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import re
import numpy as np
import random
from scene_synthesizer.utils import PositionIterator2D
from shapely.geometry import Point
from dsynth.assets.ss_assets import WIDTH, DEPTH
from dataclasses import dataclass
import numpy as np
from dsynth.assets.asset import Asset
class PositionIteratorPI(PositionIterator2D):
def __init__(
self,
step_x,
step_y,
noise_std_x=0.0,
noise_std_y=0.0,
direction="x",
stop_on_new_line=False,
seed=None,
shelf_width=WIDTH,
shelf_depth=DEPTH
):
super().__init__(seed=seed)
self.step = np.array([step_x, step_y])
self.noise_std_x = noise_std_x
self.noise_std_y = noise_std_y
self.direction = direction
self.new_line = False
self.stop_on_new_line = stop_on_new_line
# if self.direction
# raise ValueError(f"Unknown direction: {self.direction}")
self.start_point = None
self.end_point = None
self.i = 0
self.j = 0
self.lst_of_pos = [(1.45 * shelf_width / 4, shelf_depth / 3),
(1.45 * shelf_width / 4, 2 * shelf_depth / 3),
(shelf_width / 2, 2 * shelf_depth / 3),
(3 * shelf_width / 4 - 0.45 * shelf_width / 4, 2 * shelf_depth / 3),
(3 * shelf_width / 4 - 0.45 * shelf_width / 4, shelf_depth / 3)]
self.counter = 0
def __next__(self):
while True:
if self.stop_on_new_line and self.new_line:
self.new_line = False
raise StopIteration
current_point = self.lst_of_pos[self.counter]
self.counter += 1
p = Point(current_point)
if np.all(current_point > self.end_point):
break
if p.within(self.polygon):
return np.array([p.x, p.y])
raise StopIteration
def __call__(self, support):
if support.polygon != self.polygon:
self.polygon = support.polygon
minx, miny, maxx, maxy = self.polygon.bounds
self.start_point = np.array([minx, miny])
self.end_point = np.array([maxx, maxy])
self.i = 0
self.j = 0
self.new_line = False
return self
def flatten_dict(d, sep: str = None, parent_key: str = ''):
items = {}
for k, v in d.items():
if sep is None:
new_key = (*parent_key, k) if parent_key else (k,)
else:
new_key = parent_key + sep + k if parent_key else k
if isinstance(v, dict) and len(v) > 0:
items.update(flatten_dict(v, parent_key=new_key, sep=sep).items())
else:
items[new_key] = v
return items
def get_needed_names(regexp, all_products):
return list(filter(lambda x: re.match(regexp, x), all_products))
class ProductnameIterator:
def __init__(self, queries, all_product_names, shuffle=True, rng=random.Random(42)):
self.queries = queries
products = []
for query in self.queries:
products.extend(get_needed_names(rf'products_hierarchy.{query}', all_product_names))
if shuffle:
rng.shuffle(products)
self.products_iterator = iter(products)
def __iter__(self):
return self
def __next__(self,):
return next(self.products_iterator)
class ProductnameIteratorInfinite(ProductnameIterator):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.products_iterator = cycle(self.products_iterator)
class PositionIteratorGridColumns(PositionIterator2D):
def __init__(
self,
obj_width,
obj_depth,
x_gap,
y_gap,
delta_x,
delta_y,
current_point,
num_cols,
seed,
noise_std_x=0.0,
noise_std_y=0.0,
):
super().__init__(seed)
self.obj_w = obj_width
self.obj_d = obj_depth
self.x_gap = x_gap
self.y_gap = y_gap
self.delta_x = delta_x
self.delta_y = delta_y
self.start_point = None
self.end_point = None
self.current_point = current_point
self.num_cols = num_cols
