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draw.py
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draw.py
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import pygame
import math
import numpy as np
import json
# My stuff
import config
from room import Room
from noise import Noise
from particle import Particle
from resample import Resample
import random
def gaussian_kernel(x, sigma):
# http://www.stat.wisc.edu/~mchung/teaching/MIA/reading/diffusion.gaussian.kernel.pdf.pdf
g = (math.e ** -(x ** 2 / (2 * sigma **2))) * (1 / math.sqrt(math.pi * 2) * sigma)
# g = (math.e ** -(x ** 2 / (2 * sigma **2)))
return g
def meanEstimative(particles):
m_x, m_y, m_count = 0, 0, 0
for p in particles:
m_count += p.weight
m_x += p.pos[0] * p.weight
m_y += p.pos[1] * p.weight
if m_count == 0:
return Particle((-1, -1), (0,0,0)), False
m_x /= m_count
m_y /= m_count
return (m_x, m_y)
def trilaterar(p1, p2, p3, d1, d2, d3):
p2p1Distance = ((p2[0]-p1[0])**2 + (p2[1] - p1[1])**2)**(1/2)
exx = (p2[0]-p1[0])/p2p1Distance
exy = (p2[1]-p1[1])/p2p1Distance
i = exx*(p3[0]-p1[0]) + exy * (p3[1]-p1[1])
iexx = p3[0]-p1[0]-i*exx
iexy = p3[1]-p1[1]-i*exy
eyx = (iexx)/(iexx**2 + iexy**2)**(1/2)
eyy = (iexy)/(iexx**2 + iexy**2)**(1/2)
j = eyx*(p3[0]-p1[0])+eyy*(p3[1]-p1[1])
x = (d1**2 - d2**2 + p2p1Distance**2)/(2*p2p1Distance)
y = (d1**2 - d3**2 + i**2 + j**2)/(2*j) - i*x/j
fx = p1[0] + x*exx + y*eyx
fy = p1[1] + x*exy + y*eyy
return (fx, fy)
class Draw:
def __init__(self, fload, fsave, flog):
pygame.display.set_caption("Particle Filter Demo")
pygame.font.init() # you have to call this at the start,
# if you want to use this module.
if config.LOAD:
self.load_file = fload
if config.SAVE:
self.save_file = fsave
if config.LOG:
self.log_file = open(flog, 'w', newline='')
self.log_file.write("x_sim, y_sim, e_x_sim, e_y_sim, error_sim, x_real, y_real, e_x_real, e_y_real, error_real\n")
self.font = pygame.font.SysFont('Arial', 30)
self.help = False
self.set_conf = False
self.window = pygame.display.set_mode((config.SCREEN_WIDTH, config.SCREEN_HEIGHT))
self.screen = pygame.display.get_surface()
self.clock = pygame.time.Clock()
self.playing = 1
self.room = Room((12,16),((1,0,0,0,0,1,1,1,2,1,1,1,1,0,0,1),
(1,0,1,1,0,1,0,0,0,0,0,0,0,0,0,1),
(1,0,1,1,0,1,0,0,0,0,0,0,0,1,1,1),
(1,0,1,1,0,1,0,0,0,0,0,0,0,0,1,1),
(1,0,1,1,0,1,0,0,0,0,0,0,0,0,1,1),
(1,0,0,0,0,1,0,0,0,0,0,0,0,0,1,1),
(1,1,1,1,0,1,1,1,1,1,1,0,0,0,1,1),
(1,0,0,1,0,1,1,1,1,1,2,0,0,0,1,1),
(1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1),
(1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1),
(1,0,0,1,2,1,1,1,1,1,1,1,1,1,1,1),
(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1)))
self.reset()
self.min_error = float('inf')
self.max_error = float('-inf')
def reset(self, p=1):
if(p):
#self.person = Particle(self.room.randomFreePos(), (0, 255, 0), 10)
self.point_list = [] if not config.LOAD else load_movement(self.load_file)
self.person = Particle(config.START_POS, (0, 255, 0), 10)
self.person.target = False if self.point_list == [] else True
self.path = False if self.point_list == [] else True
self.set_conf = False if self.point_list == [] else True
