/usr/include/fcl/BV/kIOS.h is in libfcl-dev 0.5.0-5.
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* Copyright (c) 2011-2014, Willow Garage, Inc.
* Copyright (c) 2014-2016, Open Source Robotics Foundation
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/** \author Jia Pan */
#ifndef FCL_KIOS_H
#define FCL_KIOS_H
#include "fcl/BV/OBB.h"
namespace fcl
{
/// @brief A class describing the kIOS collision structure, which is a set of spheres.
class kIOS
{
/// @brief One sphere in kIOS
struct kIOS_Sphere
{
Vec3f o;
FCL_REAL r;
};
/// @brief generate one sphere enclosing two spheres
static kIOS_Sphere encloseSphere(const kIOS_Sphere& s0, const kIOS_Sphere& s1)
{
Vec3f d = s1.o - s0.o;
FCL_REAL dist2 = d.sqrLength();
FCL_REAL diff_r = s1.r - s0.r;
/** The sphere with the larger radius encloses the other */
if(diff_r * diff_r >= dist2)
{
if(s1.r > s0.r) return s1;
else return s0;
}
else /** spheres partially overlapping or disjoint */
{
float dist = std::sqrt(dist2);
kIOS_Sphere s;
s.r = dist + s0.r + s1.r;
if(dist > 0)
s.o = s0.o + d * ((s.r - s0.r) / dist);
else
s.o = s0.o;
return s;
}
}
public:
/// @brief The (at most) five spheres for intersection
kIOS_Sphere spheres[5];
/// @brief The number of spheres, no larger than 5
unsigned int num_spheres;
/// @ OBB related with kIOS
OBB obb;
/// @brief Check collision between two kIOS
bool overlap(const kIOS& other) const;
/// @brief Check collision between two kIOS and return the overlap part.
/// For kIOS, we return nothing, as the overlappart of two kIOS usually is not an kIOS
/// @todo Not efficient. It first checks the sphere collisions and then use OBB for further culling.
bool overlap(const kIOS& other, kIOS& overlap_part) const
{
return overlap(other);
}
/// @brief Check whether the kIOS contains a point
inline bool contain(const Vec3f& p) const;
/// @brief A simple way to merge the kIOS and a point
kIOS& operator += (const Vec3f& p);
/// @brief Merge the kIOS and another kIOS
kIOS& operator += (const kIOS& other)
{
*this = *this + other;
return *this;
}
/// @brief Return the merged kIOS of current kIOS and the other one
kIOS operator + (const kIOS& other) const;
/// @brief Center of the kIOS
const Vec3f& center() const
{
return spheres[0].o;
}
/// @brief Width of the kIOS
FCL_REAL width() const;
/// @brief Height of the kIOS
FCL_REAL height() const;
/// @brief Depth of the kIOS
FCL_REAL depth() const;
/// @brief Volume of the kIOS
FCL_REAL volume() const;
/// @brief size of the kIOS (used in BV_Splitter to order two kIOSs)
FCL_REAL size() const;
/// @brief The distance between two kIOS
FCL_REAL distance(const kIOS& other, Vec3f* P = NULL, Vec3f* Q = NULL) const;
};
/// @brief Translate the kIOS BV
kIOS translate(const kIOS& bv, const Vec3f& t);
/// @brief Check collision between two kIOSs, b1 is in configuration (R0, T0) and b2 is in identity.
/// @todo Not efficient
bool overlap(const Matrix3f& R0, const Vec3f& T0, const kIOS& b1, const kIOS& b2);
/// @brief Approximate distance between two kIOS bounding volumes
/// @todo P and Q is not returned, need implementation
FCL_REAL distance(const Matrix3f& R0, const Vec3f& T0, const kIOS& b1, const kIOS& b2, Vec3f* P = NULL, Vec3f* Q = NULL);
}
#endif
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