def __init__(self, master, inputMap, path):
     """A class to represent a GUI with a map
     Arguments:
         master {Tk} -- Tkinter GUI generator
         inputMap {grid} -- The grid to draw on
         path {tile list} -- the path of grid tiles visited
     FIELDS:
         master {Tk} -- Tkinter GUI generator
         tile_dict {dict} -- a dictionary that maps tiles to rectangles
         canvas {Canvas} -- the canvas the GUI is made on 
         path {Tile list} -- the list of tiles visited by robot on path
         pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
             does not draw over the tiles)
         pathIndex {int} -- the index of the path the GUI is at in anumation
         curr_tile {Tile} -- the current tile the robot is at in animation
         grid {Grid} -- the Grid object that the simulation was run on
     """
     # Tinker master, used to create GUI
     self.master = master
     self.tile_dict = None
     self.canvas = None
     self.path = path
     self.pathSet = set()
     self.pathIndex = len(path) - 1
     self.curr_tile = None
     self.grid = inputMap
     self.create_widgets()
     self.generate_sensor = GenerateSensorData(self.grid)
Beispiel #2
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    def __init__(self, end_point):
        """
        """
        self.grid = grid.Grid(tile_num_height, tile_num_width, tile_size)
        self.client = Client()
        self.sensor_state = SensorState()

        #Visualization
        self.master: Tk = Tk()
        self.canvas: Canvas = None
        #TODO: update heading
        self.heading = 0
        self.prev_draw_c1c0_ids = [None, None]
        self.tile_dict: Dict[grid.Tile, int] = None

        # Generates random enviroment on the grid
        generator = RandomObjects(self.grid)
        generator.create_env(22, 0, 0, 22, 9)
        self.sensor_generator = GenerateSensorData(self.grid)

        self.create_widgets()
        # starting location for middle
        self.curr_tile = self.grid.grid[int(tile_num_width / 2)][int(
            tile_num_height / 2)]

        self.client.send_data({'end_point': end_point})
        print("sent")
        self.main_loop()
        self.master.mainloop()
    def __init__(self, master, fullMap, emptyMap, path, endPoint, squareList,
                 state):
        """A class to represent a GUI with a map

        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited
            squareList -- the list of all the square objects

        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
            squareList -- the list of all the square objects
        """
        # Tinker master, used to create GUI
        super().__init__(master, fullMap, emptyMap, path, squareList, 0)

        self.initPhase = True

        self.brokenPath = None
        self.brokenPathIndex = 0

        self.visitedSet = set()
        for i in self.path:
            self.pathSet.add(i)

        self.recalc_count = recalc_wait
        self.recalc_cond = False
        self.stepsSinceRecalc = 0

        self.create_widgets(True)
        self.generate_sensor = GenerateSensorData(self.gridFull)

        self.endPoint = endPoint
        self.next_tile = None

        self.obstacleState = state

        # set of tiles that were marked as available path in simulation's previous iteration
        self.last_iter_seen = set()

        # TODO: This is a buggggg..... we must fix the entire coordinate system? change init heading to 0
        self.heading = 180
        # TODO: change to custom type or enum
        self.output_state = "stopped"
        self.desired_heading = None
        self.angle_trace = None
        self.des_angle_trace = None
Beispiel #4
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class Mock_Jetson:
    def __init__(self, end_point):
        """
        """
        self.grid = grid.Grid(tile_num_height, tile_num_width, tile_size)
        self.client = Client()
        self.sensor_state = SensorState()

        #Visualization
        self.master: Tk = Tk()
        self.canvas: Canvas = None
        #TODO: update heading
        self.heading = 0
        self.prev_draw_c1c0_ids = [None, None]
        self.tile_dict: Dict[grid.Tile, int] = None

        # Generates random enviroment on the grid
        generator = RandomObjects(self.grid)
        generator.create_env(22, 0, 0, 22, 9)
        self.sensor_generator = GenerateSensorData(self.grid)

        self.create_widgets()
        # starting location for middle
        self.curr_tile = self.grid.grid[int(tile_num_width / 2)][int(
            tile_num_height / 2)]

        self.client.send_data({'end_point': end_point})
        print("sent")
        self.main_loop()
        self.master.mainloop()

    def main_loop(self):
        """
        """
        # TODO: update the curr tile from read
        new_coor = self.client.listen()
        self.curr_tile = self.grid.grid[new_coor[0]][new_coor[1]]
        self.drawC1C0()
        self.sensor_state = SensorState()
        self.sensor_state.set_lidar(
            self.sensor_generator.generateLidar(degree_freq,
                                                self.curr_tile.row,
                                                self.curr_tile.col))
        self.client.send_data(self.sensor_state)
        self.drawC1C0()
        self.master.after(1, self.main_loop)

    def create_widgets(self):
        """
        Creates the canvas of the size of the inputted grid
        """
        self.master.geometry("+900+100")
        canvas = Canvas(self.master,
                        width=len(self.grid.grid[0]) * GUI_tile_size,
                        height=len(self.grid.grid) * GUI_tile_size)
        offset = GUI_tile_size / 2
        tile_dict = {}
        for row in self.grid.grid:
            for tile in row:
                x = tile.x / tile_scale_fac
                y = tile.y / tile_scale_fac
                tile_dict[tile] = canvas.create_rectangle(
                    x - offset,
                    y - offset,
                    x + offset,
                    y + offset,
                    outline=tile.get_color(),
                    fill=tile.get_color())
        canvas.pack()
        self.canvas = canvas
        self.tile_dict = tile_dict

    def drawC1C0(self):
        """Draws C1C0's current location on the simulation"""
        def _scale_coords(coords):
            """scales coords (a tuple (x, y)) from real life cm to pixels"""
            scaled_x = coords[0] / tile_scale_fac
            scaled_y = coords[1] / tile_scale_fac
            return scaled_x, scaled_y

        # coordinates of robot center right now (in cm)
        center_x = self.curr_tile.x
        center_y = self.curr_tile.y
        # converting heading to radians, and adjusting so that facing right = 0 deg
        heading_adj_rad = math.radians(self.heading + 90)
        if self.prev_draw_c1c0_ids is not None:
            # delete old drawings from previous iteration
            self.canvas.delete(self.prev_draw_c1c0_ids[0])
            self.canvas.delete(self.prev_draw_c1c0_ids[1])
        # coordinates of bounding square around blue circle
        top_left_coords = (center_x - robot_radius, center_y + robot_radius)
        bot_right_coords = (center_x + robot_radius, center_y - robot_radius)
        # convert coordinates from cm to pixels
        top_left_coords_scaled = _scale_coords(top_left_coords)
        bot_right_coords_scaled = _scale_coords(bot_right_coords)
        # draw blue circle
        self.prev_draw_c1c0_ids[0] = self.canvas.create_oval(
            top_left_coords_scaled[0],
            top_left_coords_scaled[1],
            bot_right_coords_scaled[0],
            bot_right_coords_scaled[1],
            outline='black',
            fill='blue')
        center_coords_scaled = _scale_coords((center_x, center_y))
        # finding endpoint coords of arrow
        arrow_end_x = center_x + robot_radius * math.cos(heading_adj_rad)
        arrow_end_y = center_y + robot_radius * math.sin(heading_adj_rad)
        arrow_end_coords_scaled = _scale_coords((arrow_end_x, arrow_end_y))
        # draw white arrow
        self.prev_draw_c1c0_ids[1] = self.canvas.create_line(
            center_coords_scaled[0],
            center_coords_scaled[1],
            arrow_end_coords_scaled[0],
            arrow_end_coords_scaled[1],
            arrow='last',
            fill='white')
class DynamicGUI():
    def __init__(self, master, fullMap, emptyMap, path, endPoint):
        """A class to represent a GUI with a map

        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited

        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
        """
        # Tinker master, used to create GUI
        self.master = master
        self.tile_dict = None
        self.canvas = None

        self.path = path

        self.initPhase = True

        self.brokenPath = None
        self.brokenPathIndex = 0

        self.visitedSet = set()
        self.pathSet = set()
        for i in self.path:
            self.pathSet.add(i)
        self.pathIndex = 0
        self.curr_tile = None

        self.gridFull = fullMap
        self.gridEmpty = emptyMap

        self.recalc = False
        self.stepsSinceRecalc = 0

        self.create_widgets()
        self.generate_sensor = GenerateSensorData(self.gridFull)

        self.endPoint = endPoint
        self.next_tile = None

        self.recalc_count = recalc_wait
        self.recalc_cond = False

        self.last_iter_seen = set(
        )  # set of tiles that were marked as available path in simulation's previous iteration

        # TODO: This is a buggggg..... we must fix the entire coordinate system? change init heading to 0
        self.heading = 180
        # TODO: change to custom type or enum
        self.output_state = "stopped"
        self.desired_heading = None
        self.angle_trace = None
        self.des_angle_trace = None

        self.prev_draw_c1c0_ids = [
            None, None
        ]  # previous IDs representing drawing of C1C0 on screen

    def create_widgets(self, empty=True):
        """Creates the canvas of the size of the inputted grid

        Create left side GUI with all obstacles visible
        If empty=True, draw empty grid (where robot doesn't know its surroundings)
        (function is run only at initialization of grid)
        """
        self.master.geometry("+900+100")
        if empty:
            map = self.gridEmpty.grid
        else:
            map = self.gridFull.grid
        width = len(map[0]) * GUI_tile_size
        height = len(map) * GUI_tile_size
        visMap = Canvas(self.master, width=width, height=height)
        offset = GUI_tile_size / 2
        if empty:
            tile_dict = {}
        for row in map:
            for tile in row:
                x = tile.x / tile_scale_fac
                y = tile.y / tile_scale_fac
                x1 = x - offset
                y1 = y - offset
                x2 = x + offset
                y2 = y + offset
                if tile.is_bloated:
                    color = "#ffc0cb"
                elif tile.is_obstacle:
                    color = "#ffCC99"
                else:
                    color = "#545454"
                if empty:
                    tile_dict[tile] = visMap.create_rectangle(x1,
                                                              y1,
                                                              x2,
                                                              y2,
                                                              outline=color,
                                                              fill=color)
        visMap.pack()
        self.canvas = visMap
        if (empty):
            self.tile_dict = tile_dict

    def visibilityDraw(self, lidar_data):
        """Draws a circle of visibility around the robot
       """
        # coloring all tiles that were seen in last iteration light gray
        while self.last_iter_seen:
            curr_rec = self.last_iter_seen.pop()
            self.canvas.itemconfig(curr_rec, outline="#C7C7C7",
                                   fill="#C7C7C7")  # light gray

        row = self.curr_tile.row
        col = self.curr_tile.col
        index_radius_inner = int(vis_radius / tile_size)
        index_radius_outer = index_radius_inner + 2

