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Commit 1de02abd authored by Florent Lamiraux's avatar Florent Lamiraux Committed by Florent Lamiraux florent@laas.fr
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[doc] Rename and update collision graph.

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......@@ -4,32 +4,34 @@ digraph CD {
compound=true
size = 11.7
"std::size_t BVHCollide(const CollisionGeometry* o1,\nconst Transform3f& tf1, const CollisionGeometry* o2,\nconst Transform3f& tf2, const CollisionRequest& request,\nCollisionResult& result)" [shape = box]
"bool OBB::overlap(const OBB& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const" [shape = box]
"bool OBBRSS::overlap(const OBBRSS& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const" [shape = box]
"bool overlap(const Matrix3f& R0, const Vec3f& T0,\n const OBB& b1, const OBB& b2,\n const CollisionRequest& request, FCL_REAL& sqrDistLowerBound)" [shape = box]
"bool overlap(const Matrix3f& R0, const Vec3f& T0,\n const OBBRSS& b1, const OBBRSS& b2,\nconst CollisionRequest& request, FCL_REAL& sqrDistLowerBound)" [shape = box]
"bool BVNode::overlap(const BVNode& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const" [shape = box]
"bool BVHCollisionTraversalNode::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [shape = box]
"bool CollisionTraversalNodeBase::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [shape = box]
"void collide(CollisionTraversalNodeBase* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)" [shape = box]
"void collisionRecurse(CollisionTraversalNodeBase* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)" [shape = box]
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNodeBase* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)" [shape = box]
"bool MeshCollisionTraversalNode<T_BVH>::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [shape = box]
"void collide(MeshCollisionTraversalNode<T_BVH>* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)" [shape = box]
"void collisionRecurse(MeshCollisionTraversalNode<T_BVH>* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)" [shape = box]
"void propagateBVHFrontListCollisionRecurse(MeshCollisionTraversalNode<T_BVH>* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)" [shape = box]
"bool MeshCollisionTraversalNodeOBBRSS::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [shape = box]
"CollisionTraversalNodeBase::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [shape = box]
"MeshCollisionTraversalNode<T_BVH>::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [shape = box]
"bool obbDisjointAndLowerBoundDistance\n(const Matrix3f& B, const Vec3f& T, const Vec3f& a, const Vec3f& b,\n FCL_REAL& squaredLowerBoundDistance)" [shape = box]
"std::size_t BVHCollide(const CollisionGeometry* o1,\nconst Transform3f& tf1, const CollisionGeometry* o2,\nconst Transform3f& tf2, const CollisionRequest& request,\nCollisionResult& result)" -> "void collide(MeshCollisionTraversalNode<T_BVH>* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
"bool OBB::overlap(const OBB& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const" -> "bool obbDisjointAndLowerBoundDistance\n(const Matrix3f& B, const Vec3f& T, const Vec3f& a, const Vec3f& b,\n FCL_REAL& squaredLowerBoundDistance)"
"bool overlap(const Matrix3f& R0, const Vec3f& T0,\n const OBB& b1, const OBB& b2,\n const CollisionRequest& request, FCL_REAL& sqrDistLowerBound)" -> "bool obbDisjointAndLowerBoundDistance\n(const Matrix3f& B, const Vec3f& T, const Vec3f& a, const Vec3f& b,\n FCL_REAL& squaredLowerBoundDistance)"
"bool overlap(const Matrix3f& R0, const Vec3f& T0,\n const OBBRSS& b1, const OBBRSS& b2,\nconst CollisionRequest& request, FCL_REAL& sqrDistLowerBound)" -> "bool overlap(const Matrix3f& R0, const Vec3f& T0,\n const OBB& b1, const OBB& b2,\n const CollisionRequest& request, FCL_REAL& sqrDistLowerBound)"
"void collide(CollisionTraversalNodeBase* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"-> "void propagateBVHFrontListCollisionRecurse(CollisionTraversalNodeBase* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
"void collide(CollisionTraversalNodeBase* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)" -> "void collisionRecurse(CollisionTraversalNodeBase* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void collisionRecurse(CollisionTraversalNodeBase* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)" -> "bool CollisionTraversalNodeBase::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void collisionRecurse(CollisionTraversalNodeBase* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)" -> "CollisionTraversalNodeBase::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNodeBase* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)" -> "void collisionRecurse(CollisionTraversalNodeBase* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNodeBase* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)" -> "bool CollisionTraversalNodeBase::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void collide(MeshCollisionTraversalNode<T_BVH>* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"-> "void propagateBVHFrontListCollisionRecurse(MeshCollisionTraversalNode<T_BVH>* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
"void collide(MeshCollisionTraversalNode<T_BVH>* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)" -> "void collisionRecurse(MeshCollisionTraversalNode<T_BVH>* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void collisionRecurse(MeshCollisionTraversalNode<T_BVH>* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)" -> "bool MeshCollisionTraversalNode<T_BVH>::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void collisionRecurse(MeshCollisionTraversalNode<T_BVH>* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)" -> "MeshCollisionTraversalNode<T_BVH>::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void propagateBVHFrontListCollisionRecurse(MeshCollisionTraversalNode<T_BVH>* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)" -> "void collisionRecurse(MeshCollisionTraversalNode<T_BVH>* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void propagateBVHFrontListCollisionRecurse(MeshCollisionTraversalNode<T_BVH>* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)" -> "bool MeshCollisionTraversalNode<T_BVH>::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"bool MeshCollisionTraversalNodeOBBRSS::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" -> "bool overlap(const Matrix3f& R0, const Vec3f& T0,\n const OBBRSS& b1, const OBBRSS& b2,\nconst CollisionRequest& request, FCL_REAL& sqrDistLowerBound)"
"bool CollisionTraversalNodeBase::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" -> "bool MeshCollisionTraversalNodeOBBRSS::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [color=red]
"bool CollisionTraversalNodeBase::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" -> "bool BVHCollisionTraversalNode::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [color = red]
"bool MeshCollisionTraversalNode<T_BVH>::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" -> "bool MeshCollisionTraversalNodeOBBRSS::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [color=red]
"bool MeshCollisionTraversalNode<T_BVH>::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" -> "bool BVHCollisionTraversalNode::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" [color = red]
"bool OBBRSS::overlap(const OBBRSS& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const" -> "bool OBB::overlap(const OBB& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const"
"bool BVNode::overlap(const BVNode& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const" -> "bool OBB::overlap(const OBB& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const"
"bool BVHCollisionTraversalNode::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result" -> "bool BVNode::overlap(const BVNode& other,\nconst CollisionRequest& request,\nFCL_REAL& sqrDistLowerBound) const"
......
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