collision_data.h 16.2 KB
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/*
 * Software License Agreement (BSD License)
 *
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 *  Copyright (c) 2011-2014, Willow Garage, Inc.
 *  Copyright (c) 2014-2015, Open Source Robotics Foundation
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 *  All rights reserved.
 *
 *  Redistribution and use in source and binary forms, with or without
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 *     copyright notice, this list of conditions and the following
 *     disclaimer in the documentation and/or other materials provided
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 *   * Neither the name of Open Source Robotics Foundation nor the names of its
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 *     contributors may be used to endorse or promote products derived
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 */

/** \author Jia Pan */


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#ifndef FCL_COLLISION_DATA_H
#define FCL_COLLISION_DATA_H

#include "fcl/collision_object.h"
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#include "fcl/learning/classifier.h"
#include "fcl/knn/nearest_neighbors.h"


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#include "fcl/math/vec_3f.h"
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#include <vector>
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#include <set>
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#include <limits>
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namespace fcl
{

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/// @brief Type of narrow phase GJK solver
enum GJKSolverType {GST_LIBCCD, GST_INDEP};

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/// @brief Contact information returned by collision
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struct Contact
{
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  /// @brief collision object 1
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  const CollisionGeometry* o1;
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  /// @brief collision object 2
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  const CollisionGeometry* o2;
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  /// @brief contact primitive in object 1
  /// if object 1 is mesh or point cloud, it is the triangle or point id
  /// if object 1 is geometry shape, it is NONE (-1),
  /// if object 1 is octree, it is the id of the cell
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  int b1;
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  /// @brief contact primitive in object 2
  /// if object 2 is mesh or point cloud, it is the triangle or point id
  /// if object 2 is geometry shape, it is NONE (-1),
  /// if object 2 is octree, it is the id of the cell
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  int b2;
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  /// @brief contact normal, pointing from o1 to o2
  Vec3f normal;

  /// @brief contact position, in world space
  Vec3f pos;

  /// @brief penetration depth
  FCL_REAL penetration_depth;

 
  /// @brief invalid contact primitive information
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  static const int NONE = -1;
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  Contact() : o1(NULL),
              o2(NULL),
              b1(NONE),
              b2(NONE)
  {}
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  Contact(const CollisionGeometry* o1_, const CollisionGeometry* o2_, int b1_, int b2_) : o1(o1_),
                                                                                          o2(o2_),
                                                                                          b1(b1_),
                                                                                          b2(b2_)
  {}
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  Contact(const CollisionGeometry* o1_, const CollisionGeometry* o2_, int b1_, int b2_,
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          const Vec3f& pos_, const Vec3f& normal_, FCL_REAL depth_) : o1(o1_),
                                                                      o2(o2_),
                                                                      b1(b1_),
                                                                      b2(b2_),
                                                                      normal(normal_),
                                                                      pos(pos_),
                                                                      penetration_depth(depth_)
  {}
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  bool operator < (const Contact& other) const
  {
    if(b1 == other.b1)
      return b2 < other.b2;
    return b1 < other.b1;
  }
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};

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/// @brief Cost source describes an area with a cost. The area is described by an AABB region.
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struct CostSource
{
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  /// @brief aabb lower bound
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  Vec3f aabb_min;
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  /// @brief aabb upper bound
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  Vec3f aabb_max;
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  /// @brief cost density in the AABB region
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  FCL_REAL cost_density;

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  FCL_REAL total_cost;

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  CostSource(const Vec3f& aabb_min_, const Vec3f& aabb_max_, FCL_REAL cost_density_) : aabb_min(aabb_min_),
                                                                                       aabb_max(aabb_max_),
                                                                                       cost_density(cost_density_)
  {
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    total_cost = cost_density * (aabb_max[0] - aabb_min[0]) * (aabb_max[1] - aabb_min[1]) * (aabb_max[2] - aabb_min[2]);
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  }

