Program Listing for File distance.h
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#ifndef HPP_FCL_DISTANCE_H
#define HPP_FCL_DISTANCE_H
#include <hpp/fcl/collision_object.h>
#include <hpp/fcl/collision_data.h>
#include <hpp/fcl/distance_func_matrix.h>
#include <hpp/fcl/timings.h>
namespace hpp {
namespace fcl {
HPP_FCL_DLLAPI FCL_REAL distance(const CollisionObject* o1,
const CollisionObject* o2,
const DistanceRequest& request,
DistanceResult& result);
HPP_FCL_DLLAPI FCL_REAL distance(const CollisionGeometry* o1,
const Transform3f& tf1,
const CollisionGeometry* o2,
const Transform3f& tf2,
const DistanceRequest& request,
DistanceResult& result);
inline FCL_REAL distance(const CollisionObject* o1, const CollisionObject* o2,
DistanceRequest& request, DistanceResult& result) {
FCL_REAL res = distance(o1, o2, (const DistanceRequest&)request, result);
request.updateGuess(result);
return res;
}
inline FCL_REAL distance(const CollisionGeometry* o1, const Transform3f& tf1,
const CollisionGeometry* o2, const Transform3f& tf2,
DistanceRequest& request, DistanceResult& result) {
FCL_REAL res =
distance(o1, tf1, o2, tf2, (const DistanceRequest&)request, result);
request.updateGuess(result);
return res;
}
class HPP_FCL_DLLAPI ComputeDistance {
public:
ComputeDistance(const CollisionGeometry* o1, const CollisionGeometry* o2);
FCL_REAL operator()(const Transform3f& tf1, const Transform3f& tf2,
const DistanceRequest& request,
DistanceResult& result) const;
inline FCL_REAL operator()(const Transform3f& tf1, const Transform3f& tf2,
DistanceRequest& request,
DistanceResult& result) const {
FCL_REAL res = operator()(tf1, tf2, (const DistanceRequest&)request,
result);
request.updateGuess(result);
return res;
}
bool operator==(const ComputeDistance& other) const {
return o1 == other.o1 && o2 == other.o2 && swap_geoms == other.swap_geoms &&
solver == other.solver && func == other.func;
}
bool operator!=(const ComputeDistance& other) const {
return !(*this == other);
}
virtual ~ComputeDistance(){};
protected:
// These pointers are made mutable to let the derived classes to update
// their values when updating the collision geometry (e.g. creating a new
// one). This feature should be used carefully to avoid any mis usage (e.g,
// changing the type of the collision geometry should be avoided).
mutable const CollisionGeometry* o1;
mutable const CollisionGeometry* o2;
mutable GJKSolver solver;
DistanceFunctionMatrix::DistanceFunc func;
bool swap_geoms;
virtual FCL_REAL run(const Transform3f& tf1, const Transform3f& tf2,
const DistanceRequest& request,
DistanceResult& result) const;
public:
EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};
} // namespace fcl
} // namespace hpp
#endif