FCL  0.6.0
Flexible Collision Library
contact.h
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35 
38 #ifndef FCL_CONTACT_H
39 #define FCL_CONTACT_H
40 
41 #include "fcl/narrowphase/collision_object.h"
42 
43 namespace fcl
44 {
45 
47 template <typename S>
48 struct Contact
49 {
52 
55 
60  int b1;
61 
66  int b2;
67 
69  Vector3<S> normal;
70 
72  Vector3<S> pos;
73 
76 
77 
79  static const int NONE = -1;
80 
81  Contact();
82 
83  Contact(const CollisionGeometry<S>* o1_, const CollisionGeometry<S>* o2_, int b1_, int b2_);
84 
85  Contact(const CollisionGeometry<S>* o1_, const CollisionGeometry<S>* o2_, int b1_, int b2_,
86  const Vector3<S>& pos_, const Vector3<S>& normal_, S depth_);
87 
88  bool operator < (const Contact& other) const;
89 };
90 
91 using Contactf = Contact<float>;
93 
94 } // namespace fcl
95 
96 #include "fcl/narrowphase/contact-inl.h"
97 
98 #endif
Main namespace.
Definition: broadphase_bruteforce-inl.h:45
Vector3< S > normal
contact normal, pointing from o1 to o2
Definition: contact.h:69
int b2
contact primitive in object 2 if object 2 is mesh or point cloud, it is the triangle or point id if o...
Definition: contact.h:66
Contact information returned by collision.
Definition: contact.h:48
int b1
contact primitive in object 1 if object 1 is mesh or point cloud, it is the triangle or point id if o...
Definition: contact.h:60
static const int NONE
invalid contact primitive information
Definition: contact.h:79
The geometry for the object for collision or distance computation.
Definition: collision_geometry.h:59
Vector3< S > pos
contact position, in world space
Definition: contact.h:72
S penetration_depth
penetration depth
Definition: contact.h:75
const CollisionGeometry< S > * o2
collision object 2
Definition: contact.h:54
const CollisionGeometry< S > * o1
collision object 1
Definition: contact.h:51