39 #ifndef HPP_FCL_COLLISION_H 40 #define HPP_FCL_COLLISION_H 58 HPP_FCL_DLLAPI std::size_t
collide(
const CollisionObject* o1,
59 const CollisionObject* o2,
60 const CollisionRequest& request,
61 CollisionResult& result);
65 HPP_FCL_DLLAPI std::size_t
collide(
const CollisionGeometry* o1,
66 const Transform3f&
tf1,
67 const CollisionGeometry* o2,
68 const Transform3f&
tf2,
69 const CollisionRequest& request,
70 CollisionResult& result);
122 return o1 == other.
o1 && o2 == other.
o2 && solver == other.
solver;
126 return !(*
this == other);
149 EIGEN_MAKE_ALIGNED_OPERATOR_NEW
virtual ~ComputeCollision()
const CollisionGeometry * o1
std::size_t(* CollisionFunc)(const CollisionGeometry *o1, const Transform3f &tf1, const CollisionGeometry *o2, const Transform3f &tf2, const GJKSolver *nsolver, const CollisionRequest &request, CollisionResult &result)
the uniform call interface for collision: for collision, we need know
bool operator!=(const ComputeCollision &other) const
request to the collision algorithm
HPP_FCL_COMPILER_DIAGNOSTIC_POP void updateGuess(const QueryResult &result)
This class reduces the cost of identifying the geometry pair. This is mostly useful for repeated shap...
bool operator==(const ComputeCollision &other) const
HPP_FCL_DLLAPI std::size_t collide(const CollisionObject *o1, const CollisionObject *o2, const CollisionRequest &request, CollisionResult &result)
Main collision interface: given two collision objects, and the requirements for contacts, including num of max contacts, whether perform exhaustive collision (i.e., returning returning all the contact points), whether return detailed contact information (i.e., normal, contact point, depth; otherwise only contact primitive id is returned), this function performs the collision between them. Return value is the number of contacts generated between the two objects.
std::size_t operator()(const Transform3f &tf1, const Transform3f &tf2, CollisionRequest &request, CollisionResult &result) const
CollisionFunctionMatrix::CollisionFunc func
const CollisionGeometry * o2
collision and distance solver based on GJK algorithm implemented in fcl (rewritten the code from the ...
the object for collision or distance computation, contains the geometry and the transform information...
The geometry for the object for collision or distance computation.