        # the bounds for the visibility circle
        lower_row = max(0, row - index_radius_outer)
        lower_col = max(0, col - index_radius_outer)
        upper_row = min(row + index_radius_outer, self.gridFull.num_rows - 1)
        upper_col = min(col + index_radius_outer, self.gridFull.num_cols - 1)

        lidar_data_copy = copy.copy(lidar_data)
        rad_inc = int(GUI_tile_size / 3)  # radius increment to traverse tiles

        def _color_normally(r, angle_rad):
            """
           Colors the tile at the location that is at a distance r at heading angle_rad from robot's current location.
           Colors the tile based on its known attribute (obstacle, bloated, visited, or visible).
           """
            coords = (r * math.sin(angle_rad) + row,
                      r * math.cos(angle_rad) + col
                      )  # (row, col) of tile we want to color
            # make sure coords are in bounds of GUI window
            if (coords[0] >= lower_row) and (coords[0] <= upper_row) \
                    and (coords[1] >= lower_col) and (coords[1] <= upper_col):
                curr_tile = self.gridEmpty.grid[int(coords[0])][int(coords[1])]
                curr_rec = self.tile_dict[curr_tile]
                if curr_tile.is_bloated:
                    if 11 > curr_tile.bloat_score > 0:
                        color = bloat_colors[curr_tile.bloat_score]
                        self.canvas.itemconfig(curr_rec,
                                               outline=color,
                                               fill=color)  # blue
                        if curr_tile.bloat_score >= 11:
                            self.canvas.itemconfig(curr_rec,
                                                   outline="#000000",
                                                   fill="#000000")  # black
                elif curr_tile.is_obstacle:
                    # avg = math.ceil(sum(curr_tile.obstacle_score)/len(curr_tile.obstacle_score))
                    if curr_tile.obstacle_score[3] < 6:
                        color_pos = round(
                            len(obstacle_colors) / obstacle_threshold *
                            curr_tile.obstacle_score[3]) - 1
                        color = obstacle_colors[max(color_pos, 1)]
                        self.canvas.itemconfig(curr_rec,
                                               outline=color,
                                               fill=color)  # yellow
                    else:
                        self.canvas.itemconfig(curr_rec,
                                               outline="#cc8400",
                                               fill="#cc8400")  # darker yellow
                else:
                    self.canvas.itemconfig(curr_rec,
                                           outline="#fff",
                                           fill="#fff")  # white
                    self.last_iter_seen.add(curr_rec)

        # iterating through 360 degrees surroundings of robot in increments of degree_freq
        for deg in range(0, 360, degree_freq):
            angle_rad = deg * math.pi / 180
            if len(lidar_data_copy) == 0 or lidar_data_copy[0][0] != deg:
                # no object in sight at deg; color everything normally up to visibility radius
                for r in range(0, index_radius_inner, rad_inc):
                    _color_normally(r, angle_rad)
            else:  # obstacle in sight
                # color everything normally UP TO obstacle, and color obstacle red
                for r in range(
                        0,
                        math.ceil(lidar_data_copy[0][1] / tile_size) + rad_inc,
                        rad_inc):
                    _color_normally(r, angle_rad)
                lidar_data_copy.pop(0)

    def drawC1C0(self):
        """Draws C1C0's current location on the simulation"""
        def _scale_coords(coords):
            """scales coords (a tuple (x, y)) from real life cm to pixels"""
            scaled_x = coords[0] / tile_scale_fac
            scaled_y = coords[1] / tile_scale_fac
            return scaled_x, scaled_y

        # coordinates of robot center right now (in cm)
        center_x = self.curr_tile.x
        center_y = self.curr_tile.y

        # converting heading to radians, and adjusting so that facing right = 0 deg
        heading_adj_rad = math.radians(self.heading + 90)

        if self.prev_draw_c1c0_ids is not None:
            # delete old drawings from previous iteration
            self.canvas.delete(self.prev_draw_c1c0_ids[0])
            self.canvas.delete(self.prev_draw_c1c0_ids[1])
        # coordinates of bounding square around blue circle
        top_left_coords = (center_x - robot_radius, center_y + robot_radius)
        bot_right_coords = (center_x + robot_radius, center_y - robot_radius)
        # convert coordinates from cm to pixels
        top_left_coords_scaled = _scale_coords(top_left_coords)
        bot_right_coords_scaled = _scale_coords(bot_right_coords)

        # draw blue circle
        self.prev_draw_c1c0_ids[0] = self.canvas.create_oval(
            top_left_coords_scaled[0],
            top_left_coords_scaled[1],
            bot_right_coords_scaled[0],
            bot_right_coords_scaled[1],
            outline='black',
            fill='blue')

        center_coords_scaled = _scale_coords((center_x, center_y))

        # finding endpoint coords of arrow
        arrow_end_x = center_x + robot_radius * math.cos(heading_adj_rad)
        arrow_end_y = center_y + robot_radius * math.sin(heading_adj_rad)
        arrow_end_coords_scaled = _scale_coords((arrow_end_x, arrow_end_y))

        # draw white arrow
        self.prev_draw_c1c0_ids[1] = self.canvas.create_line(
            center_coords_scaled[0],
            center_coords_scaled[1],
            arrow_end_coords_scaled[0],
            arrow_end_coords_scaled[1],
            arrow='last',
            fill='white')

    def breakUpLine(self, curr_tile, next_tile):
        current_loc = (curr_tile.x, curr_tile.y)
        next_loc = (next_tile.x, next_tile.y)
        # calculate the slope, rise/run
        x_change = next_loc[0] - current_loc[0]
        y_change = next_loc[1] - current_loc[1]
        dist = math.sqrt(x_change**2 + y_change**2)

        # if (dist < tile_size):
        #     return [(current_loc[0] + x_change, current_loc[1] + y_change)]

        num_steps = int(dist / tile_size)
        returner = []

        if y_change == 0:
            x_step = tile_size
            y_step = 0
        elif x_change == 0:
            x_step = 0
            y_step = tile_size
        else:
            inv_slope = x_change / y_change
            # x^2+y^2 = tile_size^2    &&     x/y = x_change/y_change
            y_step = math.sqrt(tile_size**2 / (inv_slope**2 + 1))
            y_step = y_step
            x_step = math.sqrt(
                (tile_size**2 * inv_slope**2) / (inv_slope**2 + 1))
            x_step = x_step
        if x_change < 0 and x_step > 0:
            x_step = -x_step
        if y_change < 0 and y_step:
            y_step = -y_step

        for i in range(1, num_steps + 1):
            new_coor = (current_loc[0] + i * x_step,
                        current_loc[1] + i * y_step)
            returner.append(new_coor)
            new_tile = self.gridEmpty.get_tile(new_coor)
            if new_tile not in self.pathSet:
                self.pathSet.add(new_tile)

        return returner

    def getPathSet(self):
        """
        """
        prev_tile = self.curr_tile
        for next_tile in self.path:
            if next_tile not in self.pathSet:
                self.pathSet.add(next_tile)
            self.breakUpLine(prev_tile, next_tile)
            prev_tile = next_tile

    def printTiles(self):
        for row in self.gridEmpty.grid:
            for col in row:
                print(str(col.x) + ', ' + str(col.y))

    def checkRecalc(self):
        for x, y in self.brokenPath:
            check_tile = self.gridEmpty.get_tile((x, y))
            if check_tile.is_obstacle or check_tile.is_bloated:
                self.recalc = True

    def updateDesiredHeading(self):
        """
        calculates the degrees between the current tile and the next tile and updates desired_heading. Estimates the
        degrees to the nearing int.
        """
        x_change = self.next_tile.x - self.curr_x
        y_change = self.next_tile.y - self.curr_y
        if y_change == 0:
            arctan = 90 if x_change < 0 else -90
        else:
            arctan = math.atan(x_change / y_change) * (180 / math.pi)
        if x_change >= 0 and y_change > 0:
            self.desired_heading = (360 - arctan) % 360
        elif x_change < 0 and y_change > 0:
            self.desired_heading = -arctan
        else:
            self.desired_heading = 180 - arctan
        self.desired_heading = round(self.desired_heading)
        # print("updated desired heading to : " + str(self.desired_heading))

    def get_direction_coor(self, curr_x, curr_y, angle):
        """
        returns a coordinate on on the visibility radius at angle [angle] from the robot
        """
        x2 = math.cos(math.radians(angle + 90)) * vis_radius + curr_x
        y2 = math.sin(math.radians(angle + 90)) * vis_radius + curr_y
        return (x2 / tile_scale_fac, y2 / tile_scale_fac)

    def draw_line(self, curr_x, curr_y, next_x, next_y):
        """
        Draw a line from the coordinate (curr_x, curr_y) to the coordinate (next_x, next_y)
        """
        self.canvas.create_line(curr_x / tile_scale_fac,
                                curr_y / tile_scale_fac,
                                next_x / tile_scale_fac,
                                next_y / tile_scale_fac,
                                fill="#339933",
                                width=1.5)

