Program Listing for File AABB.h
↰ Return to documentation for file (/tmp/ws/src/hpp-fcl/include/hpp/fcl/BV/AABB.h
)
/*
* Software License Agreement (BSD License)
*
* Copyright (c) 2011-2014, Willow Garage, Inc.
* Copyright (c) 2014-2015, Open Source Robotics Foundation
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of Open Source Robotics Foundation nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef HPP_FCL_AABB_H
#define HPP_FCL_AABB_H
#include <hpp/fcl/data_types.h>
namespace hpp {
namespace fcl {
struct CollisionRequest;
class HPP_FCL_DLLAPI AABB {
public:
Vec3f min_;
Vec3f max_;
AABB();
AABB(const Vec3f& v) : min_(v), max_(v) {}
AABB(const Vec3f& a, const Vec3f& b)
: min_(a.cwiseMin(b)), max_(a.cwiseMax(b)) {}
AABB(const AABB& core, const Vec3f& delta)
: min_(core.min_ - delta), max_(core.max_ + delta) {}
AABB(const Vec3f& a, const Vec3f& b, const Vec3f& c)
: min_(a.cwiseMin(b).cwiseMin(c)), max_(a.cwiseMax(b).cwiseMax(c)) {}
AABB(const AABB& other) = default;
AABB& operator=(const AABB& other) = default;
AABB& update(const Vec3f& a, const Vec3f& b) {
min_ = a.cwiseMin(b);
max_ = a.cwiseMax(b);
return *this;
}
bool operator==(const AABB& other) const {
return min_ == other.min_ && max_ == other.max_;
}
bool operator!=(const AABB& other) const { return !(*this == other); }
inline bool contain(const Vec3f& p) const {
if (p[0] < min_[0] || p[0] > max_[0]) return false;
if (p[1] < min_[1] || p[1] > max_[1]) return false;
if (p[2] < min_[2] || p[2] > max_[2]) return false;
return true;
}
inline bool overlap(const AABB& other) const {
if (min_[0] > other.max_[0]) return false;
if (min_[1] > other.max_[1]) return false;
if (min_[2] > other.max_[2]) return false;
if (max_[0] < other.min_[0]) return false;
if (max_[1] < other.min_[1]) return false;
if (max_[2] < other.min_[2]) return false;
return true;
}
bool overlap(const AABB& other, const CollisionRequest& request,
FCL_REAL& sqrDistLowerBound) const;
FCL_REAL distance(const AABB& other) const;
FCL_REAL distance(const AABB& other, Vec3f* P, Vec3f* Q) const;
inline AABB& operator+=(const Vec3f& p) {
min_ = min_.cwiseMin(p);
max_ = max_.cwiseMax(p);
return *this;
}
inline AABB& operator+=(const AABB& other) {
min_ = min_.cwiseMin(other.min_);
max_ = max_.cwiseMax(other.max_);
return *this;
}
inline AABB operator+(const AABB& other) const {
AABB res(*this);
return res += other;
}
inline FCL_REAL size() const { return (max_ - min_).squaredNorm(); }
inline Vec3f center() const { return (min_ + max_) * 0.5; }
inline FCL_REAL width() const { return max_[0] - min_[0]; }
inline FCL_REAL height() const { return max_[1] - min_[1]; }
inline FCL_REAL depth() const { return max_[2] - min_[2]; }
inline FCL_REAL volume() const { return width() * height() * depth(); }
inline bool contain(const AABB& other) const {
return (other.min_[0] >= min_[0]) && (other.max_[0] <= max_[0]) &&
(other.min_[1] >= min_[1]) && (other.max_[1] <= max_[1]) &&
(other.min_[2] >= min_[2]) && (other.max_[2] <= max_[2]);
}
inline bool overlap(const AABB& other, AABB& overlap_part) const {
if (!overlap(other)) {
return false;
}
overlap_part.min_ = min_.cwiseMax(other.min_);
overlap_part.max_ = max_.cwiseMin(other.max_);
return true;
}
inline bool axisOverlap(const AABB& other, int axis_id) const {
if (min_[axis_id] > other.max_[axis_id]) return false;
if (max_[axis_id] < other.min_[axis_id]) return false;
return true;
}
inline AABB& expand(const Vec3f& delta) {
min_ -= delta;
max_ += delta;
return *this;
}
inline AABB& expand(const FCL_REAL delta) {
min_.array() -= delta;
max_.array() += delta;
return *this;
}
inline AABB& expand(const AABB& core, FCL_REAL ratio) {
min_ = min_ * ratio - core.min_;
max_ = max_ * ratio - core.max_;
return *this;
}
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};
static inline AABB translate(const AABB& aabb, const Vec3f& t) {
AABB res(aabb);
res.min_ += t;
res.max_ += t;
return res;
}
static inline AABB rotate(const AABB& aabb, const Matrix3f& R) {
AABB res(R * aabb.min_);
Vec3f corner(aabb.min_);
const Eigen::DenseIndex bit[3] = {1, 2, 4};
for (Eigen::DenseIndex ic = 1; ic < 8;
++ic) { // ic = 0 corresponds to aabb.min_. Skip it.
for (Eigen::DenseIndex i = 0; i < 3; ++i) {
corner[i] = (ic & bit[i]) ? aabb.max_[i] : aabb.min_[i];
}
res += R * corner;
}
return res;
}
HPP_FCL_DLLAPI bool overlap(const Matrix3f& R0, const Vec3f& T0, const AABB& b1,
const AABB& b2);
HPP_FCL_DLLAPI bool overlap(const Matrix3f& R0, const Vec3f& T0, const AABB& b1,
const AABB& b2, const CollisionRequest& request,
FCL_REAL& sqrDistLowerBound);
} // namespace fcl
} // namespace hpp
#endif