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computeUpdate is quiet slow #421
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I don't fully understand the question. Did you have a look at the OctoMap journal paper? It explains the raycasting and clearing behavior. Explicitly setting the free cells is needed for clearing obstacles. |
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if (this->computeRayKeys(origin, p, *keyray)){
#ifdef _OPENMP
#pragma omp critical (free_insert)
#endif
{
free_cells.insert(keyray->begin(), keyray->end());
}
}
for key in keyray, if octomap.(key) == false, why updateNode is neccessary. And in most cases, most free_cells in keyrays don't have voxel before
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