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Fast and simple voxel traversal algorithm through a 3D space partition.

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I am trying to understand this line of code: Eigen::Vector3d ray = ray_end-ray_start The main thing I want to know if this code prevents square root from being performed. My...

now I checked in C++ your file, its dead loop _bin_size = 16; Eigen::Vector3d ray_start(-668, -340, 77); Eigen::Vector3d ray_end(404, -64, -784);

bug

Hello, when the `next_voxel_boundary_*` is calculated and the ray is in a given direction negative, the `next_voxel_boundary` in this direction is assumed to be on the line of the coordinate...

now its cause move through diagonal on start ``` bool neg_ray=false; if (current_voxel[0]!=last_voxel[0] && ray[0]

question