame.Input{}
solutions[score] = step
// good solution, stopping early
break IK
}
solutions[score] = step
if len(solutions) >= nSolutions {
// sufficient solutions found, stopping early
break IK
}
} else {
constraintFailCnt++
failures[failName]++
}
} else {
constraintFailCnt++
failures[failName]++
}
// Skip the return check below until we have nothing left to read from solutionGen
continue IK
default:
}
select {
case <-ikErr:
// If we have a return from the IK solver, there are no more solutions, so we finish processing above
// until we've drained the channel, handled by the `continue` above
break IK
default:
}
}
// Cancel any ongoing processing within the IK solvers if we're done receiving solutions
cancel()
if len(solutions) == 0 {
// We have failed to produce a usable IK solution. Let the user know if zero IK solutions were produced, or if non-zero solutions
// were produced, which constraints were failed
if constraintFailCnt == 0 {
return nil, errIKSolve
}
return nil, genIKConstraintErr(failures, constraintFailCnt)
}
keys := make([]float64, 0, len(solutions))
for k := range solutions {
keys = append(keys, k)
}
sort.Float64s(keys)
orderedSolutions := make([]*costNode, 0)
for _, key := range keys {
orderedSolutions = append(orderedSolutions, newCostNode(solutions[key], key))
}
return orderedSolutions, nil
}