FCL  0.6.0
Flexible Collision Library
sphere_triangle.h
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35 
38 #ifndef FCL_NARROWPHASE_DETAIL_SPHERETRIANGLE_H
39 #define FCL_NARROWPHASE_DETAIL_SPHERETRIANGLE_H
40 
41 #include "fcl/geometry/shape/sphere.h"
42 #include "fcl/narrowphase/contact_point.h"
43 
44 namespace fcl
45 {
46 
47 namespace detail
48 {
49 
51 template <typename S>
52 S segmentSqrDistance(const Vector3<S>& from, const Vector3<S>& to,const Vector3<S>& p, Vector3<S>& nearest);
53 
55 template <typename S>
56 bool projectInTriangle(const Vector3<S>& p1, const Vector3<S>& p2, const Vector3<S>& p3, const Vector3<S>& normal, const Vector3<S>& p);
57 
58 template <typename S>
59 bool sphereTriangleIntersect(const Sphere<S>& s, const Transform3<S>& tf,
60  const Vector3<S>& P1, const Vector3<S>& P2, const Vector3<S>& P3, Vector3<S>* contact_points, S* penetration_depth, Vector3<S>* normal_);
61 
62 template <typename S>
63 bool sphereTriangleDistance(const Sphere<S>& sp, const Transform3<S>& tf,
64  const Vector3<S>& P1, const Vector3<S>& P2, const Vector3<S>& P3,
65  S* dist);
66 
67 template <typename S>
68 bool sphereTriangleDistance(const Sphere<S>& sp, const Transform3<S>& tf,
69  const Vector3<S>& P1, const Vector3<S>& P2, const Vector3<S>& P3,
70  S* dist, Vector3<S>* p1, Vector3<S>* p2);
71 
72 template <typename S>
73 bool sphereTriangleDistance(const Sphere<S>& sp, const Transform3<S>& tf1,
74  const Vector3<S>& P1, const Vector3<S>& P2, const Vector3<S>& P3, const Transform3<S>& tf2,
75  S* dist, Vector3<S>* p1, Vector3<S>* p2);
76 
77 } // namespace detail
78 } // namespace fcl
79 
80 #include "fcl/narrowphase/detail/primitive_shape_algorithm/sphere_triangle-inl.h"
81 
82 #endif
Main namespace.
Definition: broadphase_bruteforce-inl.h:45