capsule-inl.h
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35 
38 #ifndef FCL_SHAPE_CAPSULE_INL_H
39 #define FCL_SHAPE_CAPSULE_INL_H
40 
41 #include <iomanip>
42 #include <sstream>
43 
46 
47 namespace fcl
48 {
49 
50 //==============================================================================
51 extern template
52 class FCL_EXPORT Capsule<double>;
53 
54 //==============================================================================
55 template <typename S>
56 Capsule<S>::Capsule(S radius, S lz)
57  : ShapeBase<S>(), radius(radius), lz(lz)
58 {
59  // Do nothing
60 }
61 
62 //==============================================================================
63 template <typename S>
65 {
66  const Vector3<S> v_delta(radius, radius, 0.5 * lz + radius);
67  this->aabb_local.max_ = v_delta;
68  this->aabb_local.min_ = -v_delta;
69 
70  this->aabb_center = this->aabb_local.center();
71  this->aabb_radius = (this->aabb_local.min_ - this->aabb_center).norm();
72 }
73 
74 //==============================================================================
75 template <typename S>
77 {
78  return GEOM_CAPSULE;
79 }
80 
81 //==============================================================================
82 template <typename S>
84 {
85  return constants<S>::pi() * radius * radius *(lz + radius * 4/3.0);
86 }
87 
88 //==============================================================================
89 // Compare https://www.gamedev.net/articles/programming/math-and-physics/capsule-inertia-tensor-r3856/
90 template <typename S>
92 {
93  S l2 = lz * lz;
94  S r2 = radius * radius;
95 
96  S v_cyl = r2 * lz * constants<S>::pi();
97  S v_sph = r2 * radius * constants<S>::pi() * 4 / 3.0;
98 
99  S ix = v_cyl * (l2 / 12. + r2 / 4.) + v_sph * (0.4 * r2 + 0.25 * l2 + 3. * radius * lz / 8.);
100  S iz = (0.5 * v_cyl + 0.4 * v_sph) * r2;
101 
102  return Vector3<S>(ix, ix, iz).asDiagonal();
103 }
104 
105 //==============================================================================
106 template <typename S>
107 std::vector<Vector3<S>> Capsule<S>::getBoundVertices(
108  const Transform3<S>& tf) const
109 {
110  std::vector<Vector3<S>> result(36);
111  const auto m = (1 + std::sqrt(5.0)) / 2.0;
112 
113  auto hl = lz * 0.5;
114  auto edge_size = radius * 6 / (std::sqrt(27.0) + std::sqrt(15.0));
115  auto a = edge_size;
116  auto b = m * edge_size;
117  auto r2 = radius * 2 / std::sqrt(3.0);
118 
119  result[0] = tf * Vector3<S>(0, a, b + hl);
120  result[1] = tf * Vector3<S>(0, -a, b + hl);
121  result[2] = tf * Vector3<S>(0, a, -b + hl);
122  result[3] = tf * Vector3<S>(0, -a, -b + hl);
123  result[4] = tf * Vector3<S>(a, b, hl);
124  result[5] = tf * Vector3<S>(-a, b, hl);
125  result[6] = tf * Vector3<S>(a, -b, hl);
126  result[7] = tf * Vector3<S>(-a, -b, hl);
127  result[8] = tf * Vector3<S>(b, 0, a + hl);
128  result[9] = tf * Vector3<S>(b, 0, -a + hl);
129  result[10] = tf * Vector3<S>(-b, 0, a + hl);
130  result[11] = tf * Vector3<S>(-b, 0, -a + hl);
131 
132  result[12] = tf * Vector3<S>(0, a, b - hl);
133  result[13] = tf * Vector3<S>(0, -a, b - hl);
134  result[14] = tf * Vector3<S>(0, a, -b - hl);
135  result[15] = tf * Vector3<S>(0, -a, -b - hl);
136  result[16] = tf * Vector3<S>(a, b, -hl);
137  result[17] = tf * Vector3<S>(-a, b, -hl);
138  result[18] = tf * Vector3<S>(a, -b, -hl);
139  result[19] = tf * Vector3<S>(-a, -b, -hl);
140  result[20] = tf * Vector3<S>(b, 0, a - hl);
141  result[21] = tf * Vector3<S>(b, 0, -a - hl);
142  result[22] = tf * Vector3<S>(-b, 0, a - hl);
143  result[23] = tf * Vector3<S>(-b, 0, -a - hl);
144 
145  auto c = 0.5 * r2;
146  auto d = radius;
147  result[24] = tf * Vector3<S>(r2, 0, hl);
148  result[25] = tf * Vector3<S>(c, d, hl);
149  result[26] = tf * Vector3<S>(-c, d, hl);
150  result[27] = tf * Vector3<S>(-r2, 0, hl);
151  result[28] = tf * Vector3<S>(-c, -d, hl);
152  result[29] = tf * Vector3<S>(c, -d, hl);
153 
154  result[30] = tf * Vector3<S>(r2, 0, -hl);
155  result[31] = tf * Vector3<S>(c, d, -hl);
156  result[32] = tf * Vector3<S>(-c, d, -hl);
157  result[33] = tf * Vector3<S>(-r2, 0, -hl);
158  result[34] = tf * Vector3<S>(-c, -d, -hl);
159  result[35] = tf * Vector3<S>(c, -d, -hl);
160 
161  return result;
162 }
163 
164 //==============================================================================
165 template <typename S>
166 std::string Capsule<S>::representation(int precision) const {
167  const char* S_str = detail::ScalarRepr<S>::value();
168  std::stringstream ss;
169  ss << std::setprecision(precision);
170  ss << "Capsule<" << S_str << ">(" << radius << ", " << lz << ");";
171  return ss.str();
172 }
173 
174 } // namespace fcl
175 
176 #endif
NODE_TYPE
traversal node type: bounding volume (AABB, OBB, RSS, kIOS, OBBRSS, KDOP16, KDOP18, kDOP24), basic shape (box, sphere, ellipsoid, capsule, cone, cylinder, convex, plane, halfspace, triangle), and octree
Main namespace.
Base class for all basic geometric shapes.
Definition: shape_base.h:48
Eigen::Transform< S, 3, Eigen::Isometry > Transform3
Definition: types.h:91
Eigen::Matrix< S, 3, 3 > Matrix3
Definition: types.h:85
Eigen::Matrix< S, 3, 1 > Vector3
Definition: types.h:70
Center at zero point capsule.
Definition: capsule.h:51
template class FCL_EXPORT Capsule< double >
Capsule(S radius, S lz)
Constructor.
Definition: capsule-inl.h:56


fcl_catkin
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autogenerated on Thu Mar 23 2023 03:00:17