    def draw_headings(self):
        """
        Draws a line showing the heading and desired heading of the robot
        """
        self.canvas.delete(self.angle_trace)
        self.canvas.delete(self.des_angle_trace)
        line_coor = self.get_direction_coor(self.curr_tile.x, self.curr_tile.y,
                                            self.heading)
        self.angle_trace = self.canvas.create_line(
            self.curr_tile.x / tile_scale_fac,
            self.curr_tile.y / tile_scale_fac,
            line_coor[0],
            line_coor[1],
            fill='#FF69B4',
            width=1.5)
        des_line_coor = self.get_direction_coor(self.curr_tile.x,
                                                self.curr_tile.y,
                                                self.desired_heading)
        self.des_angle_trace = self.canvas.create_line(
            self.curr_tile.x / tile_scale_fac,
            self.curr_y / tile_scale_fac,
            des_line_coor[0],
            des_line_coor[1],
            fill='#FF0000',
            width=1.5)
        self.canvas.pack()

    def updateGridSmoothed(self):
        """
        updates the grid in a smoothed fashion
        """
        try:
            if self.desired_heading is not None and self.heading == self.desired_heading:
                self.drawC1C0()
                self.output_state = "move forward"
                print(self.output_state)

            if self.desired_heading is not None and self.heading != self.desired_heading:
                self.drawC1C0()
                if self.heading < self.desired_heading:
                    cw_turn_degrees = 360 + self.heading - self.desired_heading
                    ccw_turn_degrees = self.desired_heading - self.heading
                else:
                    cw_turn_degrees = self.heading - self.desired_heading
                    ccw_turn_degrees = 360 - self.heading + self.desired_heading
                if abs(self.desired_heading - self.heading) < turn_speed:
                    self.heading = self.desired_heading
                else:
                    if cw_turn_degrees < ccw_turn_degrees:  # turn clockwise
                        self.heading = self.heading - turn_speed
                        print('turn left')
                        self.output_state = "turn right"
                    else:  # turn counter clockwise
                        self.heading = self.heading + turn_speed
                        print('turn right')
                        self.output_state = "turn left"
                if self.heading < 0:
                    self.heading = 360 + self.heading
                elif self.heading >= 360:
                    self.heading = self.heading - 360
                self.master.after(speed_dynamic, self.updateGridSmoothed)

            elif self.initPhase:
                curr_tile = self.path[0]
                self.curr_tile = curr_tile
                self.curr_x = self.curr_tile.x
                self.curr_y = self.curr_tile.y

                self.visitedSet.add(curr_tile)
                self.getPathSet()
                lidar_data = self.generate_sensor.generateLidar(
                    degree_freq, curr_tile.row, curr_tile.col)
                self.getPathSet()
                self.recalc = self.gridEmpty.update_grid_tup_data(
                    curr_tile.x, curr_tile.y, lidar_data, Tile.lidar,
                    robot_radius, bloat_factor, self.pathSet)
                self.next_tile = self.path[1]
                self.brokenPath = self.breakUpLine(self.curr_tile,
                                                   self.next_tile)
                self.getPathSet()
                self.brokenPathIndex = 0
                self.visibilityDraw(lidar_data)
                self.updateDesiredHeading()

                self.initPhase = False
                self.master.after(speed_dynamic, self.updateGridSmoothed)
                # If we need to iterate through a brokenPath

            elif self.brokenPathIndex < len(self.brokenPath):
                lidar_data = self.generate_sensor.generateLidar(
                    degree_freq, self.curr_tile.row, self.curr_tile.col)
                self.recalc = self.gridEmpty.update_grid_tup_data(
                    self.curr_tile.x, self.curr_tile.y, lidar_data, Tile.lidar,
                    robot_radius, bloat_factor, self.pathSet)
                self.recalc_cond = self.recalc_cond or self.recalc
                # Relcalculate the path if needed
                if self.recalc_cond and self.recalc_count >= recalc_wait:
                    # print('recalculating!')
                    self.path = search.a_star_search(
                        self.gridEmpty, (self.curr_tile.x, self.curr_tile.y),
                        self.endPoint, search.euclidean)
                    self.path = search.segment_path(self.gridEmpty, self.path)
                    self.pathIndex = 0
                    self.smoothed_window.path = self.path
                    self.smoothed_window.drawPath()
                    self.draw_line(self.curr_x, self.curr_y, self.path[0].x,
                                   self.path[0].y)
                    self.curr_tile = self.path[0]
                    self.curr_x = self.curr_tile.x
                    self.curr_y = self.curr_tile.y
                    self.next_tile = self.path[1]
                    self.brokenPath = self.breakUpLine(self.curr_tile,
                                                       self.next_tile)
                    self.updateDesiredHeading()
                    self.getPathSet()
                    self.visibilityDraw(lidar_data)
                    self.pathSet = set()
                    self.getPathSet()
                    self.pathIndex = 0
                    self.brokenPathIndex = 0
                    self.recalc = False
                    self.recalc_count = 0
                    self.recalc_cond = False
                else:
                    # print('not')
                    if self.brokenPathIndex == 0:
                        x1 = self.curr_x
                        y1 = self.curr_y
                    else:
                        x1 = self.brokenPath[self.brokenPathIndex - 1][0]
                        y1 = self.brokenPath[self.brokenPathIndex - 1][1]
                    x2 = self.brokenPath[self.brokenPathIndex][0]
                    y2 = self.brokenPath[self.brokenPathIndex][1]

                    future_tile = self.gridEmpty.get_tile((x2, y2))
                    if future_tile.is_obstacle or future_tile.is_bloated:
                        self.recalc_count = recalc_wait
                    else:
                        self.draw_line(x1, y1, x2, y2)
                        self.curr_x = x2
                        self.curr_y = y2
                        self.curr_tile = future_tile
                        self.visitedSet.add(self.curr_tile)
                        self.visibilityDraw(lidar_data)
                        self.drawC1C0()
                        self.brokenPathIndex += 1
                        self.recalc_count += 1
                    # MAYBE CHANGE WIDTH TO SEE IF IT LOOKS BETTER?
                self.master.after(speed_dynamic, self.updateGridSmoothed)

            # If we have finished iterating through a broken path, we need to go to the
            # Next tile in path, and create a new broken path to iterate through
            else:
                lidar_data = self.generate_sensor.generateLidar(
                    degree_freq, self.curr_tile.row, self.curr_tile.col)
                if self.curr_tile == self.gridEmpty.get_tile(self.endPoint):
                    print(
                        'C1C0 has ARRIVED AT THE DESTINATION, destination tile'
                    )
                    return
                self.pathSet = set()
                self.pathIndex += 1
                if self.pathIndex == len(self.path) - 1:
                    print(
                        'C1C0 has ARRIVED AT THE DESTINATION, destination tile'
                    )
                    return

                self.draw_line(self.curr_x, self.curr_y,
                               self.path[self.pathIndex].x,
                               self.path[self.pathIndex].y)
                self.curr_tile = self.path[self.pathIndex]
                self.curr_x = self.curr_tile.x
                self.curr_y = self.curr_tile.y
                self.next_tile = self.path[self.pathIndex + 1]
                self.brokenPath = self.breakUpLine(self.curr_tile,
                                                   self.next_tile)
                self.getPathSet()
                self.brokenPathIndex = 0
                self.visibilityDraw(lidar_data)
                self.updateDesiredHeading()
                self.master.after(speed_dynamic, self.updateGridSmoothed)
        except Exception as e:
            print(e)
            print(
                "C1C0: \"There is no path to the desired location. Beep Boop\""
            )

    def runSimulation(self):
        """Runs a sumulation of this map, with its enviroment and path
        """
        self.smoothed_window = StaticGUI.SmoothedPathGUI(
            Toplevel(), self.gridFull, self.path)
        self.smoothed_window.drawPath()
        self.updateGridSmoothed()
        self.master.mainloop()
Beispiel #6
0
    def __init__(self, master, fullMap, emptyMap, path, endPoint):
        """A class to represent a GUI with a map

        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited

        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
        """
        # Tinker master, used to create GUI
        self.master = master
        self.tile_dict = None
        self.canvas = None

        self.path = path

        self.brokenPath = None
        self.brokenPathIndex = 0

        self.visitedSet = set()
        self.pathSet = set()
        for i in self.path:
            self.pathSet.add(i)
        self.pathIndex = 0
        self.curr_tile = None
        self.prev_tile = None

        self.gridFull = fullMap
        self.gridEmpty = emptyMap

        self.recalc = False

        self.create_widgets()
        self.generate_sensor = GenerateSensorData(self.gridFull)

        self.endPoint = endPoint
        self.next_tile = None
        self.prev_vector = None

        self.recalc_count = recalc_wait
        self.recalc_cond = False
        self.way_point = None

        self.last_iter_seen = set(
        )  # set of tiles that were marked as available path in simulation's previous iteration

        # TODO: This is a buggggg..... we must fix the entire coordinate system? change init heading to 0
        self.heading = 180
        # TODO: change to custom type or enum
        self.output_state = "stopped"
        self.desired_heading = None
        self.angle_trace = None
        self.des_angle_trace = None
        self.oldError = 0
        self.errorHistory = 0
        self.mean = random.randint(-1, 1) / 12.0
        self.standard_deviation = random.randint(0, 1.0) / 10.0
        self.pid = None
        self.counter = 0

        self.prev_draw_c1c0_ids = [
            None, None
        ]  # previous IDs representing drawing of C1C0 on screen
Beispiel #7
0
class DynamicGUI():
    def __init__(self, master, fullMap, emptyMap, path, endPoint):
        """A class to represent a GUI with a map

        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited

        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
        """
        # Tinker master, used to create GUI
        self.master = master
        self.tile_dict = None
        self.canvas = None

        self.path = path

        self.brokenPath = None
        self.brokenPathIndex = 0

        self.visitedSet = set()
        self.pathSet = set()
        for i in self.path:
            self.pathSet.add(i)
        self.pathIndex = 0
        self.curr_tile = None
        self.prev_tile = None

        self.gridFull = fullMap
        self.gridEmpty = emptyMap

        self.recalc = False

        self.create_widgets()
        self.generate_sensor = GenerateSensorData(self.gridFull)

        self.endPoint = endPoint
        self.next_tile = None
        self.prev_vector = None

        self.recalc_count = recalc_wait
        self.recalc_cond = False
        self.way_point = None

        self.last_iter_seen = set(
        )  # set of tiles that were marked as available path in simulation's previous iteration

