import torch import numpy as np from intersim.collisions import state_to_polygon def feasible(env, plan, method='exact'): """Check if input profile is feasible given current `env` state.""" # zero pad plan - Take (B, T) or (T,) np plan and convert it to (B, T, nv, 1) torch.Tensor plan = torch.tensor(plan) plan = plan.reshape(-1, plan.shape[-1]) full_plan = torch.zeros(*plan.shape, env._env._nv, 1) full_plan[:, :, env._agent, 0] = plan # check_future_collisions_fast takes in B-list and outputs (B,) bool tensor if method=='circle': valid = check_future_collisions_fast(env, full_plan) elif method=='ncircles': valid = check_future_collisions_ncircles(env, full_plan) elif method=='exact': valid = check_future_collisions_exact(env, full_plan) else: raise NotImplementedError('Invalid collision-checking method') return valid def check_future_collisions_ncircles(env, actions, n_circles:int=2): """Checks whether `env._agent` would collide with other agents assuming `actions` as input. Vehicles are (over-)approximated by multiple circles. Args: env (gym.Env): current environment state actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles Returns: feasible (torch.Tensor): tensor of shape (B,) indicating whether the respective action profiles are collision-free """ assert n_circles >= 2 B, (T, nv, _) = len(actions), actions[0].shape states = env._env.propagate_action_profile_vectorized(actions) assert states.shape == (B, T, nv, 5) centers = states[:, :, :, :2] psi = states[:, :, :, 3] lon = torch.stack([psi.cos(), psi.sin()],dim=-1) # (B, T, nv, 2) # offset between [-env._env.lengths+env._env.widths/2, env._env.lengths/2-env._env.widths/2] back = (-env._env._lengths/2+env._env._widths/2).unsqueeze(-1) # (nv, 1) length = (env._env._lengths-env._env._widths).unsqueeze(-1) # (nv, 1) diff_d = back + length*(torch.arange(n_circles)/(n_circles-1)).unsqueeze(0) # (nv, n_circles) assert diff_d.shape == (nv, n_circles) offsets = diff_d[None, None, :, :, None] * lon[:, :, :, None, :] assert offsets.shape == (B, T, nv, n_circles, 2) expanded_centers=centers.unsqueeze(-2) + offsets #(B, T, nv, n_circles, 2) assert expanded_centers.shape == (B, T, nv, n_circles, 2) agent_centers = expanded_centers[:,:,env._agent:env._agent+1,:,:] #(B, T, 1, n_circles, 2) ds = expanded_centers.reshape((B, T, nv*n_circles, 1, 2)) - agent_centers #(B, T, nv*nc,1, 2) - (B, T, 1, nc, 2) = (B, T, nv*nc, nc, 2) distance = (ds**2).sum(-1).sqrt().reshape((B, T, nv, n_circles, n_circles)) # (B, T, nv, nc, nc) distance = torch.where(distance.isnan(), np.inf*torch.ones_like(distance), distance) # only collide with spawned agents distance[:, :, env._agent] = np.inf # cannot collide with itself assert distance.shape == (B, T, nv, n_circles, n_circles) radius = env._env._widths*np.sqrt(2) / 2 min_distance = radius[env._agent] + radius min_distance = min_distance[None, None, :, None, None] assert min_distance.shape == (1, 1, nv, 1, 1) return (distance > min_distance).all(-1).all(-1).all(-1).all(-1) def check_future_collisions_circle(env, actions): """Compute collision information for circular vehicle approximations Args: env (gym.Env): current environment state actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles Returns: states (torch.Tensor): tensor of shape (B, T, nv, 5) of future states based on the action profiles collision_tensor (torch.Tensor): tensor of shape (B, T, nv) of bools indicating which plan collides with which vehicles in which time frame false: colliding, true: not colliding """ B, (T, nv, _) = len(actions), actions[0].shape states = env._env.propagate_action_profile_vectorized(actions) assert states.shape == (B, T, nv, 5) distance = ((states[:, :, :, :2] - states[:, :, env._agent:env._agent+1, :2])**2).sum(-1).sqrt() distance = torch.where(distance.isnan(), np.inf*torch.ones_like(distance), distance) # only collide with spawned agents distance[:, :, env._agent] = np.inf # cannot collide with itself assert distance.shape == (B, T, nv) radius = (env._env._lengths**2 + env._env._widths**2).sqrt() / 2 min_distance = radius[env._agent] + radius min_distance = min_distance.unsqueeze(0).unsqueeze(0) assert min_distance.shape == (1, 1, nv) collision_tensor = distance > min_distance assert collision_tensor.shape == (B, T, nv) return states, collision_tensor def check_future_collisions_fast(env, actions): """Checks whether `env._agent` would collide with other agents assuming `actions` as input. Vehicles are (over-)approximated by single circles. Args: env (gym.Env): current environment state actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles Returns: feasible (torch.Tensor): tensor of shape (B,) indicating whether the respective action profiles are collision-free """ _, collision_tensor = check_future_collisions_circle(env, actions) return collision_tensor.all(-1).all(-1) def check_future_collisions_exact(env, actions): """ Checks whether `env._agent` would collide with other agents assuming `actions` as input. Args: env (gym.Env): current environment state actions (list of torch.Tensor): list of B (T, nv, adims) T-length action profiles Returns: feasible (torch.Tensor): tensor of shape (B,) indicating whether the respective action profiles are collision-free """ # First check with simple circle collision check states, collision_tensor = check_future_collisions_circle(env, actions) (B, T, nv, _) = states.shape # For those that have colliding circles, check exactly colliding_mask = ~collision_tensor ego_states = states[:, :, env._agent:env._agent+1, :].expand(states.shape) assert ego_states.shape == states.shape # get dimensions lengths = env._env._lengths.expand(states.shape[:3]) widths = env._env._widths.expand(states.shape[:3]) ego_lengths = lengths[:, :, env._agent:env._agent+1].expand(lengths.shape) ego_widths = widths[:, :, env._agent:env._agent+1].expand(widths.shape) assert lengths.shape == widths.shape == ego_lengths.shape == ego_widths.shape == (B, T, nv) # For every collision instance between ego and other vehicle, check whether rectangles intersect exact_collisions = torch.zeros_like(collision_tensor[colliding_mask]) for i, (ego_state, ego_length, ego_width, other_state, other_length, other_width) in enumerate(zip( ego_states[colliding_mask], ego_lengths[colliding_mask], ego_widths[colliding_mask], states[colliding_mask], lengths[colliding_mask], widths[colliding_mask] )): assert ego_state.shape == other_state.shape == (5,) assert ego_length.shape == ego_width.shape == other_length.shape == other_width.shape == () p_ego = state_to_polygon(ego_state, ego_length, ego_width) p_other = state_to_polygon(other_state, other_length, other_width) exact_collisions[i] = p_ego.intersects(p_other) collision_tensor[colliding_mask] = ~exact_collisions return collision_tensor.all(-1).all(-1)