Go to the documentation of this file.
38 #ifndef FCL_BROAD_PHASE_BRUTE_FORCE_H
39 #define FCL_BROAD_PHASE_BRUTE_FORCE_H
102 std::list<CollisionObject<S>*>
objs;
Brute force N-body collision manager.
S distance(const Eigen::MatrixBase< DerivedA > &R0, const Eigen::MatrixBase< DerivedB > &T0, const kIOS< S > &b1, const kIOS< S > &b2, Vector3< S > *P, Vector3< S > *Q)
Approximate distance between two kIOS bounding volumes.
CollisionObject< S > * obj
object
bool(*)(CollisionObject< S > *o1, CollisionObject< S > *o2, void *cdata, S &dist) DistanceCallBack
Callback for distance between two objects, Return value is whether can stop now, also return the mini...
bool(*)(CollisionObject< S > *o1, CollisionObject< S > *o2, void *cdata) CollisionCallBack
Callback for collision between two objects. Return value is whether can stop now.
template FCL_EXPORT std::size_t collide(const CollisionObject< double > *o1, const CollisionObject< double > *o2, const CollisionRequest< double > &request, CollisionResult< double > &result)
std::list< CollisionObject< S > * > objs
objects belonging to the manager are stored in a list structure
the object for collision or distance computation, contains the geometry and the transform information
Base class for broad phase collision. It helps to accelerate the collision/distance between N objects...
fcl
Author(s):
autogenerated on Tue Dec 5 2023 03:40:48