        # TODO: This is a buggggg..... we must fix the entire coordinate system? change init heading to 0
        self.heading = 180
        # TODO: change to custom type or enum
        self.output_state = "stopped"
        self.desired_heading = None
        self.angle_trace = None
        self.des_angle_trace = None
        self.oldError = 0
        self.errorHistory = 0
        self.mean = random.randint(-1, 1) / 12.0
        self.standard_deviation = random.randint(0, 1.0) / 10.0
        self.pid = None
        self.counter = 0

        self.prev_draw_c1c0_ids = [
            None, None
        ]  # previous IDs representing drawing of C1C0 on screen

    def create_widgets(self, empty=True):
        """Creates the canvas of the size of the inputted grid

        Create left side GUI with all obstacles visible
        If empty=True, draw empty grid (where robot doesn't know its surroundings)
        (function is run only at initialization of grid)
        """
        self.master.geometry("+900+100")
        if empty:
            map = self.gridEmpty.grid
        else:
            map = self.gridFull.grid
        width = len(map[0]) * GUI_tile_size
        height = len(map) * GUI_tile_size
        visMap = Canvas(self.master, width=width, height=height)
        offset = GUI_tile_size / 2
        if empty:
            tile_dict = {}
        for row in map:
            for tile in row:
                x = tile.x / tile_scale_fac
                y = tile.y / tile_scale_fac
                x1 = x - offset
                y1 = y - offset
                x2 = x + offset
                y2 = y + offset
                if tile.is_bloated:
                    color = "#ffc0cb"
                elif tile.is_obstacle:
                    color = "#ffCC99"
                else:
                    color = "#545454"
                if empty:
                    tile_dict[tile] = visMap.create_rectangle(x1,
                                                              y1,
                                                              x2,
                                                              y2,
                                                              outline=color,
                                                              fill=color)
        visMap.pack()
        self.canvas = visMap
        if (empty):
            self.tile_dict = tile_dict

    def calcVector(self):
        """
        Returns the vector between the current location and the end point of the current line segment
        and draws this vector onto the canvas
        """
        vect = (0, 0)
        if self.pathIndex + 1 < len(self.path):
            vect = self.pid.newVec()
            # print(vect)
            if self.prev_vector is not None:
                # delete old drawings from previous iteration
                self.canvas.delete(self.prev_vector)

            mag = (vect[0]**2 + vect[1]**2)**(1 / 2)
            norm_vect = (int(vector_draw_length * (vect[0] / mag)),
                         int(vector_draw_length * (vect[1] / mag)))
            end = self._scale_coords(
                (self.curr_x + norm_vect[0], self.curr_y + norm_vect[1]))
            start = self._scale_coords((self.curr_x, self.curr_y))
            self.prev_vector = self.canvas.create_line(start[0],
                                                       start[1],
                                                       end[0],
                                                       end[1],
                                                       arrow='last',
                                                       fill='red')
            # self.canvas.tag_raise(self.prev_vector)
        return vect

    def visibilityDraw(self, lidar_data):
        """Draws a circle of visibility around the robot
       """
        # coloring all tiles that were seen in last iteration light gray
        while self.last_iter_seen:
            curr_rec = self.last_iter_seen.pop()
            self.canvas.itemconfig(curr_rec, outline="#C7C7C7",
                                   fill="#C7C7C7")  # light gray

        row = self.curr_tile.row
        col = self.curr_tile.col
        index_radius_inner = int(vis_radius / tile_size)
        index_radius_outer = index_radius_inner + 2

        # the bounds for the visibility circle
        lower_row = max(0, row - index_radius_outer)
        lower_col = max(0, col - index_radius_outer)
        upper_row = min(row + index_radius_outer, self.gridFull.num_rows - 1)
        upper_col = min(col + index_radius_outer, self.gridFull.num_cols - 1)

        lidar_data_copy = copy.copy(lidar_data)
        rad_inc = int(GUI_tile_size / 3)  # radius increment to traverse tiles

        def _color_normally(r, angle_rad):
            """
           Colors the tile at the location that is at a distance r at heading angle_rad from robot's current location.
           Colors the tile based on its known attribute (obstacle, bloated, visited, or visible).
           """
            coords = (r * math.sin(angle_rad) + row,
                      r * math.cos(angle_rad) + col
                      )  # (row, col) of tile we want to color
            # make sure coords are in bounds of GUI window
            if (coords[0] >= lower_row) and (coords[0] <= upper_row) \
                    and (coords[1] >= lower_col) and (coords[1] <= upper_col):
                curr_tile = self.gridEmpty.grid[int(coords[0])][int(coords[1])]
                curr_rec = self.tile_dict[curr_tile]
                if curr_tile.is_bloated:
                    if 11 > curr_tile.bloat_score > 0:
                        color = bloat_colors[curr_tile.bloat_score]
                        self.canvas.itemconfig(curr_rec,
                                               outline=color,
                                               fill=color)  # blue
                        if curr_tile.bloat_score >= 11:
                            self.canvas.itemconfig(curr_rec,
                                                   outline="#000000",
                                                   fill="#000000")  # black
                elif curr_tile.is_obstacle:
                    # avg = math.ceil(sum(curr_tile.obstacle_score)/len(curr_tile.obstacle_score))
                    if curr_tile.obstacle_score[3] < 6:
                        color_pos = round(
                            len(obstacle_colors) / obstacle_threshold *
                            curr_tile.obstacle_score[3]) - 1
                        color = obstacle_colors[max(color_pos, 1)]
                        self.canvas.itemconfig(curr_rec,
                                               outline=color,
                                               fill=color)  # yellow
                    else:
                        self.canvas.itemconfig(curr_rec,
                                               outline="#cc8400",
                                               fill="#cc8400")  # darker yellow
                else:
                    self.canvas.itemconfig(curr_rec,
                                           outline="#fff",
                                           fill="#fff")  # white
                    self.last_iter_seen.add(curr_rec)

        # iterating through 360 degrees surroundings of robot in increments of degree_freq
        for deg in range(0, 360, degree_freq):
            angle_rad = deg * math.pi / 180
            if len(lidar_data_copy) == 0 or lidar_data_copy[0][0] != deg:
                # no object in sight at deg; color everything normally up to visibility radius
                for r in range(0, index_radius_inner, rad_inc):
                    _color_normally(r, angle_rad)
            else:  # obstacle in sight
                # color everything normally UP TO obstacle, and color obstacle red
                for r in range(
                        0,
                        math.ceil(lidar_data_copy[0][1] / tile_size) + rad_inc,
                        rad_inc):
                    _color_normally(r, angle_rad)
                lidar_data_copy.pop(0)

    def _scale_coords(self, coords):
        """scales coords (a tuple (x, y)) from real life cm to pixels"""
        scaled_x = coords[0] / tile_scale_fac
        scaled_y = coords[1] / tile_scale_fac
        return scaled_x, scaled_y

    def drawC1C0(self):
        """Draws C1C0's current location on the simulation"""

        # coordinates of robot center right now (in cm)
        center_x = self.curr_x
        center_y = self.curr_y

        # converting heading to radians, and adjusting so that facing right = 0 deg
        heading_adj_rad = math.radians(self.heading + 90)

        if self.prev_draw_c1c0_ids is not None:
            # delete old drawings from previous iteration
            self.canvas.delete(self.prev_draw_c1c0_ids[0])
            self.canvas.delete(self.prev_draw_c1c0_ids[1])
        # coordinates of bounding square around blue circle
        top_left_coords = (center_x - robot_radius, center_y + robot_radius)
        bot_right_coords = (center_x + robot_radius, center_y - robot_radius)
        # convert coordinates from cm to pixels
        top_left_coords_scaled = self._scale_coords(top_left_coords)
        bot_right_coords_scaled = self._scale_coords(bot_right_coords)

        # draw blue circle
        self.prev_draw_c1c0_ids[0] = self.canvas.create_oval(
            top_left_coords_scaled[0],
            top_left_coords_scaled[1],
            bot_right_coords_scaled[0],
            bot_right_coords_scaled[1],
            outline='black',
            fill='blue')

        center_coords_scaled = self._scale_coords((center_x, center_y))

        # finding endpoint coords of arrow
        arrow_end_x = center_x + robot_radius * math.cos(heading_adj_rad)
        arrow_end_y = center_y + robot_radius * math.sin(heading_adj_rad)
        arrow_end_coords_scaled = self._scale_coords(
            (arrow_end_x, arrow_end_y))

        # draw white arrow
        self.prev_draw_c1c0_ids[1] = self.canvas.create_line(
            center_coords_scaled[0],
            center_coords_scaled[1],
            arrow_end_coords_scaled[0],
            arrow_end_coords_scaled[1],
            arrow='last',
            fill='white')

    def generatePathSet(self):
        self.pathSet = set()
        for i in range(len(self.path) - 1):
            self.breakUpLine(self.path[i], self.path[i + 1])

    def breakUpLine(self, curr_tile, next_tile):
        current_loc = (curr_tile.x, curr_tile.y)
        next_loc = (next_tile.x, next_tile.y)
        # calculate the slope, rise/run
        x_change = next_loc[0] - current_loc[0]
        y_change = next_loc[1] - current_loc[1]
        dist = math.sqrt(x_change**2 + y_change**2)

