distance result
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#include <hpp/fcl/collision_data.h>
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| | DistanceResult (FCL_REAL min_distance_=(std::numeric_limits< FCL_REAL >::max)()) |
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| void | update (FCL_REAL distance, const CollisionGeometry *o1_, const CollisionGeometry *o2_, int b1_, int b2_) |
| | add distance information into the result More...
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| void | update (FCL_REAL distance, const CollisionGeometry *o1_, const CollisionGeometry *o2_, int b1_, int b2_, const Vec3f &p1, const Vec3f &p2, const Vec3f &normal_) |
| | add distance information into the result More...
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| void | update (const DistanceResult &other_result) |
| | add distance information into the result More...
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| void | clear () |
| | clear the result More...
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| bool | operator== (const DistanceResult &other) const |
| | whether two DistanceResult are the same or not More...
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| | QueryResult () |
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| FCL_REAL | min_distance |
| | minimum distance between two objects. if two objects are in collision, min_distance <= 0. More...
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| Vec3f | nearest_points [2] |
| | nearest points More...
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| Vec3f | normal |
| | In case both objects are in collision, store the normal. More...
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| const CollisionGeometry * | o1 |
| | collision object 1 More...
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| const CollisionGeometry * | o2 |
| | collision object 2 More...
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| int | b1 |
| | information about the nearest point in object 1 if object 1 is mesh or point cloud, it is the triangle or point id if object 1 is geometry shape, it is NONE (-1), if object 1 is octree, it is the id of the cell More...
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| int | b2 |
| | information about the nearest point in object 2 if object 2 is mesh or point cloud, it is the triangle or point id if object 2 is geometry shape, it is NONE (-1), if object 2 is octree, it is the id of the cell More...
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| Vec3f | cached_gjk_guess |
| | stores the last GJK ray when relevant. More...
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| support_func_guess_t | cached_support_func_guess |
| | stores the last support function vertex index, when relevant. More...
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| CPUTimes | timings |
| | timings for the given request More...
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| static const int | NONE = -1 |
| | invalid contact primitive information More...
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◆ DistanceResult()
| hpp::fcl::DistanceResult::DistanceResult |
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FCL_REAL |
min_distance_ = (std::numeric_limits<FCL_REAL>::max)() | ) |
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inline |
◆ clear()
| void hpp::fcl::DistanceResult::clear |
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| ) |
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inline |
◆ operator==()
| bool hpp::fcl::DistanceResult::operator== |
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const DistanceResult & |
other | ) |
const |
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inline |
◆ update() [1/3]
| void hpp::fcl::DistanceResult::update |
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const DistanceResult & |
other_result | ) |
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inline |
add distance information into the result
◆ update() [2/3]
add distance information into the result
◆ update() [3/3]
add distance information into the result
◆ b1
| int hpp::fcl::DistanceResult::b1 |
information about the nearest point in object 1 if object 1 is mesh or point cloud, it is the triangle or point id if object 1 is geometry shape, it is NONE (-1), if object 1 is octree, it is the id of the cell
◆ b2
| int hpp::fcl::DistanceResult::b2 |
information about the nearest point in object 2 if object 2 is mesh or point cloud, it is the triangle or point id if object 2 is geometry shape, it is NONE (-1), if object 2 is octree, it is the id of the cell
◆ min_distance
| FCL_REAL hpp::fcl::DistanceResult::min_distance |
minimum distance between two objects. if two objects are in collision, min_distance <= 0.
◆ nearest_points
| Vec3f hpp::fcl::DistanceResult::nearest_points[2] |
◆ NONE
| const int hpp::fcl::DistanceResult::NONE = -1 |
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static |
invalid contact primitive information
◆ normal
| Vec3f hpp::fcl::DistanceResult::normal |
In case both objects are in collision, store the normal.
◆ o1
◆ o2
The documentation for this struct was generated from the following file: