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Guilhem Saurel
hpp-fcl
Commits
1de02abd
Commit
1de02abd
authored
6 years ago
by
Florent Lamiraux
Committed by
Florent Lamiraux florent@laas.fr
6 years ago
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[doc] Rename and update collision graph.
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0b3d7b0c
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doc/collision-call.pdf
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doc/collision-call.pdf
doc/mesh-mesh-collision-call.dot
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doc/mesh-mesh-collision-call.dot
doc/mesh-mesh-collision-call.pdf
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doc/mesh-mesh-collision-call.pdf
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doc/collision-call.dot
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doc/
mesh-mesh-
collision-call.dot
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1de02abd
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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 CollisionTraversalNode
Base
::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
[
shape
=
box
]
"void collide(CollisionTraversalNode
Base
* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
[
shape
=
box
]
"void collisionRecurse(CollisionTraversalNode
Base
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
[
shape
=
box
]
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNode
Base
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
[
shape
=
box
]
"bool
Mesh
CollisionTraversalNode
<T_BVH>
::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
[
shape
=
box
]
"void collide(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
[
shape
=
box
]
"void collisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
[
shape
=
box
]
"void propagateBVHFrontListCollisionRecurse(
Mesh
CollisionTraversalNode
<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
]
"CollisionTraversalNode
Base
::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
[
shape
=
box
]
"
Mesh
CollisionTraversalNode
<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(CollisionTraversalNode
Base
* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
->
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNode
Base
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
"void collide(CollisionTraversalNode
Base
* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
->
"void collisionRecurse(CollisionTraversalNode
Base
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void collisionRecurse(CollisionTraversalNode
Base
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
->
"bool CollisionTraversalNode
Base
::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void collisionRecurse(CollisionTraversalNode
Base
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
->
"CollisionTraversalNode
Base
::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNode
Base
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
->
"void collisionRecurse(CollisionTraversalNode
Base
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void propagateBVHFrontListCollisionRecurse(CollisionTraversalNode
Base
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
->
"bool CollisionTraversalNode
Base
::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void collide(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
->
"void propagateBVHFrontListCollisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
"void collide(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n const CollisionRequest& request, CollisionResult& result,\nBVHFrontList* front_list)"
->
"void collisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void collisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
->
"bool
Mesh
CollisionTraversalNode
<T_BVH>
::BVTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void collisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
->
"
Mesh
CollisionTraversalNode
<T_BVH>
::leafTesting\n(int b1, int b2, FCL_REAL& sqrDistLowerBound) const\n -request\n - result"
"void propagateBVHFrontListCollisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
->
"void collisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node,\n int b1, int b2, BVHFrontList* front_list, FCL_REAL& sqrDistLowerBound)"
"void propagateBVHFrontListCollisionRecurse(
Mesh
CollisionTraversalNode
<T_BVH>
* node\n, BVHFrontList* front_list, const CollisionRequest& request, CollisionResult& result)"
->
"bool
Mesh
CollisionTraversalNode
<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 CollisionTraversalNode
Base
::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 CollisionTraversalNode
Base
::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
Mesh
CollisionTraversalNode
<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
Mesh
CollisionTraversalNode
<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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