        # if (dist < tile_size):
        #     return [(current_loc[0] + x_change, current_loc[1] + y_change)]

        num_steps = int(dist / tile_size)
        returner = []

        if y_change == 0:
            x_step = tile_size
            y_step = 0
        elif x_change == 0:
            x_step = 0
            y_step = tile_size
        else:
            inv_slope = x_change / y_change
            # x^2+y^2 = tile_size^2    &&     x/y = x_change/y_change
            y_step = math.sqrt(tile_size**2 / (inv_slope**2 + 1))
            y_step = y_step
            x_step = math.sqrt(
                (tile_size**2 * inv_slope**2) / (inv_slope**2 + 1))
            x_step = x_step
        if x_change < 0 and x_step > 0:
            x_step = -x_step
        if y_change < 0 and y_step:
            y_step = -y_step

        for i in range(1, num_steps + 1):
            new_coor = (current_loc[0] + i * x_step,
                        current_loc[1] + i * y_step)
            returner.append(new_coor)
            new_tile = self.gridEmpty.get_tile(new_coor)
            if new_tile not in self.pathSet:
                self.pathSet.add(new_tile)

    def printTiles(self):
        for row in self.gridEmpty.grid:
            for col in row:
                print(str(col.x) + ', ' + str(col.y))

    def updateDesiredHeading(self, next_x=None, next_y=None):
        """
        calculates the degrees between the current tile and the next tile and updates desired_heading. Estimates the
        degrees to the nearing int.
        """
        next_x = self.next_tile.x if next_x is None else next_x
        next_y = self.next_tile.y if next_y is None else next_y
        x_change = next_x - self.curr_x
        y_change = next_y - self.curr_y
        if y_change == 0:
            arctan = 90 if x_change < 0 else -90
        else:
            arctan = math.atan(x_change / y_change) * (180 / math.pi)
        if x_change >= 0 and y_change > 0:
            self.desired_heading = (360 - arctan) % 360
        elif x_change < 0 and y_change > 0:
            self.desired_heading = -arctan
        else:
            self.desired_heading = 180 - arctan
        self.desired_heading = round(self.desired_heading)
        # print("updated desired heading to : " + str(self.desired_heading))

    def draw_line(self, curr_x, curr_y, next_x, next_y):
        """
        Draw a line from the coordinate (curr_x, curr_y) to the coordinate (next_x, next_y)
        """
        self.canvas.create_line(curr_x / tile_scale_fac,
                                curr_y / tile_scale_fac,
                                next_x / tile_scale_fac,
                                next_y / tile_scale_fac,
                                fill="#339933",
                                width=1.5)

    def init_phase(self):
        curr_tile = self.path[0]
        self.prev_tile = self.curr_tile
        self.curr_tile = curr_tile
        self.curr_x = self.curr_tile.x
        self.curr_y = self.curr_tile.y
        self.prev_x = self.curr_tile.x
        self.prev_y = self.curr_tile.y

        self.visitedSet.add(curr_tile)
        self.generatePathSet()
        lidar_data = self.generate_sensor.generateLidar(
            degree_freq, curr_tile.row, curr_tile.col)
        self.generatePathSet()
        self.recalc = self.gridEmpty.update_grid_tup_data(
            curr_tile.x, curr_tile.y, lidar_data, Tile.lidar, robot_radius,
            bloat_factor, self.pathSet)
        self.next_tile = self.path[1]
        self.visibilityDraw(lidar_data)
        self.updateDesiredHeading()
        self.pid = PID(self.path, self.pathIndex + 1, self.curr_x, self.curr_y)

        self.master.after(fast_speed_dynamic, self.main_loop)

    def turn(self):
        while self.desired_heading is not None and self.heading != self.desired_heading:
            self.drawC1C0()
            if self.heading < self.desired_heading:
                cw_turn_degrees = 360 + self.heading - self.desired_heading
                ccw_turn_degrees = self.desired_heading - self.heading
            else:
                cw_turn_degrees = self.heading - self.desired_heading
                ccw_turn_degrees = 360 - self.heading + self.desired_heading
            if abs(self.desired_heading - self.heading) < turn_speed:
                self.heading = self.desired_heading
            else:
                if cw_turn_degrees < ccw_turn_degrees:  # turn clockwise
                    self.heading = self.heading - turn_speed
                    self.output_state = "turn right"
                else:  # turn counter clockwise
                    self.heading = self.heading + turn_speed
                    self.output_state = "turn left"
            if self.heading < 0:
                self.heading = 360 + self.heading
            elif self.heading >= 360:
                self.heading = self.heading - 360

    def recalculate_path(self, lidar_data):
        self.path = search.a_star_search(self.gridEmpty,
                                         (self.curr_x, self.curr_y),
                                         self.endPoint, search.euclidean)
        self.path = search.segment_path(self.gridEmpty, self.path)
        self.pathIndex = 0
        self.smoothed_window.path = self.path
        self.smoothed_window.drawPath()
        self.draw_line(self.curr_x, self.curr_y, self.path[0].x,
                       self.path[0].y)
        self.prev_tile = self.curr_tile
        self.curr_tile = self.path[0]
        self.curr_x = self.curr_tile.x
        self.curr_y = self.curr_tile.y
        self.next_tile = self.path[1]
        self.updateDesiredHeading()
        self.generatePathSet()
        self.visibilityDraw(lidar_data)
        self.pathIndex = 0
        self.recalc = False
        self.recalc_count = 0
        self.recalc_cond = False
        self.drawWayPoint(self.next_tile)
        self.pid = PID(self.path, self.pathIndex + 1, self.curr_x, self.curr_y)

    def get_next_pos(self, vec, lidar_data):
        mag = math.sqrt(vec[0]**2 + vec[1]**2)
        error = np.random.normal(self.mean, self.standard_deviation)
        # error = 0
        norm_vec = (20 * vec[0] / mag, 20 * vec[1] / mag)
        check_tile = self.gridEmpty.get_tile(
            (self.curr_x + norm_vec[0], self.curr_y + norm_vec[1]))
        if check_tile.is_obstacle and not check_tile.is_bloated:
            print('had to recalculate :(')
            self.recalculate_path(lidar_data)
        norm_vec = (norm_vec[0] * math.cos(error) -
                    norm_vec[1] * math.sin(error),
                    norm_vec[0] * math.sin(error) +
                    norm_vec[1] * math.cos(error))
        x2 = self.curr_x + norm_vec[0]
        y2 = self.curr_y + norm_vec[1]

        return x2, y2

    def step(self, lidar_data, vec=None):
        """
        steps in the direction of the vector
        """
        if vec is None:
            vec = self.calcVector()

        x2, y2 = self.get_next_pos(vec, lidar_data)

        self.draw_line(self.curr_x, self.curr_y, x2, y2)
        self.prev_x = self.curr_x
        self.prev_y = self.curr_y
        self.curr_x = x2
        self.curr_y = y2
        self.pid.update_PID(self.curr_x, self.curr_y)
        self.prev_tile = self.curr_tile
        self.curr_tile = self.gridEmpty.get_tile((x2, y2))
        self.visitedSet.add(self.curr_tile)
        self.visibilityDraw(lidar_data)
        self.drawC1C0()
        self.recalc_count += 1

    def emergency_step(self, lidar_data):
        """
        Find the nearest obstacle to the
        """
        min_obs_dist = float('inf')
        min_obs: Tile = None
        max_dist = int(bloat_factor * robot_radius)
        step_dist = int(tile_size / 2)

        for ang_deg in range(0, 360, 5):
            for dist in range(0, max_dist, step_dist):
                ang_rad = math.radians(ang_deg)
                x2 = self.curr_x + dist * math.cos(math.radians(ang_rad))
                y2 = self.curr_y + dist * math.cos(math.radians(ang_rad))
                curr_tile = self.gridEmpty.get_tile((x2, y2))
                if curr_tile.is_obstacle and not curr_tile.is_bloated:
                    break
            if dist < min_obs_dist:
                min_obs_dist = dist
                min_obs = curr_tile

        vec = (-self.curr_x + min_obs.x, -self.curr_y + min_obs.y)
        x2, y2 = self.get_next_pos(vec, lidar_data)
        self.updateDesiredHeading(x2, y2)
        self.step(lidar_data, vec)

    def main_loop(self):
        """
        updates the grid in a smoothed fashion
        """
        if self.curr_tile == self.gridEmpty.get_tile(self.endPoint):
            print('C1C0 has ARRIVED AT THE DESTINATION, destination tile')
            return
        lidar_data = self.generate_sensor.generateLidar(
            degree_freq, self.curr_tile.row, self.curr_tile.col)
        self.recalc = self.gridEmpty.update_grid_tup_data(
            self.curr_x, self.curr_y, lidar_data, Tile.lidar, robot_radius,
            bloat_factor, self.pathSet)
        self.turn()
        self.recalc_cond = self.recalc_cond or self.recalc

        # if (self.curr_tile.is_obstacle and self.curr_tile.bloat_score > 6) or \
        #         (self.curr_tile.is_obstacle and not self.curr_tile.is_bloated):
        #     self.emergency_step(lidar_data)
        #     self.recalc_cond = True
        # else:
        # if we need to recalculate then recurse
        if self.recalc_cond and self.recalc_count >= recalc_wait:
            try:
                self.recalculate_path(lidar_data)
            except Exception as e:
                print('error occured, ', e)
                self.emergency_step(lidar_data)
                self.recalc_cond = True
        elif self.nextLoc():
            self.mean = random.randint(-1, 1) / 12.0
            self.standard_deviation = random.randint(0, 1) / 10.0
            self.pathIndex += 1
            self.next_tile = self.path[self.pathIndex]
            self.drawWayPoint(self.next_tile)
            self.updateDesiredHeading()
            self.pid = PID(self.path, self.pathIndex + 1, self.curr_x,
                           self.curr_y)
        else:
            #print(self.path[self.pathIndex].row, self.path[self.pathIndex].col)
            #print(self.path[self.pathIndex+1].row, self.path[self.pathIndex+1].col)
            #print(self.curr_tile.is_bloated)
            self.step(lidar_data)
        self.drawC1C0()
        self.master.after(fast_speed_dynamic, self.main_loop)

    def nextLoc(self):
        # (xp−xc)2+(yp−yc)2 with r2. (xp−xc)2+(yp−yc)2 with r2.
        d = math.sqrt((self.curr_x - self.next_tile.x)**2 +
                      (self.curr_y - self.next_tile.y)**2)
        # print(d)
        return d <= reached_tile_bound

