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/*
* Software License Agreement (BSD License)
*
* Copyright (c) 2011, Willow Garage, Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided
* with the distribution.
* * Neither the name of Willow Garage, Inc. nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
/** \author Jia Pan */
#include "fcl/collision_func_matrix.h"
#include "fcl/collision.h"
#include "fcl/simple_setup.h"
#include "fcl/geometric_shapes.h"
#include "fcl/BVH_model.h"
#include "fcl/collision_node.h"
#include "fcl/geometric_shapes_intersect.h"
namespace fcl
{
/** \brief Hey, I know it is ugly... but it is the best way I can find now... */
#define SHAPESHAPE_COMMON_CODE() do{ \
jpan
committed
initialize(node, *obj1, tf1, *obj2, tf2, enable_contact); \
collide(&node); \
if(!node.is_collision) return 0; \
contacts.resize(1); \
if(!enable_contact) contacts[0] = Contact(o1, o2, 0, 0); \
else contacts[0] = Contact(o1, o2, 0, 0, node.contact_point, node.normal, node.penetration_depth); \
return 1; \
} while(0)
#define MESHSHAPE_COMMON_CODE() do{ \
jpan
committed
initialize(node, *obj1_tmp, tf1_tmp, *obj2, tf2, num_max_contacts, exhaustive, enable_contact); \
collide(&node); \
int num_contacts = node.pairs.size(); \
if(num_contacts > 0) \
{ \
if((!exhaustive) && (num_contacts > num_max_contacts)) num_contacts = num_max_contacts; \
contacts.resize(num_contacts); \
if(!enable_contact) \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id, 0); \
} \
else \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id, 0, node.pairs[i].contact_point, node.pairs[i].normal, node.pairs[i].penetration_depth); \
} \
} \
delete obj1_tmp; \
obj1_tmp = NULL; \
return num_contacts; \
} while(0)
#define SHAPEMESH_COMMON_CODE() do{ \
jpan
committed
initialize(node, *obj1, tf1, *obj2_tmp, tf2_tmp, num_max_contacts, exhaustive, enable_contact); \
collide(&node); \
int num_contacts = node.pairs.size(); \
if(num_contacts > 0) \
{ \
if((!exhaustive) && (num_contacts > num_max_contacts)) num_contacts = num_max_contacts; \
contacts.resize(num_contacts); \
if(!enable_contact) \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id, 0); \
} \
else \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id, 0, node.pairs[i].contact_point, node.pairs[i].normal, node.pairs[i].penetration_depth); \
} \
} \
delete obj2_tmp; \
obj2_tmp = NULL; \
return num_contacts; \
} while(0)
#define MESHSHAPEOBBRSS_COMMON_CODE() do{ \
jpan
committed
initialize(node, *obj1, tf1, *obj2, tf2, num_max_contacts, exhaustive, enable_contact); \
collide(&node); \
int num_contacts = node.pairs.size(); \
if(num_contacts > 0) \
{ \
if((!exhaustive) && (num_contacts > num_max_contacts)) num_contacts = num_max_contacts; \
contacts.resize(num_contacts); \
if(!enable_contact) \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id, 0); \
} \
else \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id, 0, node.pairs[i].contact_point, node.pairs[i].normal, node.pairs[i].penetration_depth); \
} \
} \
return num_contacts; \
} while(0)
jpan
committed
initialize(node, *obj1_tmp, tf1_tmp, *obj2_tmp, tf2_tmp, num_max_contacts, exhaustive, enable_contact); \
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collide(&node); \
int num_contacts = node.pairs.size(); \
if(num_contacts > 0) \
{ \
if((!exhaustive) && (num_contacts > num_max_contacts)) num_contacts = num_max_contacts; \
contacts.resize(num_contacts); \
if(!enable_contact) \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id1, node.pairs[i].id2); \
} \
else \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id1, node.pairs[i].id2, node.pairs[i].contact_point, node.pairs[i].normal, node.pairs[i].penetration_depth); \
} \
} \
delete obj1_tmp; \
obj1_tmp = NULL; \
delete obj2_tmp; \
obj2_tmp = NULL; \
return num_contacts; \
} while(0)
#define MESHMESHOBBRSS_COMMON_CODE() do{ \
jpan
committed
initialize(node, *obj1, tf1, *obj2, tf2, num_max_contacts, exhaustive, enable_contact); \
collide(&node); \
int num_contacts = node.pairs.size(); \
if(num_contacts > 0) \
{ \
if((!exhaustive) && (num_contacts > num_max_contacts)) num_contacts = num_max_contacts; \
contacts.resize(num_contacts); \
if(!enable_contact) \
{ \
for(int i = 0; i < num_contacts; ++i) \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id1, node.pairs[i].id2); \
} \
else \
{ \
for(int i = 0; i < num_contacts; ++i) \
{ \
jpan
committed
Vec3f normal = tf1.getRotation() * node.pairs[i].normal; \
Vec3f contact_point = tf1.transform(node.pairs[i].contact_point); \
contacts[i] = Contact(obj1, obj2, node.pairs[i].id1, node.pairs[i].id2, contact_point, normal, node.pairs[i].penetration_depth); \
} \
} \
} \
return num_contacts; \
} while(0)
jpan
committed
int BoxBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Box> node;
const Box* obj1 = (Box*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int BoxSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Sphere> node;
const Box* obj1 = (Box*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int BoxCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Capsule> node;
const Box* obj1 = (Box*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int BoxConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Cone> node;
const Box* obj1 = (Box*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int BoxCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Cylinder> node;
const Box* obj1 = (Box*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int BoxConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Convex> node;
const Box* obj1 = (Box*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int BoxPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Box, Plane> node;
const Box* obj1 = (Box*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SphereBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Box> node;
const Sphere* obj1 = (Sphere*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SphereSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Sphere> node;
const Sphere* obj1 = (Sphere*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SphereCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Capsule> node;
const Sphere* obj1 = (Sphere*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SphereConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Cone> node;
const Sphere* obj1 = (Sphere*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SphereCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Cylinder> node;
const Sphere* obj1 = (Sphere*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SphereConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Convex> node;
const Sphere* obj1 = (Sphere*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int SpherePlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Sphere, Plane> node;
const Sphere* obj1 = (Sphere*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Box> node;
const Capsule* obj1 = (Capsule*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Sphere> node;