self.particles = [Particle(self.room.randomFreePos()) for i in range(config.PARTICLE_COUNT)]
self.mparticle = Particle(self.room.randomFreePos(), config.COLOR_MPARTICLE, 10)
def draw_grid(self):
for x in range(0, config.SCREEN_WIDTH, config.BLOCK_WIDTH):
pygame.draw.line(self.screen, config.TEXT_GRID, (x,0), (x, config.SCREEN_HEIGHT))
for y in range(0, config.SCREEN_HEIGHT, config.BLOCK_HEIGHT):
pygame.draw.line(self.screen, config.TEXT_GRID, (0, y), (config.SCREEN_WIDTH, y))
def draw_room(self):
for i in range(self.room.size[1]):
for j in range(self.room.size[0]):
if self.room.pattern[j][i] == 0:
pygame.draw.rect(self.screen, config.COLOR_EMPTY, pygame.Rect(i*config.BLOCK_WIDTH, j*config.BLOCK_HEIGHT, config.BLOCK_WIDTH, config.BLOCK_HEIGHT))
elif(self.room.pattern[j][i] == 2):
pygame.draw.rect(self.screen, config.COLOR_BEACON, pygame.Rect(i*config.BLOCK_WIDTH, j*config.BLOCK_HEIGHT, config.BLOCK_WIDTH, config.BLOCK_HEIGHT))
else:
pygame.draw.rect(self.screen, config.COLOR_WALL, pygame.Rect(i*config.BLOCK_WIDTH, j*config.BLOCK_HEIGHT, config.BLOCK_WIDTH, config.BLOCK_HEIGHT))
def draw_text(self, text, p):
self.screen.blit(self.font.render(text, 1, config.TEXT_COLOR), p)
def draw_help(self, pos, estimative):
error = math.hypot(pos[0]-estimative[0], pos[1]-estimative[1])
pygame.draw.rect(self.screen, config.COLOR_EMPTY, pygame.Rect(int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.70), 500, 200))
if config.POSITIONING_METHODS_INDEX in [config.PF, config.EPF]:
self.draw_text("Resampling Method: {}".format(config.RESAMPLE[config.RESAMPLE_INDEX]), (int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.71)))
self.draw_text(f"Person: {pos}", (int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.75)))
self.draw_text(f"Estimative: {estimative}", (int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.79)))
self.draw_text(f"Error: {error}", (int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.83)))
self.draw_text(f"Min Error: {self.min_error}",(int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.87)))
self.draw_text(f'Max Error: {self.max_error}',(int(config.SCREEN_WIDTH*0.6), int(config.SCREEN_HEIGHT*0.91)))
def draw_particles(self):
if config.POSITIONING_METHODS_INDEX in [config.PF, config.EPF]:
for particle in self.particles:
particle.draw(self.screen)
self.person.draw(self.screen)
if self.set_conf:
self.mparticle.draw(self.screen)
def draw_path(self):
if(len(self.point_list) > 1):
pygame.draw.lines(self.screen, (255, 0, 0), False, self.point_list, 5)
def draw(self):
self.screen.fill(config.COLOR_BG)
self.draw_room()
self.draw_particles()
self.draw_grid()
if(self.help):
self.draw_help(self.person.pos, self.mparticle.pos)
if(self.path):
self.draw_path()
def log(self, pos, estimative):
error_pixels = math.hypot(pos[0]-estimative[0], pos[1]-estimative[1])
pos_converted = ((pos[0]*9.3)/1280, (pos[1]*6.82)/720)
estimative_converted = ((estimative[0]*9.3)/1280, (estimative[1]*6.82)/720)
error_converted = math.hypot(pos_converted[0]-estimative_converted[0], pos_converted[1]-estimative_converted[1])
self.log_file.write(f"{pos[0]}, {pos[1]}, {estimative[0]}, {estimative[1]}, {error_pixels}, {pos_converted[0]}, {pos_converted[1]}, {estimative_converted[0]}, {estimative_converted[1]}, {error_converted}\n")
