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/*********************************************************************
* Software License Agreement (BSD License)
*
*  Copyright (c) 2008, Willow Garage, Inc.
*  All rights reserved.
*
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*  modification, are permitted provided that the following conditions
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*
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*     notice, this list of conditions and the following disclaimer.
*   * Redistributions in binary form must reproduce the above
*     copyright notice, this list of conditions and the following
*     disclaimer in the documentation and/or other materials provided
*     with the distribution.
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*     contributors may be used to endorse or promote products derived
*     from this software without specific prior written permission.
*
*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
*  "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
*  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
*  FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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*  ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
*  POSSIBILITY OF SUCH DAMAGE.
*********************************************************************/

/* Author: Ioan Sucan, E. Gil Jones */

#ifndef GEOMETRIC_SHAPES_BODIES_
#define GEOMETRIC_SHAPES_BODIES_

#if __cplusplus <= 199711L
#error This header requires at least C++11
#endif

#include "geometric_shapes/shapes.h"
#include <eigen_stl_containers/eigen_stl_containers.h>
#include <random_numbers/random_numbers.h>
#include <Eigen/Core>
#include <Eigen/Geometry>
#include <memory>
#include <vector>

/** \brief This set of classes allows quickly detecting whether a given point
   is inside an object or not. This capability is useful when removing
   points from inside the robot (when the robot sees its arms, for
   example). */
namespace bodies
{

/** \brief Definition of a sphere that bounds another object */
struct BoundingSphere
{
  Eigen::Vector3d center;
  double          radius;

  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

/** \brief Definition of a cylinder */
struct BoundingCylinder
{
  Eigen::Affine3d pose;
  double          radius;
  double          length;

  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

class Body;

/** \brief Shared pointer to a Body */
typedef std::shared_ptr<Body> BodyPtr;

/** \brief Shared pointer to a const Body */
typedef std::shared_ptr<const Body> BodyConstPtr;

/** \brief A body is a shape + its pose. Point inclusion, ray
    intersection can be tested, volumes and bounding spheres can
    be computed.*/
class Body
{
public:

  Body() : scale_(1.0), padding_(0.0), type_(shapes::UNKNOWN_SHAPE)
  {
    pose_.setIdentity();
  }

  virtual ~Body()
  {
  }

  /** \brief Get the type of shape this body represents */
  shapes::ShapeType getType() const
  {
    return type_;
  }

  /** \brief If the dimension of the body should be scaled, this
      method sets the scale. Default is 1.0 */
  void setScale(double scale)
  {
    scale_ = scale;
    updateInternalData();
  }

  /** \brief Retrieve the current scale */
  double getScale() const
  {
    return scale_;
  }

  /** \brief If constant padding should be added to the body, this
      method sets the padding. Default is 0.0 */
  void setPadding(double padd)
  {
    padding_ = padd;
    updateInternalData();
  }

  /** \brief Retrieve the current padding */
  double getPadding() const
  {
    return padding_;
  }

  /** \brief Set the pose of the body. Default is identity */
  void setPose(const Eigen::Affine3d &pose)
  {
    pose_ = pose;
    updateInternalData();
  }

  /** \brief Retrieve the pose of the body */
  const Eigen::Affine3d& getPose() const
  {
    return pose_;
  }

  /** \brief Get the dimensions associated to this body (as read from corresponding shape) */
  virtual std::vector<double> getDimensions() const = 0;

  /** \brief Set the dimensions of the body (from corresponding shape) */
  void setDimensions(const shapes::Shape *shape);

  /** \brief Check if a point is inside the body */
  bool containsPoint(double x, double y, double z, bool verbose = false) const
  {
    Eigen::Vector3d pt(x, y, z);
    return containsPoint(pt, verbose);
  }

  /** \brief Check if a point is inside the body */
  virtual bool containsPoint(const Eigen::Vector3d &p, bool verbose = false) const = 0;

  /** \brief Check if a ray intersects the body, and find the
      set of intersections, in order, along the ray. A maximum
      number of intersections can be specified as well. If that
      number is 0, all intersections are returned */
  virtual bool intersectsRay(const Eigen::Vector3d& origin, const Eigen::Vector3d &dir, EigenSTL::vector_Vector3d *intersections = NULL, unsigned int count = 0) const = 0;

