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rrt.go
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rrt.go
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//go:build !no_cgo
package motionplan
import (
"context"
"errors"
"math"
"go.viam.com/rdk/motionplan/ik"
"go.viam.com/rdk/referenceframe"
"go.viam.com/rdk/spatialmath"
)
const (
// Number of planner iterations before giving up.
defaultPlanIter = 20000
// The maximum percent of a joints range of motion to allow per step.
defaultFrameStep = 0.015
// If the dot product between two sets of joint angles is less than this, consider them identical.
defaultJointSolveDist = 0.0001
// Number of iterations to run before beginning to accept randomly seeded locations.
defaultIterBeforeRand = 50
)
type rrtParallelPlanner interface {
motionPlanner
rrtBackgroundRunner(context.Context, []referenceframe.Input, *rrtParallelPlannerShared)
}
type rrtParallelPlannerShared struct {
maps *rrtMaps
endpointPreview chan node
solutionChan chan *rrtSolution
}
type rrtMap map[node]node
type rrtSolution struct {
steps []node
err error
maps *rrtMaps
}
type rrtMaps struct {
startMap rrtMap
goalMap rrtMap
optNode node // The highest quality IK solution
}
func (maps *rrtMaps) fillPosOnlyGoal(goal spatialmath.Pose, posSeeds, dof int) error {
thetaStep := 360. / float64(posSeeds)
if maps == nil {
return errors.New("cannot call method fillPosOnlyGoal on nil maps")
}
if maps.goalMap == nil {
maps.goalMap = map[node]node{}
}
for i := 0; i < posSeeds; i++ {
goalNode := &basicNode{
q: make([]referenceframe.Input, dof),
pose: spatialmath.NewPose(goal.Point(), &spatialmath.OrientationVectorDegrees{OZ: 1, Theta: float64(i) * thetaStep}),
}
maps.goalMap[goalNode] = nil
}
return nil
}
// initRRTsolutions will create the maps to be used by a RRT-based algorithm. It will generate IK solutions to pre-populate the goal
// map, and will check if any of those goals are able to be directly interpolated to.
func initRRTSolutions(ctx context.Context, mp motionPlanner, seed []referenceframe.Input) *rrtSolution {
rrt := &rrtSolution{
maps: &rrtMaps{
startMap: map[node]node{},
goalMap: map[node]node{},
},
}
seedNode := &basicNode{q: seed, cost: 0}
rrt.maps.startMap[seedNode] = nil
// get many potential end goals from IK solver
solutions, err := mp.getSolutions(ctx, seed)
if err != nil {
rrt.err = err
return rrt
}
// the smallest interpolated distance between the start and end input represents a lower bound on cost
optimalCost := mp.opt().DistanceFunc(&ik.Segment{StartConfiguration: seed, EndConfiguration: solutions[0].Q()})
rrt.maps.optNode = &basicNode{q: solutions[0].Q(), cost: optimalCost}
// Check for direct interpolation for the subset of IK solutions within some multiple of optimal
// Since solutions are returned ordered, we check until one is out of bounds, then skip remaining checks
canInterp := true
// initialize maps and check whether direct interpolation is an option
for _, solution := range solutions {
if canInterp {
cost := mp.opt().DistanceFunc(&ik.Segment{StartConfiguration: seed, EndConfiguration: solution.Q()})
if cost < optimalCost*defaultOptimalityMultiple {
if mp.checkPath(seed, solution.Q()) {
rrt.steps = []node{seedNode, solution}
return rrt
}
} else {
canInterp = false
}
}
rrt.maps.goalMap[&basicNode{q: solution.Q(), cost: 0}] = nil
}
return rrt
}
func shortestPath(maps *rrtMaps, nodePairs []*nodePair) *rrtSolution {
if len(nodePairs) == 0 {
return &rrtSolution{err: errPlannerFailed, maps: maps}
}
minIdx := 0
minDist := nodePairs[0].sumCosts()
for i := 1; i < len(nodePairs); i++ {
if dist := nodePairs[i].sumCosts(); dist < minDist {
minDist = dist
minIdx = i
}
}
return &rrtSolution{steps: extractPath(maps.startMap, maps.goalMap, nodePairs[minIdx], true), maps: maps}
}
// fixedStepInterpolation returns inputs at qstep distance along the path from start to target
// if start and target have the same Input value, then no step increment is made.
