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|  | ProximityStrategyYaobi () | 
|  | Constructor. 
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| virtual rw::proximity::ProximityModel::Ptr | createModel () | 
|  | creates an empty ProximityModel  More... 
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| void | destroyModel (rw::proximity::ProximityModel *model) | 
|  | deallocates the memory used for model  More... 
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| bool | addGeometry (rw::proximity::ProximityModel *model, const rw::geometry::Geometry &geom) | 
|  | adds geometry to a specific proximity model. The proximity strategy copies all data of the geometry.  More... 
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| bool | addGeometry (rw::proximity::ProximityModel *model, rw::core::Ptr< rw::geometry::Geometry > geom, bool forceCopy=false) | 
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| bool | removeGeometry (rw::proximity::ProximityModel *model, const std::string &geomId) | 
|  | removes a geometry from a specific proximity model  More... 
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| std::vector< std::string > | getGeometryIDs (rw::proximity::ProximityModel *model) | 
|  | the list of all geometry ids that are associated to the proximity model model is returned  More... 
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| std::vector< rw::core::Ptr< rw::geometry::Geometry > > | getGeometries (rw::proximity::ProximityModel *model) | 
|  | the list of all geometry that are associated to the proximity model model is returned  More... 
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| void | clear () | 
|  | Clears any stored model information.  More... 
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| void | getCollisionContacts (std::vector< rw::proximity::CollisionStrategy::Contact > &contacts, rw::proximity::ProximityStrategyData &data) | 
|  | this method interprets the collision query result and calculates a list of contacts to represent the collision geometry between the colliding geometries.  More... 
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| virtual | ~CollisionStrategy () | 
|  | Destroys object. 
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| bool | inCollision (const rw::core::Ptr< kinematics::Frame > a, const math::Transform3D< double > &wTa, const rw::core::Ptr< kinematics::Frame > b, const math::Transform3D< double > &wTb, QueryType type=FirstContact) | 
|  | Checks to see if two given frames \( \mathcal{F}_a \) and \( \mathcal{F}_b \) are in collision.  More... 
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| bool | inCollision (const rw::core::Ptr< kinematics::Frame > a, const math::Transform3D< double > &wTa, const rw::core::Ptr< kinematics::Frame > b, const math::Transform3D< double > &wTb, class ProximityStrategyData &data, QueryType type=FirstContact) | 
|  | Checks to see if two given frames \( \mathcal{F}_a \) and \( \mathcal{F}_b \) are in collision.  More... 
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| bool | inCollision (ProximityModel::Ptr a, const math::Transform3D< double > &wTa, ProximityModel::Ptr b, const math::Transform3D< double > &wTb, ProximityStrategyData &data) | 
|  | Checks to see if two proximity models are in collision.  More... 
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| virtual | ~ProximityStrategy () | 
|  | Destructor. 
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| virtual bool | addModel (rw::core::Ptr< rw::models::Object > object) | 
|  | Adds a Proximity model of a frame to this strategy.  More... 
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| virtual bool | addModel (const rw::core::Ptr< rw::kinematics::Frame > frame, const rw::geometry::Geometry &faces) | 
|  | Adds a Proximity model to a frame where the geometry is copied in the underlying proximity strategy.  More... 
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| virtual bool | addModel (const rw::core::Ptr< rw::kinematics::Frame > frame, rw::core::Ptr< rw::geometry::Geometry > faces, bool forceCopy=false) | 
|  | Adds a Proximity model to a frame.  More... 
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| virtual bool | hasModel (const rw::core::Ptr< rw::kinematics::Frame > frame) | 
|  | Tells whether the frame has a proximity model in the strategy.  More... 
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| virtual void | clearFrame (const rw::core::Ptr< rw::kinematics::Frame > frame) | 
|  | Clear (remove all) model information for frame frame. 
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| virtual void | clearFrames () | 
|  | Clear (remove all) model information for all frames. 
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| ProximityModel::Ptr | getModel (const rw::core::Ptr< rw::kinematics::Frame > frame) | 
|  | get the proximitymodel associated to frame. If no model has been associated to frame then NULL is returned.  More... 
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|  | DEPRECATED ("This function is deprecated due to a spelling mistake, use the correct " "spelling \"getGeometries\" instead") std | 
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| void | useThreads (int threads) | 
|  | setNumber of threads the strategy may use  More... 
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This is a strategy wrapper for the collision library Yaobi. 
Yaobi use Oriented Bounding Boxes (OBB) and hierachical bounding trees for fast collision detection between triangulated objects.
For further information check out http://sourceforge.net/projects/yaobi