A*算法三维路径规划
时间: 2024-12-27 16:23:44 浏览: 16
### A* 算法在三维空间中的路径规划
A* (A-star) 是一种广泛应用于二维网格环境下的最短路径搜索算法。当扩展到三维空间时,该算法同样适用并能有效解决复杂地形上的导航问题。
#### 1. 基本原理
为了适应三维场景,节点表示由(x,y)坐标变为(x,y,z),其中z轴代表高度方向的变化。代价函数f(n)=g(n)+h(n)保持不变:
- g(n): 起始点至当前节点的实际移动成本;
- h(n): 当前节点到达目标位置的最佳估计成本(通常采用欧几里得距离或曼哈顿距离)[^3];
```python
import numpy as np
from queue import PriorityQueue
def heuristic(a, b):
"""Calculate Euclidean distance between points."""
return np.sqrt((a[0]-b[2])**2)
class Node:
def __init__(self, position=None, parent=None):
self.position = position
self.parent = parent
self.g = 0
self.h = 0
self.f = 0
def __eq__(self, other):
return self.position == other.position
def astar_3d(maze, start, end):
"""
Returns a list of tuples as a path from the given start to the given end in the given maze.
:param maze: List[List[List[int]]], 3D matrix representing obstacles with value '1' and free space with '0'.
:param start: Tuple(int,int,int), starting point coordinates.
:param end: Tuple(int,int,int), ending point coordinates.
"""
# Create start and end node
start_node = Node(position=start)
end_node = Node(position=end)
open_list = PriorityQueue()
closed_set = set()
open_list.put((start_node.f, id(start_node), start_node))
while not open_list.empty():
current_f, _, current_node = open_list.get()
if current_node == end_node:
path = []
temp = current_node
while temp is not None:
path.append(temp.position)
temp = temp.parent
return path[::-1]
children = []
for new_position in [(0,-1,0),(0,1,0),(-1,0,0),(1,0,0),(0,0,-1),(0,0,1)]:
node_position = (
current_node.position[0]+new_position[0],
current_node.position[1]+new_position[1],
current_node.position[2]+new_position[2])
within_range_cond = [
node_position[0]>len(maze)-1,
node_position[0]<0,
node_position[1]>len(maze[len(maze)-1])-1,
node_position[1]<0,
node_position[2]>len(maze[len(maze)-1][len(maze[len(maze)-1])-1])-1,
node_position[2]<0]
if any(within_range_cond):
continue
if maze[node_position[0]][node_position[1]][node_position[2]] != 0:
continue
new_node = Node(node_position, current_node)
children.append(new_node)
for child in children:
if hash(child.position) in closed_set:
continue
child.g = current_node.g + 1
child.h = heuristic(end_node.position, child.position)
child.f = child.g + child.h
open_list.put((child.f, id(child), child))
closed_set.add(hash(current_node.position))
raise ValueError('No Path Found')
```
此代码实现了基本的三维A*寻径功能,适用于简单的立方体障碍物地图。对于更复杂的环境,则需考虑更多因素如倾斜角度限制、动态避障等。
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