func fixedStepInterpolation(start, target node, qstep []float64) []referenceframe.Input {
newNear := make([]referenceframe.Input, 0, len(start.Q()))
for j, nearInput := range start.Q() {
if nearInput.Value == target.Q()[j].Value {
newNear = append(newNear, nearInput)
} else {
v1, v2 := nearInput.Value, target.Q()[j].Value
newVal := math.Min(qstep[j], math.Abs(v2-v1))
// get correct sign
newVal *= (v2 - v1) / math.Abs(v2-v1)
newNear = append(newNear, referenceframe.Input{nearInput.Value + newVal})
}
}
return newNear
}
// node interface is used to wrap a configuration for planning purposes.
// TODO: This is somewhat redundant with a State.
type node interface {
// return the configuration associated with the node
Q() []referenceframe.Input
Cost() float64
SetCost(float64)
Pose() spatialmath.Pose
Corner() bool
SetCorner(bool)
}
type basicNode struct {
q []referenceframe.Input
cost float64
pose spatialmath.Pose
corner bool
}
// Special case constructors for nodes without costs to return NaN.
func newConfigurationNode(q []referenceframe.Input) node {
return &basicNode{
q: q,
cost: math.NaN(),
corner: false,
}
}
func (n *basicNode) Q() []referenceframe.Input {
return n.q
}
func (n *basicNode) Cost() float64 {
return n.cost
}
func (n *basicNode) SetCost(cost float64) {
n.cost = cost
}
func (n *basicNode) Pose() spatialmath.Pose {
return n.pose
}
func (n *basicNode) Corner() bool {
return n.corner
}
func (n *basicNode) SetCorner(corner bool) {
n.corner = corner
}
// nodePair groups together nodes in a tuple
// TODO(rb): in the future we might think about making this into a list of nodes.
type nodePair struct{ a, b node }
func (np *nodePair) sumCosts() float64 {
aCost := np.a.Cost()
if math.IsNaN(aCost) {
return 0
}
bCost := np.b.Cost()
if math.IsNaN(bCost) {
return 0
}
return aCost + bCost
}
func extractPath(startMap, goalMap map[node]node, pair *nodePair, matched bool) []node {
// need to figure out which of the two nodes is in the start map
var startReached, goalReached node
if _, ok := startMap[pair.a]; ok {
startReached, goalReached = pair.a, pair.b
} else {
startReached, goalReached = pair.b, pair.a
}
// extract the path to the seed
path := make([]node, 0)
for startReached != nil {
path = append(path, startReached)
startReached = startMap[startReached]
}
// reverse the slice
for i, j := 0, len(path)-1; i < j; i, j = i+1, j-1 {
path[i], path[j] = path[j], path[i]
}
if goalReached != nil {
if matched {
// skip goalReached node and go directly to its parent in order to not repeat this node
goalReached = goalMap[goalReached]
}
// extract the path to the goal
for goalReached != nil {
path = append(path, goalReached)
goalReached = goalMap[goalReached]
}
}
return path
}
func sumCosts(path []node) float64 {
cost := 0.
for _, wp := range path {
cost += wp.Cost()
}
return cost
}
type rrtPlan struct {
SimplePlan
// nodes corresponding to inputs can be cached with the Plan for easy conversion back into a form usable by RRT
// depending on how the trajectory is constructed these may be nil and should be computed before usage
nodes []node
}
func newRRTPlan(solution []node, sf *solverFrame, relative bool) (Plan, error) {
if len(solution) < 2 {
return nil, errors.New("cannot construct a Plan using fewer than two nodes")
}
traj := sf.nodesToTrajectory(solution)
path, err := newPath(solution, sf)
if err != nil {
return nil, err
}
if relative {
path, err = newPathFromRelativePath(path)
if err != nil {
return nil, err
}
}
var plan Plan
plan = &rrtPlan{SimplePlan: *NewSimplePlan(path, traj), nodes: solution}
if relative {
plan = OffsetPlan(plan, solution[0].Pose())
}
return plan, nil
}