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);
Vec3f min_
The min point in the AABB.
bool overlap(const AABB &other) const
Check whether two AABB are overlap.
Eigen::Matrix< FCL_REAL, 3, 3 > Matrix3f
static AABB rotate(const AABB &aabb, const Matrix3f &R)
AABB()
Creating an AABB with zero size (low bound +inf, upper bound -inf)
request to the collision algorithm
A class describing the AABB collision structure, which is a box in 3D space determined by two diagona...
Vec3f max_
The max point in the AABB.
FCL_REAL break_distance
Distance below which bounding volumes are broken down. See Collision.
static AABB translate(const AABB &aabb, const Vec3f &t)
translate the center of AABB by t
FCL_REAL distance(const AABB &other) const
Distance between two AABBs.
Eigen::Matrix< FCL_REAL, 3, 1 > Vec3f
FCL_REAL security_margin
Distance below which objects are considered in collision. See Collision.