AABB.cpp
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35 
38 #include <hpp/fcl/BV/AABB.h>
39 
40 #include <limits>
41 #include <hpp/fcl/collision_data.h>
42 
43 namespace hpp {
44 namespace fcl {
45 
47  : min_(Vec3f::Constant((std::numeric_limits<FCL_REAL>::max)())),
48  max_(Vec3f::Constant(-(std::numeric_limits<FCL_REAL>::max)())) {}
49 
50 bool AABB::overlap(const AABB& other, const CollisionRequest& request,
51  FCL_REAL& sqrDistLowerBound) const {
52  const FCL_REAL break_distance_squared =
53  request.break_distance * request.break_distance;
54 
55  sqrDistLowerBound =
56  (min_ - other.max_ - Vec3f::Constant(request.security_margin))
57  .array()
58  .max(FCL_REAL(0))
59  .matrix()
60  .squaredNorm();
61  if (sqrDistLowerBound > break_distance_squared) return false;
62 
63  sqrDistLowerBound =
64  (other.min_ - max_ - Vec3f::Constant(request.security_margin))
65  .array()
66  .max(FCL_REAL(0))
67  .matrix()
68  .squaredNorm();
69  if (sqrDistLowerBound > break_distance_squared) return false;
70 
71  return true;
72 }
73 
74 FCL_REAL AABB::distance(const AABB& other, Vec3f* P, Vec3f* Q) const {
75  FCL_REAL result = 0;
76  for (Eigen::DenseIndex i = 0; i < 3; ++i) {
77  const FCL_REAL& amin = min_[i];
78  const FCL_REAL& amax = max_[i];
79  const FCL_REAL& bmin = other.min_[i];
80  const FCL_REAL& bmax = other.max_[i];
81 
82  if (amin > bmax) {
83  FCL_REAL delta = bmax - amin;
84  result += delta * delta;
85  if (P && Q) {
86  (*P)[i] = amin;
87  (*Q)[i] = bmax;
88  }
89  } else if (bmin > amax) {
90  FCL_REAL delta = amax - bmin;
91  result += delta * delta;
92  if (P && Q) {
93  (*P)[i] = amax;
94  (*Q)[i] = bmin;
95  }
96  } else {
97  if (P && Q) {
98  if (bmin >= amin) {
99  FCL_REAL t = 0.5 * (amax + bmin);
100  (*P)[i] = t;
101  (*Q)[i] = t;
102  } else {
103  FCL_REAL t = 0.5 * (amin + bmax);
104  (*P)[i] = t;
105  (*Q)[i] = t;
106  }
107  }
108  }
109  }
110 
111  return std::sqrt(result);
112 }
113 
114 FCL_REAL AABB::distance(const AABB& other) const {
115  FCL_REAL result = 0;
116  for (Eigen::DenseIndex i = 0; i < 3; ++i) {
117  const FCL_REAL& amin = min_[i];
118  const FCL_REAL& amax = max_[i];
119  const FCL_REAL& bmin = other.min_[i];
120  const FCL_REAL& bmax = other.max_[i];
121 
122  if (amin > bmax) {
123  FCL_REAL delta = bmax - amin;
124  result += delta * delta;
125  } else if (bmin > amax) {
126  FCL_REAL delta = amax - bmin;
127  result += delta * delta;
128  }
129  }
130 
131  return std::sqrt(result);
132 }
133 
134 bool overlap(const Matrix3f& R0, const Vec3f& T0, const AABB& b1,
135  const AABB& b2) {
136  AABB bb1(translate(rotate(b1, R0), T0));
137  return bb1.overlap(b2);
138 }
139 
140 bool overlap(const Matrix3f& R0, const Vec3f& T0, const AABB& b1,
141  const AABB& b2, const CollisionRequest& request,
142  FCL_REAL& sqrDistLowerBound) {
143  AABB bb1(translate(rotate(b1, R0), T0));
144  return bb1.overlap(b2, request, sqrDistLowerBound);
145 }
146 
147 } // namespace fcl
148 
149 } // namespace hpp
hpp::fcl::Vec3f
Eigen::Matrix< FCL_REAL, 3, 1 > Vec3f
Definition: data_types.h:66
hpp::fcl::AABB::overlap
bool overlap(const AABB &other) const
Check whether two AABB are overlap.
Definition: BV/AABB.h:110
hpp::fcl::CollisionRequest::break_distance
FCL_REAL break_distance
Distance below which bounding volumes are broken down. See Collision.
Definition: collision_data.h:255
hpp::fcl::AABB::min_
Vec3f min_
The min point in the AABB.
Definition: BV/AABB.h:57
hpp::fcl::AABB::AABB
AABB()
Creating an AABB with zero size (low bound +inf, upper bound -inf)
Definition: AABB.cpp:46
hpp::fcl::AABB::max_
Vec3f max_
The max point in the AABB.
Definition: BV/AABB.h:59
hpp::fcl::FCL_REAL
double FCL_REAL
Definition: data_types.h:65
hpp::fcl::CollisionRequest::security_margin
FCL_REAL security_margin
Distance below which objects are considered in collision. See Collision.
Definition: collision_data.h:251
P
P
collision_data.h
hpp
Main namespace.
Definition: broadphase_bruteforce.h:44
hpp::fcl::CollisionRequest
request to the collision algorithm
Definition: collision_data.h:235
hpp::fcl::AABB::distance
FCL_REAL distance(const AABB &other) const
Distance between two AABBs.
Definition: AABB.cpp:114
hpp::fcl::rotate
static AABB rotate(const AABB &aabb, const Matrix3f &R)
Definition: BV/AABB.h:233
t
tuple t
hpp::fcl::AABB
A class describing the AABB collision structure, which is a box in 3D space determined by two diagona...
Definition: BV/AABB.h:54
hpp::fcl::Matrix3f
Eigen::Matrix< FCL_REAL, 3, 3 > Matrix3f
Definition: data_types.h:68
hpp::fcl::overlap
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.
Definition: AABB.cpp:134
AABB.h
hpp::fcl::translate
static AABB translate(const AABB &aabb, const Vec3f &t)
translate the center of AABB by t
Definition: BV/AABB.h:226


hpp-fcl
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autogenerated on Fri Aug 2 2024 02:45:12