45 #include "../narrowphase/details.h" 57 const Plane& s2 =
static_cast<const Plane&
>(*o2);
59 result.nearest_points[0],
60 result.nearest_points[1], result.normal);
65 return result.min_distance;
73 const Plane& s1 =
static_cast<const Plane&
>(*o1);
76 result.nearest_points[1],
77 result.nearest_points[0], result.normal);
82 result.normal = -result.normal;
83 return result.min_distance;
request to the distance computation
FCL_REAL ShapeShapeDistance< Sphere, Plane >(const CollisionGeometry *o1, const Transform3f &tf1, const CollisionGeometry *o2, const Transform3f &tf2, const GJKSolver *, const DistanceRequest &, DistanceResult &result)
Center at zero point sphere.
FCL_REAL ShapeShapeDistance< Plane, Sphere >(const CollisionGeometry *o1, const Transform3f &tf1, const CollisionGeometry *o2, const Transform3f &tf2, const GJKSolver *, const DistanceRequest &, DistanceResult &result)
bool spherePlaneIntersect(const Sphere &s1, const Transform3f &tf1, const Plane &s2, const Transform3f &tf2, FCL_REAL &distance, Vec3f &p1, Vec3f &p2, Vec3f &normal)
collision and distance solver based on GJK algorithm implemented in fcl (rewritten the code from the ...
The geometry for the object for collision or distance computation.