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  CostSource(const AABB& aabb, FCL_REAL cost_density_) : aabb_min(aabb.min_),
                                                         aabb_max(aabb.max_),
                                                         cost_density(cost_density_)
  {
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    total_cost = cost_density * (aabb_max[0] - aabb_min[0]) * (aabb_max[1] - aabb_min[1]) * (aabb_max[2] - aabb_min[2]);
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  }

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  CostSource() {}
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  bool operator < (const CostSource& other) const
  {
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    if(total_cost < other.total_cost) 
      return false;
    if(total_cost > other.total_cost)
      return true;
    
    if(cost_density < other.cost_density)
      return false;
    if(cost_density > other.cost_density)
      return true;
  
    for(size_t i = 0; i < 3; ++i)
      if(aabb_min[i] != other.aabb_min[i])
	return aabb_min[i] < other.aabb_min[i];
 
    return false;
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  }
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};

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struct CollisionResult;

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/// @brief request to the collision algorithm
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struct CollisionRequest
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{  
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  /// @brief The maximum number of contacts will return
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  size_t num_max_contacts;
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  /// @brief whether the contact information (normal, penetration depth and contact position) will return
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  bool enable_contact;
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  /// @brief The maximum number of cost sources will return
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  size_t num_max_cost_sources;
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  /// @brief whether the cost sources will be computed
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  bool enable_cost;

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  /// @brief whether the cost computation is approximated
  bool use_approximate_cost;

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  /// @brief narrow phase solver
  GJKSolverType gjk_solver_type;

  /// @brief whether enable gjk intial guess
  bool enable_cached_gjk_guess;
  
  /// @brief the gjk intial guess set by user
  Vec3f cached_gjk_guess;

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  CollisionRequest(size_t num_max_contacts_ = 1,
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                   bool enable_contact_ = false,
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                   size_t num_max_cost_sources_ = 1,
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                   bool enable_cost_ = false,
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                   bool use_approximate_cost_ = true,
                   GJKSolverType gjk_solver_type_ = GST_LIBCCD) : num_max_contacts(num_max_contacts_),
                                                                  enable_contact(enable_contact_),
                                                                  num_max_cost_sources(num_max_cost_sources_),
                                                                  enable_cost(enable_cost_),
                                                                  use_approximate_cost(use_approximate_cost_),
                                                                  gjk_solver_type(gjk_solver_type_)
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  {
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    enable_cached_gjk_guess = false;
    cached_gjk_guess = Vec3f(1, 0, 0);
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  }

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  bool isSatisfied(const CollisionResult& result) const;
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};

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/// @brief collision result
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struct CollisionResult
{
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private:
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  /// @brief contact information
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  std::vector<Contact> contacts;
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  /// @brief cost sources
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  std::set<CostSource> cost_sources;

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public:
  Vec3f cached_gjk_guess;

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public:
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  CollisionResult()
  {
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  }

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  /// @brief add one contact into result structure
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  inline void addContact(const Contact& c) 
  {
    contacts.push_back(c);
  }

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  /// @brief add one cost source into result structure
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  inline void addCostSource(const CostSource& c, std::size_t num_max_cost_sources)
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  {
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    cost_sources.insert(c);
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    while (cost_sources.size() > num_max_cost_sources)
      cost_sources.erase(--cost_sources.end());
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  }

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  /// @brief return binary collision result
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  bool isCollision() const
  {
    return contacts.size() > 0;
  }

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  /// @brief number of contacts found
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  size_t numContacts() const
  {
    return contacts.size();
  }
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  /// @brief number of cost sources found
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  size_t numCostSources() const
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  {
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    return cost_sources.size();
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  }

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  /// @brief get the i-th contact calculated
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  const Contact& getContact(size_t i) const
  {
    if(i < contacts.size()) 
      return contacts[i];
    else
      return contacts.back();
  }

