void StompCollisionSpace::getVoxelsInBody(const bodies::Body &body, std::vector<tf::Vector3> &voxels) { bodies::BoundingSphere bounding_sphere; body.computeBoundingSphere(bounding_sphere); int x,y,z,x_min,x_max,y_min,y_max,z_min,z_max; double xw,yw,zw; tf::Vector3 v; worldToGrid(bounding_sphere.center,bounding_sphere.center.x()-bounding_sphere.radius,bounding_sphere.center.y()-bounding_sphere.radius, bounding_sphere.center.z()-bounding_sphere.radius, x_min,y_min,z_min); worldToGrid(bounding_sphere.center,bounding_sphere.center.x()+bounding_sphere.radius,bounding_sphere.center.y()+bounding_sphere.radius, bounding_sphere.center.z()+bounding_sphere.radius, x_max,y_max,z_max); for(x = x_min; x <= x_max; ++x) { for(y = y_min; y <= y_max; ++y) { for(z = z_min; z <= z_max; ++z) { gridToWorld(bounding_sphere.center,x,y,z,xw,yw,zw); v.setX(xw); v.setY(yw); v.setZ(zw); // compute all intersections int count=0; std::vector<tf::Vector3> pts; body.intersectsRay(v, tf::Vector3(0, 0, 1), &pts, count); // if we have an odd number of intersections, we are inside if (pts.size() % 2 == 1) voxels.push_back(v); } } } // ROS_INFO("number of occupied voxels in bounding sphere: %i", voxels.size()); }
void collision_detection::StaticDistanceField::determineCollisionPoints( const bodies::Body& body, double resolution, EigenSTL::vector_Vector3d& points) { bodies::BoundingSphere sphere; body.computeBoundingSphere(sphere); double xval_s = std::floor((sphere.center.x() - sphere.radius - resolution) / resolution) * resolution; double yval_s = std::floor((sphere.center.y() - sphere.radius - resolution) / resolution) * resolution; double zval_s = std::floor((sphere.center.z() - sphere.radius - resolution) / resolution) * resolution; double xval_e = sphere.center.x() + sphere.radius + resolution; double yval_e = sphere.center.y() + sphere.radius + resolution; double zval_e = sphere.center.z() + sphere.radius + resolution; Eigen::Vector3d pt; for(pt.x() = xval_s; pt.x() <= xval_e; pt.x() += resolution) { for(pt.y() = yval_s; pt.y() <= yval_e; pt.y() += resolution) { for(pt.z() = zval_s; pt.z() <= zval_e; pt.z() += resolution) { if(body.containsPoint(pt)) { points.push_back(pt); } } } } }
void distance_field::findInternalPointsConvex( const bodies::Body& body, double resolution, EigenSTL::vector_Vector3d& points) { bodies::BoundingSphere sphere; body.computeBoundingSphere(sphere); double xval_s = std::floor((sphere.center.x() - sphere.radius - resolution) / resolution) * resolution; double yval_s = std::floor((sphere.center.y() - sphere.radius - resolution) / resolution) * resolution; double zval_s = std::floor((sphere.center.z() - sphere.radius - resolution) / resolution) * resolution; double xval_e = sphere.center.x() + sphere.radius + resolution; double yval_e = sphere.center.y() + sphere.radius + resolution; double zval_e = sphere.center.z() + sphere.radius + resolution; Eigen::Vector3d pt; for(pt.x() = xval_s; pt.x() <= xval_e; pt.x() += resolution) { for(pt.y() = yval_s; pt.y() <= yval_e; pt.y() += resolution) { for(pt.z() = zval_s; pt.z() <= zval_e; pt.z() += resolution) { if(body.containsPoint(pt)) { points.push_back(pt); } } } } }