const Capsule* obj1 = (Capsule*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Capsule> node;
const Capsule* obj1 = (Capsule*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Cone> node;
const Capsule* obj1 = (Capsule*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Cylinder> node;
const Capsule* obj1 = (Capsule*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Convex> node;
const Capsule* obj1 = (Capsule*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CapPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Capsule, Plane> node;
const Capsule* obj1 = (Capsule*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConeBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Box> node;
const Cone* obj1 = (Cone*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConeSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Sphere> node;
const Cone* obj1 = (Cone*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConeCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Capsule> node;
const Cone* obj1 = (Cone*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConeConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Cone> node;
const Cone* obj1 = (Cone*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConeCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Cylinder> node;
const Cone* obj1 = (Cone*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConeConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Convex> node;
const Cone* obj1 = (Cone*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConePlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cone, Plane> node;
const Cone* obj1 = (Cone*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Box> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Sphere> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Capsule> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Cone> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Cylinder> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Convex> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int CylinderPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Cylinder, Plane> node;
const Cylinder* obj1 = (Cylinder*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConvexBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Box> node;
const Convex* obj1 = (Convex*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConvexSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Sphere> node;
const Convex* obj1 = (Convex*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConvexCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Capsule> node;
const Convex* obj1 = (Convex*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
jpan
committed
int ConvexConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Cone> node;
const Convex* obj1 = (Convex*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int ConvexCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Cylinder> node;
const Convex* obj1 = (Convex*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int ConvexConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Convex> node;
const Convex* obj1 = (Convex*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int ConvexPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Convex, Plane> node;
const Convex* obj1 = (Convex*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlaneBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Box> node;
const Plane* obj1 = (Plane*)o1;
const Box* obj2 = (Box*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlaneSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Sphere> node;
const Plane* obj1 = (Plane*)o1;
const Sphere* obj2 = (Sphere*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlaneCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Capsule> node;
const Plane* obj1 = (Plane*)o1;
const Capsule* obj2 = (Capsule*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlaneConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Cone> node;
const Plane* obj1 = (Plane*)o1;
const Cone* obj2 = (Cone*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlaneCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Cylinder> node;
const Plane* obj1 = (Plane*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlaneConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Convex> node;
const Plane* obj1 = (Plane*)o1;
const Convex* obj2 = (Convex*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int PlanePlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
ShapeCollisionTraversalNode<Plane, Plane> node;
const Plane* obj1 = (Plane*)o1;
const Plane* obj2 = (Plane*)o2;
SHAPESHAPE_COMMON_CODE();
}
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int AABBBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Box> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Box* obj2 = (Box*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Sphere> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Sphere* obj2 = (Sphere*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Capsule> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Capsule* obj2 = (Capsule*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Cone> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cone* obj2 = (Cone*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Cylinder> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cylinder* obj2 = (Cylinder*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Convex> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Convex* obj2 = (Convex*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<AABB, Plane> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Plane* obj2 = (Plane*)o2;
MESHSHAPE_COMMON_CODE();
}
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int OBBBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Box> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Box* obj2 = (Box*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int OBBSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Sphere> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Sphere* obj2 = (Sphere*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int OBBCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Capsule> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Capsule* obj2 = (Capsule*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int OBBConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Cone> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Cone* obj2 = (Cone*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int OBBCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Cylinder> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Cylinder* obj2 = (Cylinder*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int OBBConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Convex> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Convex* obj2 = (Convex*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int OBBPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNodeOBB<Plane> node;
const BVHModel<OBB>* obj1 = (BVHModel<OBB>*)o1;
