Example #1
0
        public static bool is_reachable(bool whole_path, int last_point, Auv current)
        {
            Waypoint last     = current.get_waypoint(last_point);
            double   x_target = current.x_target;
            double   y_target = current.y_target;
            double   rho      = Math.Atan2(y_target - last.y_est, x_target - last.x_est) * 180 / Math.PI;

            if (rho <= 0)
            {
                rho = rho + 360;
            }

            if (last.theta_est < 0)
            {
                last.theta_est += 360;
            }

            double diff = Math.Abs(rho - last.theta_est);

            if (diff < 30)
            {
                double dist       = Math.Sqrt((last.y_est - y_target) * (last.y_est - y_target) + (last.x_est - x_target) * (last.x_est - x_target));
                double prev_t     = last.t_step;
                double final_time = last.t_step + dist / MainClass.VELOCITY;
                if (!intersects_path(whole_path, current, last_point, x_target, y_target, prev_t, final_time))
                {
                    return(true);
                }
            }
            return(false);
        }
Example #2
0
        //public static bool intersects_path(bool whole_path, Auv current, int rand_point, double x_est, double y_est, double prev_t, double t_step)
        //{
        //    Waypoint last_point = current.get_waypoint(rand_point);
        //    for (int i = 0; i < current.count; i++)
        //    {
        //        for (int j = 1; j < MainClass.curr_auvs[i].output.Count; j++)
        //        {
        //            Waypoint curr = MainClass.curr_auvs[i].output[j];
        //            Waypoint prev = MainClass.curr_auvs[i].output[j - 1];
        //            double curr_step = curr.t_step;
        //            double prev_step = prev.t_step;
        //            if (whole_path)
        //            {
        //                if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
        //                {
        //                    return true;
        //                }
        //            }
        //            else
        //            {
        //                if (((prev_step > prev_t) && (prev_step < t_step)) || ((curr_step > prev_t) && (curr_step < t_step)) || ((prev_step < prev_t) && (curr_step > t_step)))
        //                {
        //                    //Console.WriteLine("COLIDING");
        //                    if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
        //                    {
        //                        return true;
        //                    }
        //                }
        //            }
        //        }
        //    }
        //    return false;
        //}
        public static bool intersects_path(bool whole_path, Auv current, int rand_point, double x_est, double y_est, double prev_t, double t_step)
        {
            Waypoint last_point = current.get_waypoint(rand_point);
            //for each of the previous auvs
            for (int i = 0; i < current.count; i++)
            {
                int min_index = MainClass.curr_auvs[i].output_time.BinarySearch(prev_t);
                int max_index = MainClass.curr_auvs[i].output_time.BinarySearch(t_step);

                if (min_index < 0)
                {
                    min_index = ~min_index;
                }
                if (max_index < 0)
                {
                    max_index = ~max_index;
                }
                if (min_index != 0)
                {
                    min_index -= 1;
                }
                if (max_index == MainClass.curr_auvs[i].output_time.Count)
                {
                    max_index -= 1;
                }
                //Console.WriteLine("------------------------------");
                //Console.WriteLine("Intersecting (" + prev_t + ", " + t_step + ") against");
                foreach (double time in MainClass.curr_auvs[i].output_time)
                {
                    //Console.WriteLine(time);
                }
                //Console.WriteLine("Min = " + min_index + ", Max = " + max_index + ", " + MainClass.curr_auvs[i].output_time.Count);
                //Console.WriteLine("Time segement (" + prev_t + ", " + t_step + ") overlaps (" + MainClass.curr_auvs[i].output_time[min_index] + ", " + MainClass.curr_auvs[i].output_time[max_index] + ")");
                int num_segments = max_index - min_index;
                for (int j = 0; j < num_segments; j++)
                {
                    Waypoint curr = MainClass.curr_auvs[i].output[min_index + j + 1];
                    Waypoint prev = MainClass.curr_auvs[i].output[min_index + j];
                    double curr_step = curr.t_step;
                    double prev_step = prev.t_step;

                    if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
                    {
                        return true;
                    }

