Program Listing for File distance.h

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#ifndef HPP_FCL_DISTANCE_H
#define HPP_FCL_DISTANCE_H

#include <hpp/fcl/collision_object.h>
#include <hpp/fcl/collision_data.h>
#include <hpp/fcl/distance_func_matrix.h>
#include <hpp/fcl/timings.h>

namespace hpp {
namespace fcl {

HPP_FCL_DLLAPI FCL_REAL distance(const CollisionObject* o1,
                                 const CollisionObject* o2,
                                 const DistanceRequest& request,
                                 DistanceResult& result);

HPP_FCL_DLLAPI FCL_REAL distance(const CollisionGeometry* o1,
                                 const Transform3f& tf1,
                                 const CollisionGeometry* o2,
                                 const Transform3f& tf2,
                                 const DistanceRequest& request,
                                 DistanceResult& result);

inline FCL_REAL distance(const CollisionObject* o1, const CollisionObject* o2,
                         DistanceRequest& request, DistanceResult& result) {
  FCL_REAL res = distance(o1, o2, (const DistanceRequest&)request, result);
  request.updateGuess(result);
  return res;
}

inline FCL_REAL distance(const CollisionGeometry* o1, const Transform3f& tf1,
                         const CollisionGeometry* o2, const Transform3f& tf2,
                         DistanceRequest& request, DistanceResult& result) {
  FCL_REAL res =
      distance(o1, tf1, o2, tf2, (const DistanceRequest&)request, result);
  request.updateGuess(result);
  return res;
}

class HPP_FCL_DLLAPI ComputeDistance {
 public:
  ComputeDistance(const CollisionGeometry* o1, const CollisionGeometry* o2);

  FCL_REAL operator()(const Transform3f& tf1, const Transform3f& tf2,
                      const DistanceRequest& request,
                      DistanceResult& result) const;

  inline FCL_REAL operator()(const Transform3f& tf1, const Transform3f& tf2,
                             DistanceRequest& request,
                             DistanceResult& result) const {
    FCL_REAL res = operator()(tf1, tf2, (const DistanceRequest&)request,
                              result);
    request.updateGuess(result);
    return res;
  }

  bool operator==(const ComputeDistance& other) const {
    return o1 == other.o1 && o2 == other.o2 && swap_geoms == other.swap_geoms &&
           solver == other.solver && func == other.func;
  }

  bool operator!=(const ComputeDistance& other) const {
    return !(*this == other);
  }

  virtual ~ComputeDistance(){};

 protected:
  // These pointers are made mutable to let the derived classes to update
  // their values when updating the collision geometry (e.g. creating a new
  // one). This feature should be used carefully to avoid any mis usage (e.g,
  // changing the type of the collision geometry should be avoided).
  mutable const CollisionGeometry* o1;
  mutable const CollisionGeometry* o2;

  mutable GJKSolver solver;

  DistanceFunctionMatrix::DistanceFunc func;
  bool swap_geoms;

  virtual FCL_REAL run(const Transform3f& tf1, const Transform3f& tf2,
                       const DistanceRequest& request,
                       DistanceResult& result) const;

 public:
  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

}  // namespace fcl
}  // namespace hpp

#endif