self.stop_iter = False
self.cur_col = 0
self.cur_row = 0
self.noise_std_x = noise_std_x
self.noise_std_y = noise_std_y
def __next__(self):
while not self.stop_iter:
if self.num_cols <= 0:
self.current_point[0] -= self.obj_w/2
self.current_point[1] -= self.obj_d/2
self.stop_iter = True
break
if self.current_point[0] + self.obj_w/2 < self.end_point[0]:
x = self.current_point[0]
y = self.current_point[1]
self.current_point[1] += self.obj_d + self.y_gap
self.cur_row += 1
if self.current_point[1] + self.obj_d/2 >= self.end_point[1]:
self.current_point[0] += self.obj_w + self.x_gap
self.current_point[1] = self.start_point[1] + self.obj_d/2
self.num_cols -= 1
self.cur_col += 1
self.cur_row = 0
if self.noise_std_x > 0 or self.noise_std_y > 0:
p = self.rng.normal([x, y], [self.noise_std_x, self.noise_std_y])
else:
p = np.array([x, y])
return p
elif self.current_point[0] + self.obj_w/2 >= self.end_point[0]:
self.current_point[0] -= self.obj_w/2
self.current_point[1] -= self.obj_d/2
self.stop_iter = True
break
raise StopIteration
def __call__(self, support):
if support.polygon != self.polygon:
self.polygon = support.polygon
minx, miny, maxx, maxy = self.polygon.bounds
self.start_point = np.array([minx, miny])
self.end_point = np.array([maxx, maxy])
if self.current_point[0] == -1:
self.current_point[0] = minx + self.delta_x + self.obj_w/2
else:
self.current_point[0] += self.obj_w/2
if self.current_point[1] == -1:
self.current_point[1] = miny + self.delta_y + self.obj_d/2
else:
self.current_point[1] += self.obj_d/2
return self
def update(self, *args, **kwargs):
pass
def object_id_generator(base_name, pos_generator: PositionIteratorGridColumns):
while True:
yield f"{base_name}{pos_generator.cur_col}:{pos_generator.cur_row}"
def is_valid_cell(x, y, N, M):
if x < 0 or y < 0 or x >= N or y >= M:
return False
return True
def find_paths_util(maze, source, destination, visited, path, paths):
"""Find paths using Breadth First Search algorith """
# Done if destination is found
if source == destination:
paths.append(path[:]) # append copy of current path
return paths
# mark current cell as visited
N = len(maze)
M = len(maze[0])
x, y = source
visited[x][y] = True
# if current cell is a valid and open cell,
if is_valid_cell(x, y, N, M) and maze[x][y] == 0:
# Using Breadth First Search on path extension in all direction
# go right (x, y) --> (x + 1, y)
if x + 1 < N and (not visited[x + 1][y]):
path.append((x + 1, y))
find_paths_util(maze,(x + 1, y), destination, visited, path, paths)
path.pop()
# go left (x, y) --> (x - 1, y)
if x - 1 >= 0 and (not visited[x - 1][y]):
path.append((x - 1, y))
find_paths_util(maze, (x - 1, y), destination, visited, path, paths)
path.pop()
# go up (x, y) --> (x, y + 1)
if y + 1 < M and (not visited[x][y + 1]):
path.append((x, y + 1))
find_paths_util(maze, (x, y + 1), destination, visited, path, paths)
path.pop()
# go down (x, y) --> (x, y - 1)
if y - 1 >= 0 and (not visited[x][y - 1]):
path.append((x, y - 1))
find_paths_util(maze, (x, y - 1), destination, visited, path, paths)
path.pop()
# Unmark current cell as visited
visited[x][y] = False
return paths
def find_paths(maze, source, destination):
""" Sets up and searches for paths"""
N = len(maze) # size of Maze is N x N
M = len(maze[0])
# 2D matrix to keep track of cells involved in current path
visited = [[False]*M for _ in range(N)]