                }

            }
            return false;
        }
Example #3
0
        //public static bool intersects_path(bool whole_path, Auv current, int rand_point, double x_est, double y_est, double prev_t, double t_step)
        //{

        //    Waypoint last_point = current.get_waypoint(rand_point);
        //    for (int i = 0; i < current.count; i++)
        //    {
        //        for (int j = 1; j < MainClass.curr_auvs[i].output.Count; j++)
        //        {
        //            Waypoint curr = MainClass.curr_auvs[i].output[j];
        //            Waypoint prev = MainClass.curr_auvs[i].output[j - 1];
        //            double curr_step = curr.t_step;
        //            double prev_step = prev.t_step;

        //            if (whole_path)
        //            {
        //                if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
        //                {
        //                    return true;
        //                }
        //            }
        //            else
        //            {
        //                if (((prev_step > prev_t) && (prev_step < t_step)) || ((curr_step > prev_t) && (curr_step < t_step)) || ((prev_step < prev_t) && (curr_step > t_step)))
        //                {
        //                    //Console.WriteLine("COLIDING");
        //                    if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
        //                    {
        //                        return true;
        //                    }

        //                }
        //            }


        //        }

        //    }
        //    return false;

        //}

        public static bool intersects_path(bool whole_path, Auv current, int rand_point, double x_est, double y_est, double prev_t, double t_step)
        {
            Waypoint last_point = current.get_waypoint(rand_point);

            //for each of the previous auvs
            for (int i = 0; i < current.count; i++)
            {
                int min_index = MainClass.curr_auvs[i].output_time.BinarySearch(prev_t);
                int max_index = MainClass.curr_auvs[i].output_time.BinarySearch(t_step);

                if (min_index < 0)
                {
                    min_index = ~min_index;
                }
                if (max_index < 0)
                {
                    max_index = ~max_index;
                }
                if (min_index != 0)
                {
                    min_index -= 1;
                }
                if (max_index == MainClass.curr_auvs[i].output_time.Count)
                {
                    max_index -= 1;
                }
                //Console.WriteLine("------------------------------");
                //Console.WriteLine("Intersecting (" + prev_t + ", " + t_step + ") against");
                foreach (double time in MainClass.curr_auvs[i].output_time)
                {
                    //Console.WriteLine(time);
                }
                //Console.WriteLine("Min = " + min_index + ", Max = " + max_index + ", " + MainClass.curr_auvs[i].output_time.Count);
                //Console.WriteLine("Time segement (" + prev_t + ", " + t_step + ") overlaps (" + MainClass.curr_auvs[i].output_time[min_index] + ", " + MainClass.curr_auvs[i].output_time[max_index] + ")");
                int num_segments = max_index - min_index;
                for (int j = 0; j < num_segments; j++)
                {
                    Waypoint curr      = MainClass.curr_auvs[i].output[min_index + j + 1];
                    Waypoint prev      = MainClass.curr_auvs[i].output[min_index + j];
                    double   curr_step = curr.t_step;
                    double   prev_step = prev.t_step;

                    if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
                    {
                        return(true);
                    }
                }
            }
            return(false);
        }
Example #4
0
        public static bool is_reachable(int last_point, Auv current)
        {
            Waypoint last = current.get_waypoint(last_point);
            double x_target = current.x_target;
            double y_target = current.y_target;
            double rho = Math.Atan2(last.y_est - y_target, last.x_est - x_target)*180/Math.PI;
            if (rho <= 0) {
                rho = rho + 360;
            }

            double diff = Math.Abs(rho-last.theta_est);

            if (diff < 30) {
                double dist = Math.Sqrt((last.y_est - y_target)*(last.y_est - y_target)+(last.x_est - x_target)*(last.x_est - x_target));
                double prev_t = last.t_step;
                double final_time = last.t_step + dist/MainClass.VELOCITY;
                if (!intersects_path(current, last_point, x_target, y_target, prev_t, final_time)) {
                    return true;
                }
            }
            return false;
        }
Example #5
0
        public static void init_objects(List <GPS> start, List <GPS> end, List <double> bounding_box, double new_grid_width)
        {
            //Initialize global variables
            width    = (int)Math.Abs(bounding_box[0] - bounding_box[2]);
            height   = (int)Math.Abs(bounding_box[1] - bounding_box[3]);
            num_auvs = start.Count;

