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47 : min_(
Vec3f::Constant((std::numeric_limits<
FCL_REAL>::max)())),
48 max_(
Vec3f::Constant(-(std::numeric_limits<
FCL_REAL>::max)())) {}
52 const FCL_REAL break_distance_squared =
61 if (sqrDistLowerBound > break_distance_squared)
return false;
69 if (sqrDistLowerBound > break_distance_squared)
return false;
76 for (Eigen::DenseIndex i = 0; i < 3; ++i) {
84 result += delta * delta;
89 }
else if (bmin > amax) {
91 result += delta * delta;
111 return std::sqrt(result);
116 for (Eigen::DenseIndex i = 0; i < 3; ++i) {
124 result += delta * delta;
125 }
else if (bmin > amax) {
127 result += delta * delta;
131 return std::sqrt(result);
144 return bb1.
overlap(b2, request, sqrDistLowerBound);
Eigen::Matrix< FCL_REAL, 3, 1 > Vec3f
bool overlap(const AABB &other) const
Check whether two AABB are overlap.
FCL_REAL break_distance
Distance below which bounding volumes are broken down. See Collision.
Vec3f min_
The min point in the AABB.
AABB()
Creating an AABB with zero size (low bound +inf, upper bound -inf)
Vec3f max_
The max point in the AABB.
FCL_REAL security_margin
Distance below which objects are considered in collision. See Collision.
request to the collision algorithm
FCL_REAL distance(const AABB &other) const
Distance between two AABBs.
static AABB rotate(const AABB &aabb, const Matrix3f &R)
A class describing the AABB collision structure, which is a box in 3D space determined by two diagona...
Eigen::Matrix< FCL_REAL, 3, 3 > Matrix3f
HPP_FCL_DLLAPI bool overlap(const Matrix3f &R0, const Vec3f &T0, const AABB &b1, const AABB &b2)
Check collision between two aabbs, b1 is in configuration (R0, T0) and b2 is in identity.
static AABB translate(const AABB &aabb, const Vec3f &t)
translate the center of AABB by t
hpp-fcl
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autogenerated on Fri Aug 2 2024 02:45:12