    def runSimulation(self):
        """Runs a sumulation of this map, with its enviroment and path
        """
        self.smoothed_window = StaticGUI.SmoothedPathGUI(
            Toplevel(), self.gridFull, self.path)
        self.smoothed_window.drawPath()
        self.init_phase()
        self.master.mainloop()

    def drawWayPoint(self, new_tile):
        if self.way_point is not None:
            self.canvas.delete(self.way_point)
        offset = GUI_tile_size
        x = new_tile.x / tile_scale_fac
        y = new_tile.y / tile_scale_fac
        self.way_point = self.canvas.create_oval(x - offset,
                                                 y - offset,
                                                 x + offset,
                                                 y + offset,
                                                 outline="#FF0000",
                                                 fill="#FF0000")
Beispiel #8
0
 def __init__(self, master, inputMap, path, squareList):
     super().__init__(master, inputMap, None, path, squareList, len(path) - 1)
     self.create_widgets(False)
     self.generate_sensor = GenerateSensorData(self.gridFull)
class MapPathGUI():
    def __init__(self, master, inputMap, path):
        """A class to represent a GUI with a map
        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited
        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on 
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
        """
        # Tinker master, used to create GUI
        self.master = master
        self.tile_dict = None
        self.canvas = None
        self.path = path
        self.pathSet = set()
        self.pathIndex = len(path) - 1
        self.curr_tile = None
        self.grid = inputMap
        self.create_widgets()
        self.generate_sensor = GenerateSensorData(self.grid)

    def create_widgets(self):
        """Creates the canvas of the size of the inputted grid
        """
        map = self.grid.grid
        width = len(map[0]) * GUI_tile_size
        height = len(map) * GUI_tile_size
        visMap = Canvas(self.master, width=width, height=height)
        offset = GUI_tile_size / 2
        tile_dict = {}
        for row in map:
            for tile in row:
                x = tile.x / tile_scale_fac
                y = tile.y / tile_scale_fac
                x1 = x - offset
                y1 = y - offset
                x2 = x + offset
                y2 = y + offset
                if (tile.is_bloated):
                    color = "#ffc0cb"
                elif (tile.is_obstacle):
                    color = "#ffCC99"
                else:
                    color = "#545454"
                tile_dict[tile] = visMap.create_rectangle(x1,
                                                          y1,
                                                          x2,
                                                          y2,
                                                          outline=color,
                                                          fill=color)
        visMap.pack()
        self.canvas = visMap
        self.tile_dict = tile_dict

    def visibilityDraw(self):
        """Draws a circle of visibility around the robot
        """

        index_radius_inner = int(vis_radius / tile_size)
        index_rad_outer = index_radius_inner + 2

        row = self.curr_tile.row
        col = self.curr_tile.col
        lower_row = int(max(0, row - index_rad_outer))
        lower_col = int(max(0, col - index_rad_outer))
        upper_row = int(min(row + index_rad_outer, self.grid.num_rows))
        upper_col = int(min(col + index_rad_outer, self.grid.num_cols))
        for i in range(lower_row, upper_row):
            for j in range(lower_col, upper_col):
                curr_tile = self.grid.grid[i][j]
                curr_rec = self.tile_dict[curr_tile]
                x_dist = abs(i - row)
                y_dist = abs(j - col)
                dist = math.sqrt(x_dist * x_dist + y_dist * y_dist)
                if (dist < index_radius_inner):
                    if (curr_tile.is_obstacle and curr_tile.is_bloated):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#ffc0cb",
                                               fill="#ffc0cb")
                    elif (curr_tile.is_obstacle and not curr_tile.is_bloated):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#ff621f",
                                               fill="#ff621f")
                    elif (curr_tile.is_obstacle):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#ffCC99",
                                               fill="#ffCC99")
                    elif (curr_tile not in self.pathSet):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#fff",
                                               fill="#fff")
                else:
                    if (curr_tile.is_obstacle == False
                            and curr_tile not in self.pathSet):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#545454",
                                               fill="#545454")

    def updateGrid(self):
        """USED TO ANIMATE THE SIMULATION
        Update function that is continuously called using the
        master.after command, any code before that will automatically
        run at every iteration, according to global variable, speed.
        """
        if (self.pathIndex != -1):
            curr_tile = self.path[self.pathIndex]
            curr_rec = self.tile_dict[curr_tile]
            self.curr_tile = curr_tile
            self.pathSet.add(curr_tile)
            lidar_data = self.generate_sensor.generateLidar(
                10, curr_tile.row, curr_tile.col)
            self.visibilityDraw()
            self.canvas.itemconfig(curr_rec, outline="#339933", fill="#339933")
            self.pathIndex = self.pathIndex - 1

            self.master.after(speed_static, self.updateGrid)

    def runSimulation(self, smoothPath):
        """Runs a sumulation of this map, with its enviroment and path
        """
        if smoothPath:
            segmented_path = search.segment_path(self.grid, self.path, 0.01)
            # print([(tile.x, tile.y) for tile in segmented_path])
            top = Toplevel()
            smoothed_window = SmoothedPathGUI(top, self.grid, segmented_path)
            smoothed_window.drawPath()
        self.updateGrid()
        self.master.mainloop()
class MovingObGUI(GUI):
    def __init__(self, master, fullMap, emptyMap, path, endPoint, squareList,
                 state):
        """A class to represent a GUI with a map

        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited
            squareList -- the list of all the square objects

        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
            squareList -- the list of all the square objects
        """
        # Tinker master, used to create GUI
        super().__init__(master, fullMap, emptyMap, path, squareList, 0)

        self.initPhase = True

        self.brokenPath = None
        self.brokenPathIndex = 0

        self.visitedSet = set()
        for i in self.path:
            self.pathSet.add(i)

        self.recalc_count = recalc_wait
        self.recalc_cond = False
        self.stepsSinceRecalc = 0

        self.create_widgets(True)
        self.generate_sensor = GenerateSensorData(self.gridFull)

        self.endPoint = endPoint
        self.next_tile = None

        self.obstacleState = state

        # set of tiles that were marked as available path in simulation's previous iteration
        self.last_iter_seen = set()

        # TODO: This is a buggggg..... we must fix the entire coordinate system? change init heading to 0
        self.heading = 180
        # TODO: change to custom type or enum
        self.output_state = "stopped"
        self.desired_heading = None
        self.angle_trace = None
        self.des_angle_trace = None

    def visibilityDraw(self, lidar_data):
        """Draws a circle of visibility around the robot
        """
        # coloring all tiles that were seen in last iteration light gray
        while self.last_iter_seen:
            curr_rec = self.last_iter_seen.pop()
            self.canvas.itemconfig(curr_rec, outline="#C7C7C7",
                                   fill="#C7C7C7")  # light gray

        row = self.curr_tile.row
        col = self.curr_tile.col
        index_radius_inner = int(vis_radius / tile_size)
        index_radius_outer = index_radius_inner + 2

        # the bounds for the visibility circle
        lower_row = max(0, row - index_radius_outer)
        lower_col = max(0, col - index_radius_outer)
        upper_row = min(row + index_radius_outer, self.gridFull.num_rows - 1)
        upper_col = min(col + index_radius_outer, self.gridFull.num_cols - 1)

        lidar_data_copy = copy.copy(lidar_data)
        rad_inc = int(GUI_tile_size / 3)  # radius increment to traverse tiles

        def _color_normally(r, angle_rad):
            """
            Colors the tile at the location that is at a distance r at heading angle_rad from robot's current location.
            Colors the tile based on its known attribute (obstacle, bloated, visited, or visible).
            """
            coords = (r * math.sin(angle_rad) + row,
                      r * math.cos(angle_rad) + col
                      )  # (row, col) of tile we want to color

            # make sure coords are in bounds of GUI window
            if (coords[0] >= lower_row) and (coords[0] <= upper_row) \
                    and (coords[1] >= lower_col) and (coords[1] <= upper_col):
                curr_tile = self.gridEmpty.grid[int(coords[0])][int(coords[1])]
                curr_rec = self.tile_dict[curr_tile]
                if curr_tile.is_bloated:
                    if 11 > curr_tile.bloat_score > 0:
                        color = bloat_colors[curr_tile.bloat_score]
                        self.canvas.itemconfig(curr_rec,
                                               outline=color,
                                               fill=color)  # blue
                        if curr_tile.bloat_score >= 11:
                            self.canvas.itemconfig(curr_rec,
                                                   outline="#000000",
                                                   fill="#000000")  #black
                elif curr_tile.is_obstacle:
                    #avg = math.ceil(sum(curr_tile.obstacle_score)/len(curr_tile.obstacle_score))
                    if curr_tile.obstacle_score[3] < 6:
                        color_pos = round(
                            len(obstacle_colors) / obstacle_threshold *
                            curr_tile.obstacle_score[3]) - 1
                        color = obstacle_colors[max(color_pos, 1)]
                        self.canvas.itemconfig(curr_rec,
                                               outline=color,
                                               fill=color)  # yellow
                    else:
                        self.canvas.itemconfig(curr_rec,
                                               outline="#cc8400",
                                               fill="#cc8400")  #darker yellow
                # if curr_tile.is_obstacle and curr_tile.bloat_score==0:
                #     self.canvas.itemconfig(
                #         curr_rec, outline="#ff621f", fill="#ff621f")  # orange
                # elif curr_tile.bloat_score > 0:
                #     if not curr_tile.is_bloated:    #something weird happening here
                #         print("something's wrong")
                #     color = bloat_scores[curr_tile.bloat_score]
                #     self.canvas.itemconfig(curr_rec, outline=color, fill=color)  # blue
                #     if curr_tile.bloat_score >= 6:
                #         self.canvas.itemconfig(
                #             curr_rec, outline="#000000", fill="#000000")  #black
                else:
                    self.canvas.itemconfig(curr_rec,
                                           outline="#fff",
                                           fill="#fff")  # white
                    self.last_iter_seen.add(curr_rec)