def update(self):
# UPDATE STUFF
move_vector, keep_alive = self.person.update(self.room, self.point_list)
p_d = self.person.read_sensor(self.room, noise=True)
if config.POSITIONING_METHODS_INDEX == config.PF:
self.update_particleFilter(p_d)
for p in self.particles:
p.follow(move_vector)
self.mparticle.pos = meanEstimative(self.particles)
elif config.POSITIONING_METHODS_INDEX == config.EPF:
self.update_evoParticleFilter(p_d, config.GAUSSIAN_SIGMA)
for p in self.particles:
p.follow(move_vector)
self.mparticle.pos = meanEstimative(self.particles)
else:
self.update_trilateration(p_d)
if(not keep_alive and config.LOAD):
self.log_file.close()
exit()
error = math.hypot(self.person.pos[0]-self.mparticle.pos[0], self.person.pos[1]-self.mparticle.pos[1])
if(self.max_error < error):
self.max_error = error
if(self.min_error > error):
self.min_error = error
def update_trilateration(self, p_d):
beacons = self.room.pixel_beacons
self.mparticle.pos = trilaterar(beacons[0],beacons[1],beacons[2], p_d[0], p_d[1],p_d[2])
def update_particleFilter(self, p_d):
for particle in self.particles:
if(self.room.freePos((particle.pos[0]//config.BLOCK_WIDTH,particle.pos[1]//config.BLOCK_HEIGHT))):
pt_d = particle.read_sensor(self.room, noise=False)
errors = abs(p_d - pt_d)
particle.weight = gaussian_kernel(errors.mean(), config.GAUSSIAN_SIGMA)
else:
particle.weight = 0
# RESAMPLE STUFF
new_particles = []
pesos = np.asarray([particle.weight for particle in self.particles])
norm_pesos = (pesos - pesos.min()) / (pesos.max() - pesos.min())
dist = Resample(norm_pesos)
indices = dist.pick(config.RESAMPLE[config.RESAMPLE_INDEX])
# MUTATE STUFF
for i in indices:
new = Particle(self.particles[i].pos, noise=True)
if(self.room.freePos((new.pos[0]//config.BLOCK_WIDTH,new.pos[1]//config.BLOCK_HEIGHT))):
d = new.read_sensor(self.room, False)
errors = abs(p_d - d)
new.weight = gaussian_kernel(errors.mean(), config.GAUSSIAN_SIGMA)
else:
new.weight = 0
new_particles.append(new)
self.particles = new_particles
for p in self.particles:
p.color = p.w2color(p.weight)
def update_evoParticleFilter(self, p_d, sigma):
new_particles = []
for k in range(config.NUM_GENERATIONS):
# SELECTION
for particle in self.particles:
if(self.room.freePos((particle.pos[0]//config.BLOCK_WIDTH, particle.pos[1]//config.BLOCK_HEIGHT))):
pt_d = particle.read_sensor(self.room, noise=False)
errors = abs(p_d - pt_d)
particle.weight = gaussian_kernel(errors.mean(), sigma)
else:
particle.weight = 0
pesos = np.asarray([particle.weight for particle in self.particles])
norm_pesos = (pesos - pesos.min()) / (pesos.max() - pesos.min())
dist = Resample(norm_pesos)
indices = dist.pick(config.RESAMPLE[config.RESAMPLE_INDEX])
# CROSSOVER + MUTATION
new_particles = []
i=0
j=len(self.particles)-1
while i<j:
mutation_prob1 = random.uniform(0,1)
mutation_prob2 = random.uniform(0,1)
child1 = Particle((self.particles[indices[i]].pos[0],self.particles[indices[j]].pos[1]), noise=False if mutation_prob1 > .1 else True)
child2 = Particle((self.particles[indices[j]].pos[0],self.particles[indices[i]].pos[1]), noise=False if mutation_prob2 > .1 else True)