  /** \brief Compute the volume of the body. This method includes
      changes induced by scaling and padding */
  virtual double computeVolume() const = 0;

  /** \brief Sample a point that is included in the body using a given random number generator. Sometimes multiple attempts need to be generated;
      the function terminates with failure (returns false) after \e max_attempts attempts. If the call is successful (returns true) the point is
      written to \e result */
  virtual bool samplePointInside(random_numbers::RandomNumberGenerator &rng, unsigned int max_attempts, Eigen::Vector3d &result);

  /** \brief Compute the bounding radius for the body, in its current
      pose. Scaling and padding are accounted for. */
  virtual void computeBoundingSphere(BoundingSphere &sphere) const = 0;

  /** \brief Compute the bounding cylinder for the body, in its current
      pose. Scaling and padding are accounted for. */
  virtual void computeBoundingCylinder(BoundingCylinder &cylinder) const = 0;

  /** \brief Get a clone of this body, but one that is located at the pose \e pose */
  BodyPtr cloneAt(const Eigen::Affine3d &pose) const
  {
    return cloneAt(pose, padding_, scale_);
  }

  /** \brief Get a clone of this body, but one that is located at the
      pose \e pose and has possibly different passing and scaling: \e
      padding and \e scaling. This function is useful to implement
      thread safety, when bodies need to be moved around. */
  virtual BodyPtr cloneAt(const Eigen::Affine3d &pose, double padding, double scaling) const = 0;

protected:

  /** \brief This function is called every time a change to the body
      is made, so that intermediate values stored for efficiency
      reasons are kept up to date. */
  virtual void updateInternalData() = 0;

  /** \brief Depending on the shape, this function copies the relevant
      data to the body. */
  virtual void useDimensions(const shapes::Shape *shape) = 0;

  /** \brief The scale that was set for this body */
  double            scale_;

  /** \brief The scale that was set for this body */
  double            padding_;

  /** \brief The type of shape this body was constructed from */
  shapes::ShapeType type_;

  /** \brief The location of the body (position and orientation) */
  Eigen::Affine3d   pose_;

public:
  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

/** \brief Definition of a sphere */
class Sphere : public Body
{
public:
  Sphere() : Body()
  {
    type_ = shapes::SPHERE;
  }

  Sphere(const shapes::Shape *shape) : Body()
  {
    type_ = shapes::SPHERE;
    setDimensions(shape);
  }

  virtual ~Sphere()
  {
  }

  /** \brief Get the radius of the sphere */
  virtual std::vector<double> getDimensions() const;

  virtual bool containsPoint(const Eigen::Vector3d &p, bool verbose = false) const;
  virtual double computeVolume() const;
  virtual bool samplePointInside(random_numbers::RandomNumberGenerator &rng, unsigned int max_attempts, Eigen::Vector3d &result);
  virtual void computeBoundingSphere(BoundingSphere &sphere) const;
  virtual void computeBoundingCylinder(BoundingCylinder &cylinder) const;
  virtual bool intersectsRay(const Eigen::Vector3d& origin, const Eigen::Vector3d &dir, EigenSTL::vector_Vector3d *intersections = NULL, unsigned int count = 0) const;

  virtual BodyPtr cloneAt(const Eigen::Affine3d &pose, double padding, double scale) const;

protected:

  virtual void useDimensions(const shapes::Shape *shape);
  virtual void updateInternalData();

  // shape-dependent data
  double          radius_;

  // pose/padding/scaling-dependent values & values computed for convenience and fast upcoming computations
  Eigen::Vector3d center_;
  double          radiusU_;
  double          radius2_;

public:
  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

/** \brief Definition of a cylinder */
class Cylinder : public Body
{
public:
  Cylinder() : Body()
  {
    type_ = shapes::CYLINDER;
  }

