cv::Point3d GraphGridMapper::to3D(cv::Point3d &p, const Eigen::Isometry3d &camera_transform, const image_geometry::PinholeCameraModel &camera_model)
{
    int width = camera_model.cameraInfo().width;
    int height = camera_model.cameraInfo().height;

    int u = round(p.x);
    if(u < 0) {
        u = 0;
    } else if (u >= width) {
        u = width -1;
    }
    int v = round(p.y);
    if(v < 0) {
        v = 0;
    } else if (v >= height) {
        v = height - 1;
    }
    cv::Point3d p3D(-1.0,-1.0,std::numeric_limits<double>::infinity());

    if (p.z != 0 && !isnan(p.z))
    {
        p3D.x = (u - camera_model.cx()) * p.z / camera_model.fx();
        p3D.y = (v - camera_model.cy()) * p.z / camera_model.fy();
        p3D.z = p.z;

        Eigen::Vector3d vec(p3D.x, p3D.y, p3D.z);
        vec = camera_transform * vec.homogeneous();
        p3D.x = vec(0);
        p3D.y = vec(1);
        p3D.z = vec(2);
    }

    return p3D;
}
cv::Mat projectWithEigen()
{
	// Transform meshes into camera frame

	// For each frame in vector
	for (int frame = 0; frame < mMeshFrameIDs.size(); frame++)
	{
		// Lookup current transform
		Eigen::Isometry3 transform;
		transform = transforms.at(mMeshFrameIDs[frame]);

		// Get copy of mesh for each frame
		ap::Mesh* sourceMesh;
		ap::Mesh* transformedMesh;
		//std::cerr << "Getting frame " << frame << " : " << mMeshFrameIDs[frame] << std::endl;
		MeshMap::iterator scene_i = scenes.find(mMeshFrameIDs[frame]);
		if (scenes.end() == scene_i) { continue; }
		sourceMesh = scene_i->second;

		MeshMap::iterator scene_t = transformedScenes.find(mMeshFrameIDs[frame]);
		if (transformedScenes.end() == scene_t) { continue; }
		transformedMesh = scene_t->second;

		// Transform mesh into camera frame
		for (int i = 0; i < sourceMesh->vertices.size(); i++)
		{
			Eigen::Vector3 newVertex = transform * sourceMesh->vertices[i];
			//std::cerr << mesh->vertices[i].transpose() << "\t->\t" << newVertex.transpose() << std::endl;
			transformedMesh->vertices[i] = newVertex;
		}
	}

	// For each pixel in camera image
	cv::Mat robotImage(mCameraModel.cameraInfo().height, mCameraModel.cameraInfo().width, CV_32F);
	float* pixelPtr = (float*)robotImage.data;
	float maxDepth = 0;
	for (int v = 0; v < robotImage.rows; v++)
	{
		for (int u = 0; u < robotImage.cols; u++)
		{
			// Create a ray through the pixel
			int pixelIdx = u + (v * robotImage.cols);
			//std::cerr << "Pixel (" << u << "," << v << ")" << std::endl;
			cv::Point2d pixel = cv::Point2d(u, v);
			cv::Point3d cvRay = mCameraModel.projectPixelTo3dRay(pixel);
			// Convert cvRay to ap::Ray
			ap::Ray ray;
			ray.point = Eigen::Vector3::Zero();
			ray.vector.x() = cvRay.x; ray.vector.y() = cvRay.y; ray.vector.z() = cvRay.z;
			ray.vector.normalize();
			//std::cerr << ray.vector.transpose() << std::endl;

			// For each frame in vector
			for (int frame = 0; frame < mMeshFrameIDs.size(); frame++)
			{
				MeshMap::iterator scene_i = transformedScenes.find(mMeshFrameIDs[frame]);
				if (transformedScenes.end() == scene_i)
				{
					continue;
				}
				ap::Mesh* mesh = scene_i->second;

				// For each triangle in mesh
				for (int i = 0; i < mesh->faces.size(); i++)
				{
					// Check for intersection. If finite, set distance

					ap::Triangle triangle(mesh->vertices[mesh->faces[i].vertices[0]],
										  mesh->vertices[mesh->faces[i].vertices[1]],
										  mesh->vertices[mesh->faces[i].vertices[2]]);

					Eigen::Vector3 intersection = ap::intersectRayTriangle(ray, triangle);
					if (std::isfinite(intersection.x()))
					{
						float d = intersection.norm();
						float val = pixelPtr[pixelIdx];
						if (val == 0 || val > d)
						{
							pixelPtr[pixelIdx] = d;
						}
						if (d > maxDepth)
						{
							maxDepth = d;
						}
					}
				}
			}
		}
	}

	// Return the matrix
	if (maxDepth == 0) { maxDepth = 1;}
	return robotImage/maxDepth;
}