path = [source]
paths = []
paths = find_paths_util(maze, source, destination, visited, path, paths)
return paths
@dataclass
class RectFixture:
name: str = None
x: float = 0
y: float = 0
l: float = 1.55
w: float = 0.6
orientation: str = 'horizontal'
occupancy_width: float = 0.0
asset_name: str = None
# horizontal: y+ y-
# vertical: x+ x-
def __post_init__(self):
if not self.orientation in ['horizontal', 'vertical']:
raise RuntimeError(f"Wrong orientation: {self.orientation}")
@classmethod
def make_from_asset(cls, asset: Asset,
name=None, x=0, y=0,
orientation='horizontal',
occupancy_width=0.2,
asset_name=None):
extents = asset.trimesh_scene.extents
return cls(name, x, y, l = extents[0], w=extents[1], orientation=orientation,
occupancy_width=occupancy_width, asset_name=asset_name)
def get_polygon(self):
if self.orientation == 'horizontal':
polygon = [
[self.x - self.l / 2, self.y - self.w / 2],
[self.x + self.l / 2, self.y - self.w / 2],
[self.x + self.l / 2, self.y + self.w / 2],
[self.x - self.l / 2, self.y + self.w / 2],
]
occupancy_polygon = [
[polygon[0][0], polygon[0][1] - self.occupancy_width],
[polygon[1][0], polygon[1][1] - self.occupancy_width],
[polygon[2][0], polygon[2][1] + self.occupancy_width],
[polygon[3][0], polygon[3][1] + self.occupancy_width]
]
elif self.orientation == 'vertical':
polygon = [
[self.x - self.w / 2, self.y - self.l / 2],
[self.x + self.w / 2, self.y - self.l / 2],
[self.x + self.w / 2, self.y + self.l / 2],
[self.x - self.w / 2, self.y + self.l / 2],
]
occupancy_polygon = [
[polygon[0][0] - self.occupancy_width, polygon[0][1]],
[polygon[1][0] + self.occupancy_width, polygon[1][1]],
[polygon[2][0] + self.occupancy_width, polygon[2][1]],
[polygon[3][0] - self.occupancy_width, polygon[3][1]]
]
else:
raise RuntimeError("Wrong orientation")
return np.array(polygon), np.array(occupancy_polygon)
def is_valid(self, size_x, size_y):
polygon, occupancy_polygon = self.get_polygon()
if np.any(occupancy_polygon[:, 0] > size_x) or np.any(occupancy_polygon[:, 0] < 0) or \
np.any(occupancy_polygon[:, 1] > size_y) or np.any(occupancy_polygon[:, 1] < 0):
return False
return True
def draw(self, axes, show_occupancy=True, facecolor='skyblue',
edgecolor='blue', linewidth=2
):
polygon, occupancy_polygon = self.get_polygon()
if show_occupancy:
axes.fill(occupancy_polygon[:, 0], occupancy_polygon[:, 1], facecolor='gray', edgecolor='black', linewidth=linewidth)
axes.fill(polygon[:, 0], polygon[:, 1], facecolor=facecolor, edgecolor=edgecolor, linewidth=linewidth)
def check_overlap(l1, r1, l2, r2):
if r2[0] < l1[0] or r1[0] < l2[0]:
return False
if r2[1] < l1[1] or r1[1] < l2[1]:
return False
return True
def check_shelfs_overlap(s1: RectFixture, s2: RectFixture):
poly1, occup1 = s1.get_polygon()
poly2, occup2 = s2.get_polygon()
if check_overlap(poly1[0], poly1[2], occup2[0], occup2[2]):
return True
if check_overlap(occup1[0], occup1[2], poly2[0], poly2[2]):
return True
if s1.orientation != s2.orientation: # !!!
if check_overlap(occup1[0], occup1[2], occup2[0], occup2[2]):
return True
return False
def check_collisions(new_shelf: RectFixture, shelves_list: list):
for shelf in shelves_list:
if check_shelfs_overlap(new_shelf, shelf):
return True
return False
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