  Cylinder(const shapes::Shape *shape) : Body()
  {
    type_ = shapes::CYLINDER;
    setDimensions(shape);
  }

  virtual ~Cylinder()
  {
  }

  /** \brief Get the radius & length of the cylinder */
  virtual std::vector<double> getDimensions() const;

  virtual bool containsPoint(const Eigen::Vector3d &p, bool verbose = false) const;
  virtual double computeVolume() const;
  virtual bool samplePointInside(random_numbers::RandomNumberGenerator &rng, unsigned int max_attempts, Eigen::Vector3d &result);
  virtual void computeBoundingSphere(BoundingSphere &sphere) const;
  virtual void computeBoundingCylinder(BoundingCylinder &cylinder) const;
  virtual bool intersectsRay(const Eigen::Vector3d& origin, const Eigen::Vector3d &dir, EigenSTL::vector_Vector3d *intersections = NULL, unsigned int count = 0) const;

  virtual BodyPtr cloneAt(const Eigen::Affine3d &pose, double padding, double scale) const;

protected:

  virtual void useDimensions(const shapes::Shape *shape);
  virtual void updateInternalData();

  // shape-dependent data
  double          length_;
  double          radius_;

  // pose/padding/scaling-dependent values & values computed for convenience and fast upcoming computations
  Eigen::Vector3d center_;
  Eigen::Vector3d normalH_;
  Eigen::Vector3d normalB1_;
  Eigen::Vector3d normalB2_;

  double          length2_;
  double          radiusU_;
  double          radiusB_;
  double          radiusBSqr_;
  double          radius2_;
  double          d1_;
  double          d2_;

public:
  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

/** \brief Definition of a box */
class Box : public Body
{
public:
  Box() : Body()
  {
    type_ = shapes::BOX;
  }

  Box(const shapes::Shape *shape) : Body()
  {
    type_ = shapes::BOX;
    setDimensions(shape);
  }

  virtual ~Box()
  {
  }

  /** \brief Get the length & width & height (x, y, z) of the box */
  virtual std::vector<double> getDimensions() const;

  virtual bool containsPoint(const Eigen::Vector3d &p, bool verbose = false) const;
  virtual double computeVolume() const;
  virtual bool samplePointInside(random_numbers::RandomNumberGenerator &rng, unsigned int max_attempts, Eigen::Vector3d &result);
  virtual void computeBoundingSphere(BoundingSphere &sphere) const;
  virtual void computeBoundingCylinder(BoundingCylinder &cylinder) const;
  virtual bool intersectsRay(const Eigen::Vector3d& origin, const Eigen::Vector3d &dir, EigenSTL::vector_Vector3d *intersections = NULL, unsigned int count = 0) const;

  virtual BodyPtr cloneAt(const Eigen::Affine3d &pose, double padding, double scale) const;

protected:

  virtual void useDimensions(const shapes::Shape *shape); // (x, y, z) = (length, width, height)
  virtual void updateInternalData();

  // shape-dependent data
  double    length_;
  double    width_;
  double    height_;

  // pose/padding/scaling-dependent values & values computed for convenience and fast upcoming computations
  Eigen::Vector3d center_;
  Eigen::Vector3d normalL_;
  Eigen::Vector3d normalW_;
  Eigen::Vector3d normalH_;

  Eigen::Vector3d corner1_;
  Eigen::Vector3d corner2_;

  double    length2_;
  double    width2_;
  double    height2_;
  double    radiusB_;
  double    radius2_;

public:
  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

/** \brief Definition of a convex mesh. Convex hull is computed for a given shape::Mesh */
class ConvexMesh : public Body
{
public:

  ConvexMesh() : Body()
  {
    type_ = shapes::MESH;
    scaled_vertices_ = NULL;
  }

  ConvexMesh(const shapes::Shape *shape) : Body()
  {
    type_ = shapes::MESH;
    scaled_vertices_ = NULL;
    setDimensions(shape);
  }

  virtual ~ConvexMesh()
  {
  }

  /** \brief Returns an empty vector */
  virtual std::vector<double> getDimensions() const;

  virtual bool containsPoint(const Eigen::Vector3d &p, bool verbose = false) const;
  virtual double computeVolume() const;

  virtual void computeBoundingSphere(BoundingSphere &sphere) const;
  virtual void computeBoundingCylinder(BoundingCylinder &cylinder) const;
  virtual bool intersectsRay(const Eigen::Vector3d& origin, const Eigen::Vector3d &dir, EigenSTL::vector_Vector3d *intersections = NULL, unsigned int count = 0) const;

  const std::vector<unsigned int>& getTriangles() const;
  const EigenSTL::vector_Vector3d& getVertices() const;
  const EigenSTL::vector_Vector3d& getScaledVertices() const;

  virtual BodyPtr cloneAt(const Eigen::Affine3d &pose, double padding, double scale) const;

  /// Project the original vertex to the scaled and padded planes and average.
  void computeScaledVerticesFromPlaneProjections();

  void correctVertexOrderFromPlanes();

protected:

  virtual void useDimensions(const shapes::Shape *shape);
  virtual void updateInternalData();

  /** \brief (Used mainly for debugging) Count the number of vertices behind a plane*/
  unsigned int countVerticesBehindPlane(const Eigen::Vector4f& planeNormal) const;

  /** \brief Check if a point is inside a set of planes that make up a convex mesh*/
  bool isPointInsidePlanes(const Eigen::Vector3d& point) const;

  struct MeshData
  {
    EigenSTL::vector_Vector4f   planes_;
    EigenSTL::vector_Vector3d   vertices_;
    std::vector<unsigned int>   triangles_;
    std::map<unsigned int, unsigned int> plane_for_triangle_;
    Eigen::Vector3d             mesh_center_;
    double                      mesh_radiusB_;
    Eigen::Vector3d             box_offset_;
    Eigen::Vector3d             box_size_;
    BoundingCylinder            bounding_cylinder_;

    EIGEN_MAKE_ALIGNED_OPERATOR_NEW
  };

  // shape-dependent data; keep this in one struct so that a cheap pointer copy can be done in cloneAt()
  std::shared_ptr<MeshData> mesh_data_;

  // pose/padding/scaling-dependent values & values computed for convenience and fast upcoming computations
  Eigen::Affine3d             i_pose_;
  Eigen::Vector3d             center_;
  double                      radiusB_;
  double                      radiusBSqr_;
  Box                         bounding_box_;

  // pointer to an array of scaled vertices
  // if the padding is 0 & scaling is 1, then there is no need to have scaled vertices; we can just point to the vertices in mesh_data_
  // otherwise, point to scaled_vertices_storage_
  EigenSTL::vector_Vector3d  *scaled_vertices_;

private:
  std::unique_ptr<EigenSTL::vector_Vector3d> scaled_vertices_storage_;

public:
  EIGEN_MAKE_ALIGNED_OPERATOR_NEW
};

/** @class BodyVector
 *  @brief A vector of Body objects
 */
class BodyVector
{
public:

  BodyVector();

  /** \brief Construct a body vector from a vector of shapes, a vector of poses and a padding */
  BodyVector(const std::vector<shapes::Shape*>& shapes, const EigenSTL::vector_Affine3d& poses, double padding = 0.0);

  ~BodyVector();

  /** \brief Add a body*/
  void addBody(Body* body);

  /** \brief Add a body from a shape, a pose for the body and a padding*/
  void addBody(const shapes::Shape* shape, const Eigen::Affine3d& pose, double padding = 0.0);

  /** \brief Clear all bodies from the vector*/
  void clear();

  /** \brief Set the pose of a particular body in the vector of bodies*/
  void setPose(unsigned int i, const Eigen::Affine3d& pose);

  /** \brief Get the number of bodies in this vector*/
  std::size_t getCount() const;

  /** \brief Check if any of the bodies in the vector contains the input point*/
  bool containsPoint(const Eigen::Vector3d &p, bool verbose = false) const;

  /** \brief Check if any of the bodies in the vector contains the input point, and report the index at which the first body that contains the point was found. */
  bool containsPoint(const Eigen::Vector3d &p, std::size_t &index, bool verbose = false) const;

  /** \brief Check if any of the bodies intersects the ray defined by \e origin and \e dir.
      When the first intersection is found, this function terminates. The index of the body that
      does intersect the ray is set to \e index (unset if no intersections were found). Optionally,
      the intersection points are computed and set to \e intersections (only for the first body that is found to intersect the ray) */
  bool intersectsRay(const Eigen::Vector3d& origin, const Eigen::Vector3d &dir, std::size_t &index, EigenSTL::vector_Vector3d *intersections = NULL, unsigned int count = 0) const;

  /** \brief Get the \e i<sup>th</sup> body in the vector*/
  const Body* getBody(unsigned int i) const;

private:

  std::vector<Body*>  bodies_;

};

/** \brief Shared pointer to a Body */
typedef std::shared_ptr<Body> BodyPtr;

/** \brief Shared pointer to a const Body */
typedef std::shared_ptr<const Body> BodyConstPtr;

}

#endif