Go to the documentation of this file.
57 else if (num >= denom)
72 a_sd =
a + s_n / s_d * d;
100 const fcl::Vec3f d2 = 2 * halfLength2 *
tf2.getRotation().col(2);
124 }
else if (e <= EPSILON) {
134 if (denom > EPSILON) {
135 s =
clamp((
b * f -
c * e), denom);
150 w2 = p2 +
t / e * d2;
Eigen::Matrix< FCL_REAL, 3, 1 > Vec3f
Vec3f nearest_points[2]
nearest points
FCL_REAL radius
Radius of capsule.
HPP_FCL_DLLAPI FCL_REAL distance(const Matrix3f &R0, const Vec3f &T0, const kIOS &b1, const kIOS &b2, Vec3f *P=NULL, Vec3f *Q=NULL)
Approximate distance between two kIOS bounding volumes.
The geometry for the object for collision or distance computation.
FCL_REAL halfLength
Half Length along z axis.
FCL_REAL ShapeShapeDistance< Capsule, Capsule >(const CollisionGeometry *o1, const Transform3f &tf1, const CollisionGeometry *o2, const Transform3f &tf2, const GJKSolver *, const DistanceRequest &request, DistanceResult &result)
Vec3f normal
In case both objects are in collision, store the normal.
collision and distance solver based on GJK algorithm implemented in fcl (rewritten the code from the ...
void clamped_linear(Vec3f &a_sd, const Vec3f &a, const FCL_REAL &s_n, const FCL_REAL &s_d, const Vec3f &d)
Clamp s=s_n/s_d in [0, 1] and stores a + s * d in a_sd.
Capsule It is where is the distance between the point x and the capsule segment AB,...
FCL_REAL min_distance
minimum distance between two objects. if two objects are in collision, min_distance <= 0.
FCL_REAL clamp(const FCL_REAL &num, const FCL_REAL &denom)
Clamp num / denom in [0, 1].
request to the distance computation
bool enable_nearest_points
whether to return the nearest points
hpp-fcl
Author(s):
autogenerated on Fri Aug 2 2024 02:45:13