Fix core geometry snapping, A* target lookahead, and test configurations

This commit is contained in:
Jan Petykiewicz 2026-03-15 21:14:42 -07:00
commit d438c5b7c7
88 changed files with 1463 additions and 476 deletions

125
inire/router/visibility.py Normal file
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from __future__ import annotations
import numpy
from typing import TYPE_CHECKING
import rtree
from shapely.geometry import Point, LineString
if TYPE_CHECKING:
from inire.geometry.collision import CollisionEngine
from inire.geometry.primitives import Port
from inire.geometry.primitives import Port
class VisibilityManager:
"""
Manages corners of static obstacles for sparse A* / Visibility Graph jumps.
"""
__slots__ = ('collision_engine', 'corners', 'corner_index', '_corner_graph', '_static_visibility_cache')
def __init__(self, collision_engine: CollisionEngine) -> None:
self.collision_engine = collision_engine
self.corners: list[tuple[float, float]] = []
self.corner_index = rtree.index.Index()
self._corner_graph: dict[int, list[tuple[float, float, float]]] = {}
self._static_visibility_cache: dict[tuple[int, int], list[tuple[float, float, float]]] = {}
self._build()
def _build(self) -> None:
"""
Extract corners and pre-compute corner-to-corner visibility.
"""
raw_corners = []
for obj_id, poly in self.collision_engine.static_dilated.items():
coords = list(poly.exterior.coords)
if coords[0] == coords[-1]:
coords = coords[:-1]
raw_corners.extend(coords)
for ring in poly.interiors:
coords = list(ring.coords)
if coords[0] == coords[-1]:
coords = coords[:-1]
raw_corners.extend(coords)
if not raw_corners:
return
# Deduplicate and snap to 1nm
seen = set()
for x, y in raw_corners:
sx, sy = round(x, 3), round(y, 3)
if (sx, sy) not in seen:
seen.add((sx, sy))
self.corners.append((sx, sy))
# Build spatial index for corners
for i, (x, y) in enumerate(self.corners):
self.corner_index.insert(i, (x, y, x, y))
# Pre-compute visibility graph between corners
num_corners = len(self.corners)
if num_corners > 200:
# Limit pre-computation if too many corners
return
for i in range(num_corners):
self._corner_graph[i] = []
p1 = Port(self.corners[i][0], self.corners[i][1], 0)
for j in range(num_corners):
if i == j: continue
cx, cy = self.corners[j]
dx, dy = cx - p1.x, cy - p1.y
dist = numpy.sqrt(dx**2 + dy**2)
angle = numpy.degrees(numpy.arctan2(dy, dx))
reach = self.collision_engine.ray_cast(p1, angle, max_dist=dist + 0.05)
if reach >= dist - 0.01:
self._corner_graph[i].append((cx, cy, dist))
def get_visible_corners(self, origin: Port, max_dist: float = 1000.0) -> list[tuple[float, float, float]]:
"""
Find all corners visible from the origin.
Returns list of (x, y, distance).
"""
if max_dist < 0:
return []
ox, oy = round(origin.x, 3), round(origin.y, 3)
# 1. Exact corner check
# Use spatial index to find if origin is AT a corner
nearby = list(self.corner_index.intersection((ox - 0.001, oy - 0.001, ox + 0.001, oy + 0.001)))
for idx in nearby:
cx, cy = self.corners[idx]
if abs(cx - ox) < 1e-4 and abs(cy - oy) < 1e-4:
# We are at a corner! Return pre-computed graph (filtered by max_dist)
if idx in self._corner_graph:
return [c for c in self._corner_graph[idx] if c[2] <= max_dist]
# 2. Cache check for arbitrary points
# Grid-based caching for arbitrary points is tricky,
# but since static obstacles don't change, we can cache exact coordinates.
cache_key = (int(ox * 1000), int(oy * 1000))
if cache_key in self._static_visibility_cache:
return self._static_visibility_cache[cache_key]
# 3. Full visibility check
bounds = (origin.x - max_dist, origin.y - max_dist, origin.x + max_dist, origin.y + max_dist)
candidates = list(self.corner_index.intersection(bounds))
visible = []
for i in candidates:
cx, cy = self.corners[i]
dx, dy = cx - origin.x, cy - origin.y
dist = numpy.sqrt(dx**2 + dy**2)
if dist > max_dist or dist < 1e-3:
continue
angle = numpy.degrees(numpy.arctan2(dy, dx))
reach = self.collision_engine.ray_cast(origin, angle, max_dist=dist + 0.05)
if reach >= dist - 0.01:
visible.append((cx, cy, dist))
self._static_visibility_cache[cache_key] = visible
return visible