const Plane* obj2 = (Plane*)o2;
MESHSHAPEOBBRSS_COMMON_CODE();
}
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int RSSBoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Box> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Box* obj2 = (Box*)o2;
MESHSHAPE_COMMON_CODE();
}
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int RSSSphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Sphere> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Sphere* obj2 = (Sphere*)o2;
MESHSHAPE_COMMON_CODE();
}
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int RSSCapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Capsule> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Capsule* obj2 = (Capsule*)o2;
MESHSHAPE_COMMON_CODE();
}
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int RSSConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Cone> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cone* obj2 = (Cone*)o2;
MESHSHAPE_COMMON_CODE();
}
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int RSSCylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Cylinder> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cylinder* obj2 = (Cylinder*)o2;
MESHSHAPE_COMMON_CODE();
}
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int RSSConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Convex> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Convex* obj2 = (Convex*)o2;
MESHSHAPE_COMMON_CODE();
}
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int RSSPlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<RSS, Plane> node;
const BVHModel<RSS>* obj1 = (BVHModel<RSS>*)o1;
BVHModel<RSS>* obj1_tmp = new BVHModel<RSS>(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Plane* obj2 = (Plane*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16BoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Box> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Box* obj2 = (Box*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16SphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Sphere> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Sphere* obj2 = (Sphere*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16CapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Capsule> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Capsule* obj2 = (Capsule*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16ConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Cone> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cone* obj2 = (Cone*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16CylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Cylinder> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cylinder* obj2 = (Cylinder*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16ConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Convex> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Convex* obj2 = (Convex*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP16PlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<16> , Plane> node;
const BVHModel<KDOP<16> >* obj1 = (BVHModel<KDOP<16> >*)o1;
BVHModel<KDOP<16> >* obj1_tmp = new BVHModel<KDOP<16> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Plane* obj2 = (Plane*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18BoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Box> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Box* obj2 = (Box*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18SphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Sphere> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Sphere* obj2 = (Sphere*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18CapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Capsule> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Capsule* obj2 = (Capsule*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18ConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Cone> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cone* obj2 = (Cone*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18CylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Cylinder> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cylinder* obj2 = (Cylinder*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18ConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Convex> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Convex* obj2 = (Convex*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP18PlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<18> , Plane> node;
const BVHModel<KDOP<18> >* obj1 = (BVHModel<KDOP<18> >*)o1;
BVHModel<KDOP<18> >* obj1_tmp = new BVHModel<KDOP<18> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Plane* obj2 = (Plane*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24BoxCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Box> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Box* obj2 = (Box*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24SphereCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Sphere> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Sphere* obj2 = (Sphere*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24CapCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Capsule> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Capsule* obj2 = (Capsule*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24ConeCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Cone> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cone* obj2 = (Cone*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24CylinderCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Cylinder> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Cylinder* obj2 = (Cylinder*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24ConvexCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Convex> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Convex* obj2 = (Convex*)o2;
MESHSHAPE_COMMON_CODE();
}
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int KDOP24PlaneCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshShapeCollisionTraversalNode<KDOP<24> , Plane> node;
const BVHModel<KDOP<24> >* obj1 = (BVHModel<KDOP<24> >*)o1;
BVHModel<KDOP<24> >* obj1_tmp = new BVHModel<KDOP<24> >(*obj1);
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SimpleTransform tf1_tmp = tf1;
const Plane* obj2 = (Plane*)o2;
MESHSHAPE_COMMON_CODE();
}
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int AABBAABBCollide(const CollisionGeometry* o1, const SimpleTransform& tf1, const CollisionGeometry* o2, const SimpleTransform& tf2, int num_max_contacts, bool exhaustive, bool enable_contact, std::vector<Contact>& contacts)
{
MeshCollisionTraversalNode<AABB> node;
const BVHModel<AABB>* obj1 = (BVHModel<AABB>*)o1;
const BVHModel<AABB>* obj2 = (BVHModel<AABB>*)o2;
BVHModel<AABB>* obj1_tmp = new BVHModel<AABB>(*obj1);
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SimpleTransform tf1_tmp = tf1;
BVHModel<AABB>* obj2_tmp = new BVHModel<AABB>(*obj2);
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SimpleTransform tf2_tmp = tf2;