        # iterating through 360 degrees surroundings of robot in increments of degree_freq
        for deg in range(0, 360, degree_freq):
            angle_rad = deg * math.pi / 180
            if len(lidar_data_copy) == 0 or lidar_data_copy[0][0] != deg:
                # no object in sight at deg; color everything normally up to visibility radius
                for r in range(0, index_radius_inner, rad_inc):
                    _color_normally(r, angle_rad)
            else:  # obstacle in sight
                # color everything normally UP TO obstacle, and color obstacle red
                for r in range(
                        0,
                        math.ceil(lidar_data_copy[0][1] / tile_size) + rad_inc,
                        rad_inc):
                    _color_normally(r, angle_rad)
                lidar_data_copy.pop(0)

    def breakUpLine(self, curr_tile, next_tile):
        current_loc = (curr_tile.x, curr_tile.y)
        next_loc = (next_tile.x, next_tile.y)
        # calculate the slope, rise/run
        x_change = next_loc[0] - current_loc[0]
        y_change = next_loc[1] - current_loc[1]
        dist = math.sqrt(x_change**2 + y_change**2)

        # if (dist < tile_size):
        #     return [(current_loc[0] + x_change, current_loc[1] + y_change)]

        num_steps = int(dist / tile_size)
        returner = []

        if y_change == 0:
            x_step = tile_size
            y_step = 0
        elif x_change == 0:
            x_step = 0
            y_step = tile_size
        else:
            inv_slope = x_change / y_change
            # x^2+y^2 = tile_size^2    &&     x/y = x_change/y_change
            y_step = math.sqrt(tile_size**2 / (inv_slope**2 + 1))
            y_step = y_step
            x_step = math.sqrt(
                (tile_size**2 * inv_slope**2) / (inv_slope**2 + 1))
            x_step = x_step
        if x_change < 0 and x_step > 0:
            x_step = -x_step
        if y_change < 0 and y_step:
            y_step = -y_step

        for i in range(1, num_steps + 1):
            new_coor = (current_loc[0] + i * x_step,
                        current_loc[1] + i * y_step)
            returner.append(new_coor)
            new_tile = self.gridEmpty.get_tile(new_coor)
            if new_tile not in self.pathSet:
                self.pathSet.add(new_tile)

        return returner

    def getPathSet(self):
        """
        """
        prev_tile = self.curr_tile
        for next_tile in self.path:
            if next_tile not in self.pathSet:
                self.pathSet.add(next_tile)
            self.breakUpLine(prev_tile, next_tile)
            prev_tile = next_tile

    def printTiles(self):
        for row in self.gridEmpty.grid:
            for col in row:
                print(str(col.x) + ', ' + str(col.y))

    def checkRecalc(self):
        for x, y in self.brokenPath:
            check_tile = self.gridEmpty.get_tile((x, y))
            if check_tile.isObstacle or check_tile.isBloated:
                self.recalc = True

    def updateDesiredHeading(self):
        """
        calculates the degrees between the current tile and the next tile and updates desired_heading. Estimates the
        degrees to the nearing int.
        """
        x_change = self.next_tile.x - self.curr_x
        y_change = self.next_tile.y - self.curr_y
        if y_change == 0:
            arctan = 90 if x_change < 0 else -90
        else:
            arctan = math.atan(x_change / y_change) * (180 / math.pi)
        if x_change >= 0 and y_change > 0:
            self.desired_heading = (360 - arctan) % 360
        elif x_change < 0 and y_change > 0:
            self.desired_heading = -arctan
        else:
            self.desired_heading = 180 - arctan
        self.desired_heading = round(self.desired_heading)
        # print("updated desired heading to : " + str(self.desired_heading))

    def get_direction_coor(self, curr_x, curr_y, angle):
        """
        returns a coordinate on on the visibility radius at angle [angle] from the robot
        """
        x2 = math.cos(math.radians(angle + 90)) * vis_radius + curr_x
        y2 = math.sin(math.radians(angle + 90)) * vis_radius + curr_y
        return (x2 / tile_scale_fac, y2 / tile_scale_fac)

    def draw_line(self, curr_x, curr_y, next_x, next_y):
        """
        Draw a line from the coordinate (curr_x, curr_y) to the coordinate (next_x, next_y)
        """
        self.canvas.create_line(curr_x / tile_scale_fac,
                                curr_y / tile_scale_fac,
                                next_x / tile_scale_fac,
                                next_y / tile_scale_fac,
                                fill="#339933",
                                width=1.5)

    def draw_headings(self):
        """
        Draws a line showing the heading and desired heading of the robot
        """
        self.canvas.delete(self.angle_trace)
        self.canvas.delete(self.des_angle_trace)
        line_coor = self.get_direction_coor(self.curr_tile.x, self.curr_tile.y,
                                            self.heading)
        self.angle_trace = self.canvas.create_line(
            self.curr_tile.x / tile_scale_fac,
            self.curr_tile.y / tile_scale_fac,
            line_coor[0],
            line_coor[1],
            fill='#FF69B4',
            width=1.5)
        des_line_coor = self.get_direction_coor(self.curr_tile.x,
                                                self.curr_tile.y,
                                                self.desired_heading)
        self.des_angle_trace = self.canvas.create_line(
            self.curr_tile.x / tile_scale_fac,
            self.curr_y / tile_scale_fac,
            des_line_coor[0],
            des_line_coor[1],
            fill='#FF0000',
            width=1.5)
        self.canvas.pack()

    def moveDynamic(self, square):
        """
        The function that handles all move of squares
        check if it is a valid move by calling checkBounds
        if valid, return the valid direction
        if invalid, recurse the function to find a valid direction
        """
        rand_nums = []
        for i in range(4):
            for j in range(square.dir_req_list[i]):
                rand_nums.append(i + 1)

        rand_num = rand_nums.pop(random.randrange(len(rand_nums)))
        while True:
            if self.canMove(square, rand_num):
                return rand_num
            else:
                filter(lambda el: el != rand_num, rand_nums)
            if len(rand_nums) == 0:
                #print('cant move object located at: ' + str(square.x) + ', ' + str(square.y))
                return -1
            rand_num = rand_nums.pop(random.randrange(len(rand_nums)))

    def updateGridSmoothed(self):
        """
        updates the grid in a smoothed fashion
        """
        # try:
        if self.obstacleState == "dynamic":
            for i in range(0, len(self.squareList)):
                direc = self.moveDynamic(self.squareList[i])
                if direc != -1:
                    self.move(self.squareList[i], direc)
                    self.smoothed_window.move(self.squareList[i], direc)
        # If this is the first tile loop is being iterated through we need to initialize
        if self.desired_heading is not None and self.heading == self.desired_heading:
            self.draw_headings()
            self.output_state = "move forward"
            #print(self.output_state)

        if self.desired_heading is not None and self.heading != self.desired_heading:
            self.draw_headings()
            if self.heading < self.desired_heading:
                cw_turn_degrees = 360 + self.heading - self.desired_heading
                ccw_turn_degrees = self.desired_heading - self.heading
            else:
                cw_turn_degrees = self.heading - self.desired_heading
                ccw_turn_degrees = 360 - self.heading + self.desired_heading
            if abs(self.desired_heading - self.heading) < turn_speed:
                self.heading = self.desired_heading
            else:
                if cw_turn_degrees < ccw_turn_degrees:  # turn clockwise
                    self.heading = self.heading - turn_speed
                    #print('turn left')
                    self.output_state = "turn right"
                else:  # turn counter clockwise
                    self.heading = self.heading + turn_speed
                    #print('turn right')
                    self.output_state = "turn left"
            if self.heading < 0:
                self.heading = 360 + self.heading
            elif self.heading >= 360:
                self.heading = self.heading - 360
            self.master.after(speed_dynamic, self.updateGridSmoothed)

        elif self.initPhase:
            curr_tile = self.path[0]
            self.curr_tile = curr_tile
            self.curr_x = self.curr_tile.x
            self.curr_y = self.curr_tile.y

            self.visitedSet.add(curr_tile)
            self.getPathSet()
            lidar_data = self.generate_sensor.generateLidar(
                degree_freq, curr_tile.row, curr_tile.col)
            self.getPathSet()
            self.recalc = self.gridEmpty.update_grid_tup_data(
                curr_tile.x, curr_tile.y, lidar_data, Tile.lidar, robot_radius,
                bloat_factor, self.pathSet)

            self.next_tile = self.path[1]
            self.brokenPath = self.breakUpLine(self.curr_tile, self.next_tile)
            self.getPathSet()
            self.brokenPathIndex = 0
            self.visibilityDraw(lidar_data)
            self.updateDesiredHeading()
            self.update_robot_tile_set()
            self.initPhase = False
            self.master.after(speed_dynamic, self.updateGridSmoothed)
            # If we need to iterate through a brokenPath

        elif self.brokenPathIndex < len(self.brokenPath):
            lidar_data = self.generate_sensor.generateLidar(
                degree_freq, self.curr_tile.row, self.curr_tile.col)
            self.recalc = self.gridEmpty.update_grid_tup_data(
                self.curr_tile.x, self.curr_tile.y, lidar_data, Tile.lidar,
                robot_radius, bloat_factor, self.pathSet)
            self.recalc_cond = self.recalc_cond or self.recalc
            # Relcalculate the path if needed
            if self.recalc_cond and self.recalc_count >= recalc_wait:
                # print('recalculating!')
                self.path = search.a_star_search(
                    self.gridEmpty, (self.curr_tile.x, self.curr_tile.y),
                    self.endPoint, search.euclidean)
                self.path = search.segment_path(self.gridEmpty, self.path)
                self.pathIndex = 0
                self.smoothed_window.path = self.path
                self.smoothed_window.drawPath()
                self.draw_line(self.curr_x, self.curr_y, self.path[0].x,
                               self.path[0].y)
                self.curr_tile = self.path[0]
                self.curr_x = self.curr_tile.x
                self.curr_y = self.curr_tile.y
                self.next_tile = self.path[1]
                self.brokenPath = self.breakUpLine(self.curr_tile,
                                                   self.next_tile)
                self.updateDesiredHeading()
                self.getPathSet()
                self.visibilityDraw(lidar_data)
                self.update_robot_tile_set()
                self.pathSet = set()
                self.getPathSet()
                self.pathIndex = 0
                self.brokenPathIndex = 0
                self.recalc = False
                self.recalc_count = 0
                self.recalc_cond = False
            else:
                # print('not')
                if self.brokenPathIndex == 0:
                    x1 = self.curr_x
                    y1 = self.curr_y
                else:
                    x1 = self.brokenPath[self.brokenPathIndex - 1][0]
                    y1 = self.brokenPath[self.brokenPathIndex - 1][1]
                x2 = self.brokenPath[self.brokenPathIndex][0]
                y2 = self.brokenPath[self.brokenPathIndex][1]

