Collision Checker
i_fcl_collision_object_group.h
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#pragma once
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#include <fcl/narrowphase/collision_object.h>
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#include <vector>
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#include "
collision/solvers/fcl/fcl_decl.h
"
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#include "
collision/solvers/fcl/i_solver_entity_fcl.h
"
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namespace
collision
{
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namespace
solvers {
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namespace
solverFCL {
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class
IFCLCollisionObjectGroup
:
public
ISolverEntity_FCL
{
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public
:
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virtual
FCL_COLLISION_ENTITY_TYPE
getFclEntityType
(
void
)
const override
{
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return
FCL_COLLISION_ENTITY_TYPE::COLLISION_ENTITY_TYPE_FCL_OBJECTGROUP
;
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}
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virtual
int
getCollisionObjects
(
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std::vector<
fcl::CollisionObject<FCL_PRECISION>
*> &)
const
= 0;
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virtual
int
elementCount
(
void
)
const
= 0;
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};
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}
// namespace solverFCL
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}
// namespace solvers
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}
// namespace collision
collision::solvers::solverFCL::ISolverEntity_FCL
Definition:
i_solver_entity_fcl.h:9
collision::solvers::solverFCL::IFCLCollisionObjectGroup::elementCount
virtual int elementCount(void) const =0
collision::solvers::solverFCL::COLLISION_ENTITY_TYPE_FCL_OBJECTGROUP
Definition:
fcl_entity_type.h:11
collision::solvers::solverFCL::FCL_COLLISION_ENTITY_TYPE
FCL_COLLISION_ENTITY_TYPE
Definition:
fcl_entity_type.h:7
collision::solvers::solverFCL::IFCLCollisionObjectGroup::getFclEntityType
virtual FCL_COLLISION_ENTITY_TYPE getFclEntityType(void) const override
Definition:
i_fcl_collision_object_group.h:12
fcl::CollisionObject< FCL_PRECISION >
collision::solvers::solverFCL::IFCLCollisionObjectGroup::getCollisionObjects
virtual int getCollisionObjects(std::vector< fcl::CollisionObject< FCL_PRECISION > *> &) const =0
collision::solvers::solverFCL::IFCLCollisionObjectGroup
Definition:
i_fcl_collision_object_group.h:10
collision
Definition:
collision_checker.h:20
i_solver_entity_fcl.h
fcl_decl.h
include
collision
solvers
fcl
i_fcl_collision_object_group.h
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