optimal voxel layer
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@@ -97,7 +97,8 @@ private:
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bool readDepthMeters(const robot_sensor_msgs::Image& depth, unsigned int u, unsigned int v,
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double& depth_m, bool& is_valid) const;
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void updateDepthRayCache(unsigned int width, unsigned int height, unsigned int pixel_step,
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double fx, double fy, double cx, double cy);
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double fx, double fy, double cx, double cy,
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unsigned int u_offset, unsigned int v_offset);
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bool clipRaytraceEndpoint(double ox, double oy, double oz, double& wx, double& wy, double& wz);
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bool clearVoxelRay(double ox, double oy, double oz, double wx, double wy, double wz,
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double raytrace_range, unsigned int cell_raytrace_range,
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@@ -144,6 +145,14 @@ private:
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double cached_fy_ = 0.0;
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double cached_cx_ = 0.0;
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double cached_cy_ = 0.0;
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unsigned int cached_u_offset_ = 0;
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unsigned int cached_v_offset_ = 0;
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/// Advances every frustum pass to dither the sampled pixel grid. A static
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/// camera otherwise re-traces the same fixed pixel_step subgrid each frame,
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/// so cells between adjacent rays (angular gap pixel_step / fx) are never
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/// crossed and stay marked until the robot moves. Cycling the grid phase
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/// sweeps every pixel over pixel_step^2 frames at unchanged per-frame cost.
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unsigned int frustum_phase_ = 0;
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inline bool worldToMap3DFloat(double wx, double wy, double wz, double& mx, double& my, double& mz)
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{
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