FCL  0.6.0
Flexible Collision Library
capsule-inl.h
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35 
38 #ifndef FCL_SHAPE_CAPSULE_INL_H
39 #define FCL_SHAPE_CAPSULE_INL_H
40 
41 #include "fcl/geometry/shape/capsule.h"
42 
43 namespace fcl
44 {
45 
46 //==============================================================================
47 extern template
48 class Capsule<double>;
49 
50 //==============================================================================
51 template <typename S>
52 Capsule<S>::Capsule(S radius, S lz)
53  : ShapeBase<S>(), radius(radius), lz(lz)
54 {
55  // Do nothing
56 }
57 
58 //==============================================================================
59 template <typename S>
61 {
62  const Vector3<S> v_delta(radius, radius, 0.5 * lz + radius);
63  this->aabb_local.max_ = v_delta;
64  this->aabb_local.min_ = -v_delta;
65 
66  this->aabb_center = this->aabb_local.center();
67  this->aabb_radius = (this->aabb_local.min_ - this->aabb_center).norm();
68 }
69 
70 //==============================================================================
71 template <typename S>
73 {
74  return GEOM_CAPSULE;
75 }
76 
77 //==============================================================================
78 template <typename S>
80 {
81  return constants<S>::pi() * radius * radius *(lz + radius * 4/3.0);
82 }
83 
84 //==============================================================================
85 template <typename S>
87 {
88  S v_cyl = radius * radius * lz * constants<S>::pi();
89  S v_sph = radius * radius * radius * constants<S>::pi() * 4 / 3.0;
90 
91  S ix = v_cyl * lz * lz / 12.0 + 0.25 * v_cyl * radius + 0.4 * v_sph * radius * radius + 0.25 * v_sph * lz * lz;
92  S iz = (0.5 * v_cyl + 0.4 * v_sph) * radius * radius;
93 
94  return Vector3<S>(ix, ix, iz).asDiagonal();
95 }
96 
97 //==============================================================================
98 template <typename S>
99 std::vector<Vector3<S>> Capsule<S>::getBoundVertices(
100  const Transform3<S>& tf) const
101 {
102  std::vector<Vector3<S>> result(36);
103  const auto m = (1 + std::sqrt(5.0)) / 2.0;
104 
105  auto hl = lz * 0.5;
106  auto edge_size = radius * 6 / (std::sqrt(27.0) + std::sqrt(15.0));
107  auto a = edge_size;
108  auto b = m * edge_size;
109  auto r2 = radius * 2 / std::sqrt(3.0);
110 
111  result[0] = tf * Vector3<S>(0, a, b + hl);
112  result[1] = tf * Vector3<S>(0, -a, b + hl);
113  result[2] = tf * Vector3<S>(0, a, -b + hl);
114  result[3] = tf * Vector3<S>(0, -a, -b + hl);
115  result[4] = tf * Vector3<S>(a, b, hl);
116  result[5] = tf * Vector3<S>(-a, b, hl);
117  result[6] = tf * Vector3<S>(a, -b, hl);
118  result[7] = tf * Vector3<S>(-a, -b, hl);
119  result[8] = tf * Vector3<S>(b, 0, a + hl);
120  result[9] = tf * Vector3<S>(b, 0, -a + hl);
121  result[10] = tf * Vector3<S>(-b, 0, a + hl);
122  result[11] = tf * Vector3<S>(-b, 0, -a + hl);
123 
124  result[12] = tf * Vector3<S>(0, a, b - hl);
125  result[13] = tf * Vector3<S>(0, -a, b - hl);
126  result[14] = tf * Vector3<S>(0, a, -b - hl);
127  result[15] = tf * Vector3<S>(0, -a, -b - hl);
128  result[16] = tf * Vector3<S>(a, b, -hl);
129  result[17] = tf * Vector3<S>(-a, b, -hl);
130  result[18] = tf * Vector3<S>(a, -b, -hl);
131  result[19] = tf * Vector3<S>(-a, -b, -hl);
132  result[20] = tf * Vector3<S>(b, 0, a - hl);
133  result[21] = tf * Vector3<S>(b, 0, -a - hl);
134  result[22] = tf * Vector3<S>(-b, 0, a - hl);
135  result[23] = tf * Vector3<S>(-b, 0, -a - hl);
136 
137  auto c = 0.5 * r2;
138  auto d = radius;
139  result[24] = tf * Vector3<S>(r2, 0, hl);
140  result[25] = tf * Vector3<S>(c, d, hl);
141  result[26] = tf * Vector3<S>(-c, d, hl);
142  result[27] = tf * Vector3<S>(-r2, 0, hl);
143  result[28] = tf * Vector3<S>(-c, -d, hl);
144  result[29] = tf * Vector3<S>(c, -d, hl);
145 
146  result[30] = tf * Vector3<S>(r2, 0, -hl);
147  result[31] = tf * Vector3<S>(c, d, -hl);
148  result[32] = tf * Vector3<S>(-c, d, -hl);
149  result[33] = tf * Vector3<S>(-r2, 0, -hl);
150  result[34] = tf * Vector3<S>(-c, -d, -hl);
151  result[35] = tf * Vector3<S>(c, -d, -hl);
152 
153  return result;
154 }
155 
156 } // namespace fcl
157 
158 #endif
Vector3< S_ > aabb_center
AABB center in local coordinate.
Definition: collision_geometry.h:91
NODE_TYPE
traversal node type: bounding volume (AABB, OBB, RSS, kIOS, OBBRSS, KDOP16, KDOP18, kDOP24), basic shape (box, sphere, ellipsoid, capsule, cone, cylinder, convex, plane, halfspace, triangle), and octree
Definition: collision_geometry.h:54
Main namespace.
Definition: broadphase_bruteforce-inl.h:45
S lz
Length along z axis.
Definition: capsule.h:61
Base class for all basic geometric shapes.
Definition: shape_base.h:48
S computeVolume() const override
compute the volume
Definition: capsule-inl.h:79
S_ aabb_radius
AABB radius.
Definition: collision_geometry.h:94
std::vector< Vector3< S > > getBoundVertices(const Transform3< S > &tf) const
get the vertices of some convex shape which can bound this shape in a specific configuration ...
Definition: capsule-inl.h:99
void computeLocalAABB() override
Compute AABB<S>
Definition: capsule-inl.h:60
static constexpr S pi()
The mathematical constant pi.
Definition: constants.h:49
AABB< S_ > aabb_local
AABB in local coordinate, used for tight AABB when only translation transform.
Definition: collision_geometry.h:97
NODE_TYPE getNodeType() const override
Get node type: a capsule.
Definition: capsule-inl.h:72
Matrix3< S > computeMomentofInertia() const override
compute the inertia matrix, related to the origin
Definition: capsule-inl.h:86
S radius
Radius of capsule.
Definition: capsule.h:58
Capsule(S radius, S lz)
Constructor.
Definition: capsule-inl.h:52