            //Initialize auvs
            for (int i = 0; i < start.Count; i++)
            {
                //Console.WriteLine ("Adding " + i);
                //Declare new auv and first waypoint
                int j       = num_auvs - i;
                Auv current = new Auv(i, end[i].long_coord, end[i].lat_coord);
                current.add_waypoint(128, 0, 0, start[i].long_coord, start[i].lat_coord, start[i].heading, -1, 0);
                //Auv current = new Auv(i, 180, j * 40 + 5);
                //current.add_waypoint(128, 0, 0, 20, (i + 1) * 40 + 20, 0, -1, 0);
                //Console.WriteLine ("Added first waypoint");
                //Add current auv to auvs
                curr_auvs.Add(current);
                //Console.WriteLine ("Add new auv to list");
            }
        }
Example #6
0
        public static double VELOCITY = 1; //Velocity in m/s

        #endregion Fields

        #region Methods

        public static void init_objects(List<GPS> start, List<GPS> end, List<double> bounding_box, double new_grid_width)
        {
            //Initialize global variables
            width = (int)Math.Abs(bounding_box[0] - bounding_box[2]);
            height = (int)Math.Abs(bounding_box[1] - bounding_box[3]);
            num_auvs = start.Count;

            //Initialize auvs
            for (int i = 0; i < start.Count; i++)
            {
                //Console.WriteLine ("Adding " + i);
                //Declare new auv and first waypoint
                int j = num_auvs - i;
                Auv current = new Auv(i, end[i].long_coord, end[i].lat_coord);
                current.add_waypoint(128, 0, 0, start[i].long_coord, start[i].lat_coord, start[i].heading, -1, 0);
                //Auv current = new Auv(i, 180, j * 40 + 5);
                //current.add_waypoint(128, 0, 0, 20, (i + 1) * 40 + 20, 0, -1, 0);
                //Console.WriteLine ("Added first waypoint");
                //Add current auv to auvs
                curr_auvs.Add(current);
                //Console.WriteLine ("Add new auv to list");

            }
        }
Example #7
0
        public static bool intersects_path(Auv current, int rand_point, double x_est, double y_est, double prev_t, double t_step)
        {
            Waypoint last_point = current.get_waypoint(rand_point);

            for (int i = 0; i < current.count; i++)
            {
                for (int j = 0; j < MainClass.auvs.Count; j++)
                {
                    Waypoint curr      = MainClass.auvs[i].output[j];
                    Waypoint prev      = MainClass.auvs[i].output[j - 1];
                    double   curr_step = curr.t_step;
                    double   prev_step = prev.t_step;

                    if (((prev_step > prev_t) && (prev_step < t_step)) || ((curr_step > prev_t) && (curr_step < t_step)) || ((prev_step < prev_t) && (curr_step > t_step)))
                    {
                        if (line_intersect(last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est))
                        {
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
Example #8
0
        public static bool intersects_path(Auv current, int rand_point, double x_est, double y_est, double prev_t, double t_step)
        {
            Waypoint last_point = current.get_waypoint(rand_point);

            for (int i = 0; i < current.count; i++) {
                for (int j = 0; j < MainClass.auvs.Count; j++) {
                    Waypoint curr = MainClass.auvs[i].output[j];
                    Waypoint prev = MainClass.auvs[i].output[j-1];
                    double curr_step = curr.t_step;
                    double prev_step = prev.t_step;

                    if (((prev_step > prev_t) && (prev_step < t_step)) || ((curr_step > prev_t) && (curr_step < t_step)) || ((prev_step < prev_t) && (curr_step > t_step))) {