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  /// @brief get all the contacts
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  void getContacts(std::vector<Contact>& contacts_)
  {
    contacts_.resize(contacts.size());
    std::copy(contacts.begin(), contacts.end(), contacts_.begin());
  }

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  /// @brief get all the cost sources 
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  void getCostSources(std::vector<CostSource>& cost_sources_)
  {
    cost_sources_.resize(cost_sources.size());
    std::copy(cost_sources.begin(), cost_sources.end(), cost_sources_.begin());
  }

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  /// @brief clear the results obtained
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  void clear()
  {
    contacts.clear();
    cost_sources.clear();
  }
};

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struct DistanceResult;
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/// @brief request to the distance computation
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struct DistanceRequest
{
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  /// @brief whether to return the nearest points
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  bool enable_nearest_points;
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  /// @brief error threshold for approximate distance
  FCL_REAL rel_err; // relative error, between 0 and 1
  FCL_REAL abs_err; // absoluate error

  /// @brief narrow phase solver type
  GJKSolverType gjk_solver_type;



  DistanceRequest(bool enable_nearest_points_ = false,
                  FCL_REAL rel_err_ = 0.0,
                  FCL_REAL abs_err_ = 0.0,
                  GJKSolverType gjk_solver_type_ = GST_LIBCCD) : enable_nearest_points(enable_nearest_points_),
                                                                rel_err(rel_err_),
                                                                abs_err(abs_err_),
                                                                gjk_solver_type(gjk_solver_type_)
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  {
  }
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  bool isSatisfied(const DistanceResult& result) const;
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};

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/// @brief distance result
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struct DistanceResult
{
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public:
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  /// @brief minimum distance between two objects. if two objects are in collision, min_distance <= 0.
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  FCL_REAL min_distance;

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  /// @brief nearest points
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  Vec3f nearest_points[2];
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  /// @brief collision object 1
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  const CollisionGeometry* o1;
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  /// @brief collision object 2
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  const CollisionGeometry* o2;
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  /// @brief information about the nearest point in object 1
  /// if object 1 is mesh or point cloud, it is the triangle or point id
  /// if object 1 is geometry shape, it is NONE (-1),
  /// if object 1 is octree, it is the id of the cell
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  int b1;
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  /// @brief information about the nearest point in object 2
  /// if object 2 is mesh or point cloud, it is the triangle or point id
  /// if object 2 is geometry shape, it is NONE (-1),
  /// if object 2 is octree, it is the id of the cell
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  int b2;

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  /// @brief invalid contact primitive information
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  static const int NONE = -1;
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  DistanceResult(FCL_REAL min_distance_ = std::numeric_limits<FCL_REAL>::max()) : min_distance(min_distance_), 
                                                                                  o1(NULL),
                                                                                  o2(NULL),
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                                                                                  b1(NONE),
                                                                                  b2(NONE)
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  {
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  }

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  /// @brief add distance information into the result
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  void update(FCL_REAL distance, const CollisionGeometry* o1_, const CollisionGeometry* o2_, int b1_, int b2_)
  {
    if(min_distance > distance)
    {
      min_distance = distance;
      o1 = o1_;
      o2 = o2_;
      b1 = b1_;
      b2 = b2_;
    }
  }

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  /// @brief add distance information into the result
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  void update(FCL_REAL distance, const CollisionGeometry* o1_, const CollisionGeometry* o2_, int b1_, int b2_, const Vec3f& p1, const Vec3f& p2)
  {
    if(min_distance > distance)
    {
      min_distance = distance;
      o1 = o1_;
      o2 = o2_;
      b1 = b1_;
      b2 = b2_;
      nearest_points[0] = p1;
      nearest_points[1] = p2;
    }
  }

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  /// @brief add distance information into the result
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  void update(const DistanceResult& other_result)
  {
    if(min_distance > other_result.min_distance)
    {
      min_distance = other_result.min_distance;
      o1 = other_result.o1;
      o2 = other_result.o2;
      b1 = other_result.b1;
      b2 = other_result.b2;
      nearest_points[0] = other_result.nearest_points[0];
      nearest_points[1] = other_result.nearest_points[1];
    }
  }

