45 #include "../narrowphase/details.h" 56 const Box& s1 =
static_cast<const Box&
>(*o1);
57 const Plane& s2 =
static_cast<const Plane&
>(*o2);
59 result.nearest_points[0], result.nearest_points[1],
65 return result.min_distance;
73 const Plane& s1 =
static_cast<const Plane&
>(*o1);
74 const Box& s2 =
static_cast<const Box&
>(*o2);
76 result.nearest_points[1], result.nearest_points[0],
82 result.normal = -result.normal;
83 return result.min_distance;
request to the distance computation
bool boxPlaneIntersect(const Box &s1, const Transform3f &tf1, const Plane &s2, const Transform3f &tf2, FCL_REAL &distance, Vec3f &p1, Vec3f &p2, Vec3f &normal)
box half space, a, b, c = +/- edge size n^T * (R(o + a v1 + b v2 + c v3) + T) ~ d so (R^T n) (a v1 + ...
Center at zero point, axis aligned box.
collision and distance solver based on GJK algorithm implemented in fcl (rewritten the code from the ...
FCL_REAL ShapeShapeDistance< Plane, Box >(const CollisionGeometry *o1, const Transform3f &tf1, const CollisionGeometry *o2, const Transform3f &tf2, const GJKSolver *, const DistanceRequest &, DistanceResult &result)
The geometry for the object for collision or distance computation.
FCL_REAL ShapeShapeDistance< Box, Plane >(const CollisionGeometry *o1, const Transform3f &tf1, const CollisionGeometry *o2, const Transform3f &tf2, const GJKSolver *, const DistanceRequest &, DistanceResult &result)