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Apply inline pattern to bvh model and octree
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jslee02 committed Aug 15, 2016
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276 changes: 276 additions & 0 deletions include/fcl/object/collision_object-inl.h
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/*
* Software License Agreement (BSD License)
*
* Copyright (c) 2011-2014, Willow Garage, Inc.
* Copyright (c) 2014-2016, Open Source Robotics Foundation
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* 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.
* * Neither the name of Open Source Robotics Foundation nor the names of its
* 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
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/

/** @author Jia Pan */

#include "fcl/object/collision_object.h"

namespace fcl
{

//==============================================================================
template <typename S>
CollisionObject<S>::CollisionObject(
const std::shared_ptr<CollisionGeometry<S>>& cgeom_)
: cgeom(cgeom_), cgeom_const(cgeom_), t(Transform3<S>::Identity())
{
if (cgeom)
{
cgeom->computeLocalAABB();
computeAABB();
}
}

//==============================================================================
template <typename S>
CollisionObject<S>::CollisionObject(
const std::shared_ptr<CollisionGeometry<S>>& cgeom_,
const Transform3<S>& tf)
: cgeom(cgeom_), cgeom_const(cgeom_), t(tf)
{
cgeom->computeLocalAABB();
computeAABB();
}

//==============================================================================
template <typename S>
CollisionObject<S>::CollisionObject(
const std::shared_ptr<CollisionGeometry<S>>& cgeom_,
const Matrix3<S>& R,
const Vector3<S>& T)
: cgeom(cgeom_), cgeom_const(cgeom_), t(Transform3<S>::Identity())
{
t.linear() = R;
t.translation() = T;
cgeom->computeLocalAABB();
computeAABB();
}

//==============================================================================
template <typename S>
CollisionObject<S>::~CollisionObject()
{
// Do nothing
}

//==============================================================================
template <typename S>
OBJECT_TYPE CollisionObject<S>::getObjectType() const
{
return cgeom->getObjectType();
}

//==============================================================================
template <typename S>
NODE_TYPE CollisionObject<S>::getNodeType() const
{
return cgeom->getNodeType();
}

//==============================================================================
template <typename S>
const AABB<S>& CollisionObject<S>::getAABB() const
{
return aabb;
}

//==============================================================================
template <typename S>
void CollisionObject<S>::computeAABB()
{
if(t.linear().isIdentity())
{
aabb = translate(cgeom->aabb_local, t.translation());
}
else
{
Vector3<S> center = t * cgeom->aabb_center;
Vector3<S> delta = Vector3<S>::Constant(cgeom->aabb_radius);
aabb.min_ = center - delta;
aabb.max_ = center + delta;
}
}

//==============================================================================
template <typename S>
void*CollisionObject<S>::getUserData() const
{
return user_data;
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setUserData(void* data)
{
user_data = data;
}

//==============================================================================
template <typename S>
const Vector3<S> CollisionObject<S>::getTranslation() const
{
return t.translation();
}

//==============================================================================
template <typename S>
const Matrix3<S> CollisionObject<S>::getRotation() const
{
return t.linear();
}

//==============================================================================
template <typename S>
const Quaternion<S> CollisionObject<S>::getQuatRotation() const
{
return Quaternion<S>(t.linear());
}

//==============================================================================
template <typename S>
const Transform3<S>& CollisionObject<S>::getTransform() const
{
return t;
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setRotation(const Matrix3<S>& R)
{
t.linear() = R;
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setTranslation(const Vector3<S>& T)
{
t.translation() = T;
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setQuatRotation(const Quaternion<S>& q)
{
t.linear() = q.toRotationMatrix();
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setTransform(const Matrix3<S>& R, const Vector3<S>& T)
{
setRotation(R);
setTranslation(T);
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setTransform(const Quaternion<S>& q, const Vector3<S>& T)
{
setQuatRotation(q);
setTranslation(T);
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setTransform(const Transform3<S>& tf)
{
t = tf;
}

//==============================================================================
template <typename S>
bool CollisionObject<S>::isIdentityTransform() const
{
return t.matrix().isIdentity();
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setIdentityTransform()
{
t.setIdentity();
}

//==============================================================================
template <typename S>
const CollisionGeometry<S>*CollisionObject<S>::getCollisionGeometry() const
{
return cgeom.get();
}

//==============================================================================
template <typename S>
const std::shared_ptr<const CollisionGeometry<S>>&
CollisionObject<S>::collisionGeometry() const
{
return cgeom_const;
}

//==============================================================================
template <typename S>
S CollisionObject<S>::getCostDensity() const
{
return cgeom->cost_density;
}

//==============================================================================
template <typename S>
void CollisionObject<S>::setCostDensity(S c)
{
cgeom->cost_density = c;
}

//==============================================================================
template <typename S>
bool CollisionObject<S>::isOccupied() const
{
return cgeom->isOccupied();
}

//==============================================================================
template <typename S>
bool CollisionObject<S>::isFree() const
{
return cgeom->isFree();
}

//==============================================================================
template <typename S>
bool CollisionObject<S>::isUncertain() const
{
return cgeom->isUncertain();
}

} // namespace fcl

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