collision result
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#include <hpp/fcl/collision_data.h>
◆ CollisionResult()
hpp::fcl::CollisionResult::CollisionResult |
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◆ addContact()
void hpp::fcl::CollisionResult::addContact |
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const Contact & |
c | ) |
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add one contact into result structure
◆ clear()
void hpp::fcl::CollisionResult::clear |
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clear the results obtained
◆ getContact()
const Contact& hpp::fcl::CollisionResult::getContact |
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size_t |
i | ) |
const |
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inline |
get the i-th contact calculated
◆ getContacts() [1/2]
const std::vector<Contact>& hpp::fcl::CollisionResult::getContacts |
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const |
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◆ getContacts() [2/2]
void hpp::fcl::CollisionResult::getContacts |
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std::vector< Contact > & |
contacts_ | ) |
const |
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inline |
◆ isCollision()
bool hpp::fcl::CollisionResult::isCollision |
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const |
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return binary collision result
◆ numContacts()
size_t hpp::fcl::CollisionResult::numContacts |
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const |
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◆ operator==()
bool hpp::fcl::CollisionResult::operator== |
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const CollisionResult & |
other | ) |
const |
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◆ setContact()
void hpp::fcl::CollisionResult::setContact |
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size_t |
i, |
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const Contact & |
c |
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set the i-th contact calculated
◆ swapObjects()
void hpp::fcl::CollisionResult::swapObjects |
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reposition Contact objects when fcl inverts them during their construction.
◆ updateDistanceLowerBound()
void hpp::fcl::CollisionResult::updateDistanceLowerBound |
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const FCL_REAL & |
distance_lower_bound_ | ) |
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Update the lower bound only if the distance is inferior.
◆ distance_lower_bound
FCL_REAL hpp::fcl::CollisionResult::distance_lower_bound |
Lower bound on distance between objects if they are disjoint. See Collision
- Note
- computed only on request (or if it does not add any computational overhead).
◆ nearest_points
Vec3f hpp::fcl::CollisionResult::nearest_points[2] |
The documentation for this struct was generated from the following file: