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simulator.py
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"""
Simulator
author: Atsushi Sakai
"""
import numpy as np
import matplotlib.pyplot as plt
import math
import random
class VehicleSimulator():
def __init__(self, ix, iy, iyaw, iv, max_v, w, L):
self.x = ix
self.y = iy
self.yaw = iyaw
self.v = iv
self.max_v = max_v
self.W = w
self.L = L
self._calc_vehicle_contour()
def update(self, dt, a, omega):
self.x += self.v * np.cos(self.yaw) * dt
self.y += self.v * np.sin(self.yaw) * dt
self.yaw += omega * dt
self.v += a * dt
if self.v >= self.max_v:
self.v = self.max_v
def plot(self):
plt.plot(self.x, self.y, ".b")
# convert global coordinate
gx, gy = self.calc_global_contour()
plt.plot(gx, gy, "--b")
def calc_global_contour(self):
gx = [(ix * np.cos(self.yaw) + iy * np.sin(self.yaw)) +
self.x for (ix, iy) in zip(self.vc_x, self.vc_y)]
gy = [(ix * np.sin(self.yaw) - iy * np.cos(self.yaw)) +
self.y for (ix, iy) in zip(self.vc_x, self.vc_y)]
return gx, gy
def _calc_vehicle_contour(self):
self.vc_x = []
self.vc_y = []
self.vc_x.append(self.L / 2.0)
self.vc_y.append(self.W / 2.0)
self.vc_x.append(self.L / 2.0)
self.vc_y.append(-self.W / 2.0)
self.vc_x.append(-self.L / 2.0)
self.vc_y.append(-self.W / 2.0)
self.vc_x.append(-self.L / 2.0)
self.vc_y.append(self.W / 2.0)
self.vc_x.append(self.L / 2.0)
self.vc_y.append(self.W / 2.0)
self.vc_x, self.vc_y = self._interporate(self.vc_x, self.vc_y)
def _interporate(self, x, y):
rx, ry = [], []
dtheta = 0.05
for i in range(len(x) - 1):
rx.extend([(1.0 - θ) * x[i] + θ * x[i + 1]
for θ in np.arange(0.0, 1.0, dtheta)])
ry.extend([(1.0 - θ) * y[i] + θ * y[i + 1]
for θ in np.arange(0.0, 1.0, dtheta)])
rx.extend([(1.0 - θ) * x[len(x) - 1] + θ * x[1]
for θ in np.arange(0.0, 1.0, dtheta)])
ry.extend([(1.0 - θ) * y[len(y) - 1] + θ * y[1]
for θ in np.arange(0.0, 1.0, dtheta)])
return rx, ry
class LidarSimulator():
def __init__(self):
self.range_noise = 0.01
def get_observation_points(self, vlist, angle_reso):
x, y, angle, r = [], [], [], []
# store all points
for v in vlist:
gx, gy = v.calc_global_contour()
for vx, vy in zip(gx, gy):
vangle = math.atan2(vy, vx)
vr = np.hypot(vx, vy) * random.uniform(1.0 - self.range_noise,
1.0 + self.range_noise)
x.append(vx)
y.append(vy)
angle.append(vangle)
r.append(vr)
# ray casting filter
rx, ry = self.ray_casting_filter(x, y, angle, r, angle_reso)
return rx, ry
def ray_casting_filter(self, xl, yl, thetal, rangel, angle_reso):
rx, ry = [], []
rangedb = [float("inf") for _ in range(
int(np.floor((np.pi * 2.0) / angle_reso)) + 1)]
for i in range(len(thetal)):
angleid = int(round(thetal[i] / angle_reso))
if rangedb[angleid] > rangel[i]:
rangedb[angleid] = rangel[i]
for i in range(len(rangedb)):
t = i * angle_reso
if rangedb[i] != float("inf"):
rx.append(rangedb[i] * np.cos(t))
ry.append(rangedb[i] * np.sin(t))
return rx, ry
def main():
print("start!!")
print("done!!")
if __name__ == '__main__':
main()