                future_tile = self.gridEmpty.get_tile((x2, y2))
                if future_tile.is_obstacle or future_tile.is_bloated:
                    self.recalc_count = recalc_wait
                else:
                    self.draw_line(x1, y1, x2, y2)
                    self.curr_x = x2
                    self.curr_y = y2
                    self.curr_tile = future_tile
                    self.visitedSet.add(self.curr_tile)
                    self.visibilityDraw(lidar_data)
                    self.brokenPathIndex += 1
                    self.recalc_count += 1
                # MAYBE CHANGE WIDTH TO SEE IF IT LOOKS BETTER?
            self.master.after(speed_dynamic, self.updateGridSmoothed)

        # If we have finished iterating through a broken path, we need to go to the
        # Next tile in path, and create a new broken path to iterate through
        else:
            lidar_data = self.generate_sensor.generateLidar(
                degree_freq, self.curr_tile.row, self.curr_tile.col)
            if self.curr_tile == self.gridEmpty.get_tile(self.endPoint):
                print('C1C0 has ARRIVED AT THE DESTINATION, destination tile')
                return
            self.pathSet = set()
            self.pathIndex += 1
            if self.pathIndex == len(self.path) - 1:
                print('C1C0 has ARRIVED AT THE DESTINATION, destination tile')
                return

            self.draw_line(self.curr_x, self.curr_y,
                           self.path[self.pathIndex].x,
                           self.path[self.pathIndex].y)
            self.curr_tile = self.path[self.pathIndex]
            self.curr_x = self.curr_tile.x
            self.curr_y = self.curr_tile.y
            self.next_tile = self.path[self.pathIndex + 1]
            self.brokenPath = self.breakUpLine(self.curr_tile, self.next_tile)
            self.getPathSet()
            self.brokenPathIndex = 0
            self.visibilityDraw(lidar_data)
            self.update_robot_tile_set()
            self.updateDesiredHeading()
            self.master.after(speed_dynamic, self.updateGridSmoothed)
        # except Exception as e:
        #     print(e)
        #     print("C1C0: \"There is no path to the desired location. Beep Boop\"")

    def runSimulation(self):
        """Runs a sumulation of this map, with its enviroment and path
        """
        self.smoothed_window = MovingObStaticGUI.SmoothedPathGUI(
            Toplevel(), self.gridFull, self.path, self.squareList)
        self.smoothed_window.drawPath()
        # if self.obstacleState == "dynamic":
        #     for i in range(0, len(self.squareList)):
        #         self.smoothed_window.move(self.squareList[i], self.moveDynamic(self.squareList[i]))
        self.updateGridSmoothed()
        self.master.mainloop()
class DynamicGUI():
    def __init__(self, master, fullMap, emptyMap, path, endPoint):
        """A class to represent a GUI with a map

        Arguments:
            master {Tk} -- Tkinter GUI generator
            inputMap {grid} -- The grid to draw on
            path {tile list} -- the path of grid tiles visited

        FIELDS:
            master {Tk} -- Tkinter GUI generator
            tile_dict {dict} -- a dictionary that maps tiles to rectangles
            canvas {Canvas} -- the canvas the GUI is made on
            path {Tile list} -- the list of tiles visited by robot on path
            pathSet {Tile Set} -- set of tiles that have already been drawn (So GUI
                does not draw over the tiles)
            pathIndex {int} -- the index of the path the GUI is at in anumation
            curr_tile {Tile} -- the current tile the robot is at in animation
            grid {Grid} -- the Grid object that the simulation was run on
        """
        # Tinker master, used to create GUI
        self.master = master
        self.tile_dict = None
        self.canvas = None

        self.path = path
        self.visitedSet = set()
        self.pathSet = set()
        for i in self.path:
            self.pathSet.add(i)
        self.pathIndex = len(path) - 1
        self.curr_tile = None

        self.gridFull = fullMap
        self.gridEmpty = emptyMap

        self.recalc = False
        self.stepsSinceRecalc = 0

        self.create_widgets()
        self.generate_sensor = GenerateSensorData(self.gridFull)

        self.endPoint = endPoint

    def create_widgets(self, empty=True):
        """Creates the canvas of the size of the inputted grid
        """
        if (empty):
            map = self.gridEmpty.grid
        else:
            map = self.gridFull.grid
        width = len(map[0]) * GUI_tile_size
        height = len(map) * GUI_tile_size
        visMap = Canvas(self.master, width=width, height=height)
        offset = GUI_tile_size / 2
        if (empty):
            tile_dict = {}
        for row in map:
            for tile in row:
                x = tile.x / tile_scale_fac
                y = tile.y / tile_scale_fac
                x1 = x - offset
                y1 = y - offset
                x2 = x + offset
                y2 = y + offset
                if (tile.is_bloated):
                    color = "#ffc0cb"
                elif (tile.is_obstacle):
                    color = "#ffCC99"
                else:
                    color = "#545454"
                if (empty):
                    tile_dict[tile] = visMap.create_rectangle(x1,
                                                              y1,
                                                              x2,
                                                              y2,
                                                              outline=color,
                                                              fill=color)
        visMap.pack()
        self.canvas = visMap
        if (empty):
            self.tile_dict = tile_dict

    def visibilityDraw(self):
        """Draws a circle of visibility around the robot
        """
        index_radius_inner = int(vis_radius / tile_size)
        index_rad_outer = index_radius_inner + 2

        row = self.curr_tile.row
        col = self.curr_tile.col
        lower_row = int(max(0, row - index_rad_outer))
        lower_col = int(max(0, col - index_rad_outer))
        upper_row = int(min(row + index_rad_outer, self.gridFull.num_rows))
        upper_col = int(min(col + index_rad_outer, self.gridFull.num_cols))
        for i in range(lower_row, upper_row):
            for j in range(lower_col, upper_col):
                curr_tile = self.gridEmpty.grid[i][j]
                curr_rec = self.tile_dict[curr_tile]
                x_dist = abs(i - row)
                y_dist = abs(j - col)
                dist = math.sqrt(x_dist * x_dist + y_dist * y_dist)
                if (dist < index_radius_inner):
                    if (curr_tile.is_obstacle and not curr_tile.is_bloated):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#ff621f",
                                               fill="#ff621f")
                    elif (curr_tile.is_bloated):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#ffc0cb",
                                               fill="#ffc0cb")
                    # elif (curr_tile in self.visitedSet):
                    #     self.canvas.itemconfig(
                    #         curr_rec, outline="#0C9F34", fill="#0C9F34")
                    elif (curr_tile not in self.visitedSet):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#fff",
                                               fill="#fff")
                else:
                    if (curr_tile.is_obstacle == False
                            and curr_tile.is_bloated == False
                            and curr_tile not in self.visitedSet):
                        self.canvas.itemconfig(curr_rec,
                                               outline="#545454",
                                               fill="#545454")

    def updateGrid(self):
        """USED TO ANIMATE THE SIMULATION
        Update function that is continuously called using the
        master.after command, any code before that will automatically
        run at every iteration, according to global variable, speed.
        """
        try:
            if (self.pathIndex != -1):
                curr_tile = self.path[self.pathIndex]
                curr_rec = self.tile_dict[curr_tile]
                self.curr_tile = curr_tile
                self.visitedSet.add(curr_tile)
                lidar_data = self.generate_sensor.generateLidar(
                    10, curr_tile.row, curr_tile.col)
                if (self.gridEmpty.update_grid_tup_data(
                        curr_tile.x, curr_tile.y, lidar_data, 3, robot_radius,
                        bloat_factor, self.pathSet, self.gridFull)):
                    self.recalc = True

                nextTileIndex = min(self.pathIndex + 2, len(self.path) - 1)
                emergencyRecalc = False
                if (self.path[nextTileIndex].is_bloated
                        or self.path[nextTileIndex].is_obstacle):
                    emergencyRecalc = True

                if ((self.stepsSinceRecalc >= steps_to_recalc and self.recalc)
                        or emergencyRecalc):
                    print('recalculating!')
                    start = (curr_tile.x, curr_tile.y)

                    dists, self.path = search.a_star_search(
                        self.gridEmpty, start, self.endPoint, search.euclidean)
                    self.pathSet = set()
                    for i in self.path:
                        self.pathSet.add(i)
                    self.pathIndex = len(self.path) - 1
                    self.recalc = False
                    emergencyRecalc = False
                    self.stepsSinceRecalc = 0

                self.visibilityDraw()
                self.canvas.itemconfig(curr_rec,
                                       outline="#00FF13",
                                       fill="#00FF13")

                self.pathIndex = self.pathIndex - 1
                self.stepsSinceRecalc = self.stepsSinceRecalc + 1
                self.master.after(speed_dynamic, self.updateGrid)
        except:
            print(
                "C1C0: \"There is no path to the desired location. Beep Boop\""
            )

    def runSimulation(self):
        """Runs a sumulation of this map, with its enviroment and path
        """
        top = Toplevel()
        newGUI = StaticGUI.MapPathGUI(top, self.gridFull, [])
        self.updateGrid()
        self.master.mainloop()