                        if (line_intersect (last_point.x_est, last_point.y_est, x_est, y_est, prev.x_est, prev.y_est, curr.x_est, curr.y_est)) {
                            return true;
                        }

                    }

                }

            }
            return false;
        }
Example #9
0
        public void run_plan()
        {
            //Invalidate();
            //Console.WriteLine("In Run Plan");
            Thread old = t;

            t = new Thread(new ThreadStart(run_simulation));
            //Console.WriteLine("Making stuff");

            if (!replan)
            {
                bounding_box = new List <double>();
                obstacles    = new List <Obstacle>();
            }
            locations        = new List <List <double> >();
            target_waypoints = new List <int>();
            finished         = new List <bool>();

            actual_finished      = new List <bool>();
            whole_path_intersect = whole_path.Checked;
            iterations           = Convert.ToInt32(iteration_input.Text);
            start = new List <GPS>();
            end   = new List <GPS>();

            load_scenario();

            if (replan)
            {
                for (int j = 0; j < MainClass.auvs.Count; j++)
                {
                    Auv    curr  = MainClass.auvs[j];
                    double theta = Math.Atan2(curr.output[actual_target_waypoints[j]].y_est - actual_locations[j][1], curr.output[actual_target_waypoints[0]].x_est - actual_locations[j][0]) * (180 / Math.PI);
                    start.Add(new GPS(last_locations[j][0], last_locations[j][1], theta)); //CHANGE TO NOT ZERO
                    end.Add(new GPS(MainClass.auvs[j].x_target, MainClass.auvs[j].y_target, 0));
                }
            }

            //Reset actual_locations
            actual_locations        = new List <List <double> >();
            actual_target_waypoints = new List <int>();


            MainClass.run_motion_planner(whole_path_intersect, iterations, start, end, bounding_box, obstacles, grid_width);

            if (simulate.Checked)
            {
                //Console.WriteLine("Simulate Checked");
                int count = 0;
                foreach (Auv curr_auv in MainClass.auvs)
                {
                    List <double> current_list = new List <double>();
                    current_list.Add(curr_auv.waypoints[0].x_est);
                    current_list.Add(curr_auv.waypoints[0].y_est);
                    finished.Add(false);
                    target_waypoints.Add(0);
                    locations.Add(current_list);

                    current_list = new List <double>();
                    current_list.Add(curr_auv.waypoints[0].x_est);
                    current_list.Add(curr_auv.waypoints[0].y_est);
                    actual_finished.Add(false);
                    actual_target_waypoints.Add(0);
                    actual_locations.Add(current_list);
                    //Console.WriteLine("Adding Point (" + locations[count][0] + ", " + locations[count][1] + ")");
                    count++;
                }
                t.Start();
                old.Abort();
            }
            else
            {
                Invalidate();
            }
        }
Example #10
0
        public static double VELOCITY = 2; //Velocity in m/s

        #endregion Fields

        #region Methods

        public static void Main(string[] args)
        {
            //Initialize obstacle array
            List<Obstacle> obstacles = new List<Obstacle>();

            //Initialize auvs
            for (int i = 0; i < num_auvs; i++) {
                //Declare new auv and first waypoint
                int j = num_auvs - i;
                Auv current = new Auv(i, 180, j*40 + 20);
                current.add_waypoint(128, 0, 0, 20, (i+1)*40 + 20, 0, -1, 0);

                //Add current auv to auvs
                auvs.Add(current);

                //Plot Data

            }

            //Define obstacles
            List<Point> obstaclepoints = new List<Point>();
            obstaclepoints.Add(new Point(50, 50));
            obstaclepoints.Add(new Point(50, 75));
            obstaclepoints.Add(new Point(75, 75));
            obstaclepoints.Add(new Point(75, 50));
            obstacles.Add(new Obstacle(obstaclepoints));

            //Prob Roadmap
            for (int a = 0; a < auvs.Count; a++) {
                //Start with next waypoint after start
                int count = 1;
                int last_point = 0;