i+=1
j-=1
new_particles.append(child1)
new_particles.append(child2)
self.particles = new_particles
sigma = sigma * 1.25
for p in self.particles:
pt_d = p.read_sensor(self.room, noise=False)
errors = abs(p_d - pt_d)
p.weight = gaussian_kernel(errors.mean(), sigma)
pesos = np.asarray([particle.weight for particle in self.particles])
norm_pesos = (pesos - pesos.min()) / (pesos.max() - pesos.min())
for idx in range(len(self.particles)):
self.particles[idx].weight = norm_pesos[idx]
self.particles[idx].color = self.particles[idx].w2color(norm_pesos[idx])
def handle_input(self, e):
if(e.key == pygame.K_r): # Restart Everyhing
self.reset()
elif(e.key == pygame.K_LSHIFT): # Restart particles
self.reset(p=0)
elif(e.key == pygame.K_s): # Change selection type
config.RESAMPLE_INDEX = (config.RESAMPLE_INDEX + 1) % len(config.RESAMPLE)
elif(e.key == pygame.K_h): # HELP
self.help = not self.help
elif(e.key == pygame.K_c):
self.set_conf = not self.set_conf
def play(self):
while True:
for e in pygame.event.get():
if e.type == pygame.QUIT:
return
elif e.type == pygame.KEYDOWN:
self.handle_input(e)
elif e.type == pygame.MOUSEBUTTONUP:
pos = pygame.mouse.get_pos()
dest = (pos[0]//config.BLOCK_WIDTH, pos[1]//config.BLOCK_HEIGHT)
source = (self.person.pos[0]//config.BLOCK_WIDTH, self.person.pos[1]//config.BLOCK_HEIGHT)
self.point_list = self.room.astar((source[1],source[0]), (dest[1],dest[0]))
if(config.SAVE and self.point_list != []):
save_movement(self.point_list, self.save_file)
self.person.target = True
self.path = True
if self.playing == config.PLAYING:
self.update()
self.draw()
if config.LOG:
self.log(self.person.pos, self.mparticle.pos)
pygame.display.update()
self.clock.tick(config.FPS)
def main(fload, fsave, flog):
pygame.init()
Draw(fload, fsave, flog).play()
pygame.quit()
def save_movement(point_list, filename):
with open(filename, 'w') as f:
json.dump(point_list, f)
def load_movement(filename):
with open(filename) as f:
x = json.load(f)
if(config.REVERSE_PATH):
x = list(reversed(x))
x += list(reversed(x))[1:]
return x
if __name__ == "__main__":
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("-s","--save", help="Saves current movement list",type=str)
parser.add_argument("-l","--load", help="Loads to current movement list",type=str)
parser.add_argument("-log","--log",help="Logs statistics about current movement list", type=str)
parser.add_argument("-pm","--pmethod",help="Select positioning method", type=str)
parser.add_argument("-pa","--particle_amount", help="Amount of particles in each scenario", type=int)
#parser.add_argument("-rv","--reverse", help="Reverse path in scenario", action="store_true")
args = parser.parse_args()
if args.save is not None:
config.SAVE = True
if args.load is not None:
config.LOAD = True
if args.log is not None:
config.LOG = True
if args.pmethod is not None:
if args.pmethod == config.POSITIONING_METHODS[config.PF]:
config.POSITIONING_METHODS_INDEX = config.PF
elif args.pmethod == config.POSITIONING_METHODS[config.EPF]:
config.POSITIONING_METHODS_INDEX = config.EPF
else:
config.POSITIONING_METHODS_INDEX = config.TRI
# if args.reverse:
# config.REVERSED_PATH = True
main(args.load, args.save, args.log)