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  /// @brief clear the result
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  void clear()
  {
    min_distance = std::numeric_limits<FCL_REAL>::max();
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    o1 = NULL;
    o2 = NULL;
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    b1 = NONE;
    b2 = NONE;
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  }
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};

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enum CCDMotionType {CCDM_TRANS, CCDM_LINEAR, CCDM_SCREW, CCDM_SPLINE};
enum CCDSolverType {CCDC_NAIVE, CCDC_CONSERVATIVE_ADVANCEMENT, CCDC_RAY_SHOOTING, CCDC_POLYNOMIAL_SOLVER};


struct ContinuousCollisionRequest
{
  /// @brief maximum num of iterations
  std::size_t num_max_iterations;

  /// @brief error in first contact time
  FCL_REAL toc_err;

  /// @brief ccd motion type
  CCDMotionType ccd_motion_type;

  /// @brief gjk solver type
  GJKSolverType gjk_solver_type;

  /// @brief ccd solver type
  CCDSolverType ccd_solver_type;
  
  ContinuousCollisionRequest(std::size_t num_max_iterations_ = 10,
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                             FCL_REAL toc_err_ = 0.0001,
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                             CCDMotionType ccd_motion_type_ = CCDM_TRANS,
                             GJKSolverType gjk_solver_type_ = GST_LIBCCD,
                             CCDSolverType ccd_solver_type_ = CCDC_NAIVE) : num_max_iterations(num_max_iterations_),
                                                                            toc_err(toc_err_),
                                                                            ccd_motion_type(ccd_motion_type_),
                                                                            gjk_solver_type(gjk_solver_type_),
                                                                            ccd_solver_type(ccd_solver_type_)
  {
  }
  
};
/// @brief continuous collision result
struct ContinuousCollisionResult
{
  /// @brief collision or not
  bool is_collide;
  
  /// @brief time of contact in [0, 1]
  FCL_REAL time_of_contact;
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  Transform3f contact_tf1, contact_tf2;
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  ContinuousCollisionResult() : is_collide(false), time_of_contact(1.0)
  {
  }
};


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enum PenetrationDepthType {PDT_TRANSLATIONAL, PDT_GENERAL_EULER, PDT_GENERAL_QUAT, PDT_GENERAL_EULER_BALL, PDT_GENERAL_QUAT_BALL};
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enum KNNSolverType {KNN_LINEAR, KNN_GNAT, KNN_SQRTAPPROX};
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struct PenetrationDepthRequest
{
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  void* classifier;

  NearestNeighbors<Transform3f>::DistanceFunction distance_func;

  /// @brief KNN solver type
  KNNSolverType knn_solver_type;
  
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  /// @brief PD algorithm type
  PenetrationDepthType pd_type;

  /// @brief gjk solver type
  GJKSolverType gjk_solver_type;

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  std::vector<Transform3f> contact_vectors;

  PenetrationDepthRequest(void* classifier_,
                          NearestNeighbors<Transform3f>::DistanceFunction distance_func_,
                          KNNSolverType knn_solver_type_ = KNN_LINEAR,
                          PenetrationDepthType pd_type_ = PDT_TRANSLATIONAL,
                          GJKSolverType gjk_solver_type_ = GST_LIBCCD) : classifier(classifier_),
                                                                         distance_func(distance_func_),
                                                                         knn_solver_type(knn_solver_type_),
                                                                         pd_type(pd_type_),
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                                                                         gjk_solver_type(gjk_solver_type_)
  {
  }
};

struct PenetrationDepthResult
{
  /// @brief penetration depth value
  FCL_REAL pd_value;

  /// @brief the transform where the collision is resolved
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  Transform3f resolved_tf; 
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};


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}

#endif