                //Create current line to target
                List<Point> current_line = new List<Point>();
                current_line.Add (new Point(auvs[a].x_target, auvs[a].y_target));
                current_line.Add (new Point(auvs[a].get_waypoint(last_point).x_est, auvs[a].get_waypoint(last_point).y_est));

                //While there is no path to target, keep adding to tree
                while (intersect.intersect_obstacles(obstacles, current_line) || !intersect.is_reachable(last_point, auvs[a])) {

                    Random rand = new Random();
                    int yaw_rand = rand.Next(0, 255);

                    //Change to double?
                    int dt_rand = rand.Next(0, MAX_DT);

                    Waypoint rand_point = auvs[a].pick_waypoint();

                    double prev_t = rand_point.t_step;
                    double t_step = prev_t + dt_rand;

                    Waypoint new_point = sim_motion(rand_point, yaw_rand, dt_rand, t_step, count);

                    List<Point> new_line = new List<Point>();
                    new_line.Add (new Point(rand_point.x_est, rand_point.y_est));
                    new_line.Add (new Point(new_point.x_est, new_point.y_est));

                    if (!intersect.intersect_obstacles(obstacles, new_line) && !intersect.intersects_path(auvs[a], rand_point.index, new_point.x_est, new_point.y_est, rand_point.t_step, dt_rand)) {
                        auvs[a].add_waypoint(new_point);
                        last_point = count;
                        count++;
                    }
                }

                //Create output

            }
        }
Example #11
0
        public static void Main(string[] args)
        {
            //Initialize obstacle array
            List <Obstacle> obstacles = new List <Obstacle>();

            //Initialize auvs
            for (int i = 0; i < num_auvs; i++)
            {
                //Declare new auv and first waypoint
                int j       = num_auvs - i;
                Auv current = new Auv(i, 180, j * 40 + 20);
                current.add_waypoint(128, 0, 0, 20, (i + 1) * 40 + 20, 0, -1, 0);

                //Add current auv to auvs
                auvs.Add(current);

                //Plot Data
            }

            //Define obstacles
            List <Point> obstaclepoints = new List <Point>();

            obstaclepoints.Add(new Point(50, 50));
            obstaclepoints.Add(new Point(50, 75));
            obstaclepoints.Add(new Point(75, 75));
            obstaclepoints.Add(new Point(75, 50));
            obstacles.Add(new Obstacle(obstaclepoints));

            //Prob Roadmap
            for (int a = 0; a < auvs.Count; a++)
            {
                //Start with next waypoint after start
                int count      = 1;
                int last_point = 0;

                //Create current line to target
                List <Point> current_line = new List <Point>();
                current_line.Add(new Point(auvs[a].x_target, auvs[a].y_target));
                current_line.Add(new Point(auvs[a].get_waypoint(last_point).x_est, auvs[a].get_waypoint(last_point).y_est));

                //While there is no path to target, keep adding to tree
                while (intersect.intersect_obstacles(obstacles, current_line) || !intersect.is_reachable(last_point, auvs[a]))
                {
                    Random rand     = new Random();
                    int    yaw_rand = rand.Next(0, 255);

                    //Change to double?
                    int dt_rand = rand.Next(0, MAX_DT);

                    Waypoint rand_point = auvs[a].pick_waypoint();

                    double prev_t = rand_point.t_step;
                    double t_step = prev_t + dt_rand;

                    Waypoint new_point = sim_motion(rand_point, yaw_rand, dt_rand, t_step, count);

                    List <Point> new_line = new List <Point>();
                    new_line.Add(new Point(rand_point.x_est, rand_point.y_est));
                    new_line.Add(new Point(new_point.x_est, new_point.y_est));

                    if (!intersect.intersect_obstacles(obstacles, new_line) && !intersect.intersects_path(auvs[a], rand_point.index, new_point.x_est, new_point.y_est, rand_point.t_step, dt_rand))
                    {
                        auvs[a].add_waypoint(new_point);
                        last_point = count;
                        count++;
                    }
                }

                //Create output
            }
        }