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NavMap
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Parameters controlling NavMap construction from point clouds. More...
#include <conversions.hpp>

Public Attributes | |
| bool | carve_free_space = true |
| With viewpoints: drop the points in space that rays went through (people, noise). | |
| float | carve_max_range = 20.0f |
| Rays carve only their first carve_max_range meters. | |
| float | carve_ratio = 1.0f |
| A voxel is carved when rays went through it more than carve_ratio times its hits. | |
| float | carve_voxel = 0.0f |
| Voxel size (meters) of the free-space carving (0 = max(0.1, resolution / 2)). | |
| bool | drop_seen_from_below = true |
| With viewpoints: drop the faces only seen from below (ceilings, slab undersides). | |
| int | k_neighbors = 20 |
| Alternative to radius: number of nearest neighbors (k-NN). | |
| float | max_dz = 0.25f |
| Maximum allowed vertical jump (meters) between vertices of a triangle. | |
| float | max_edge_len = 2.0 |
| Maximum allowed edge length (meters) when forming triangles. | |
| float | max_hole_area = 1.0f |
| Enclosed empty regions up to this area (square meters) are filled (0 = none). | |
| float | max_slope_deg = 30.0f |
| Maximum slope with respect to the vertical axis (degrees). | |
| int | max_surfaces = 0 |
| Maximum number of surfaces to keep, largest first (0 = all). | |
| float | min_angle_deg = 20.0f |
| Minimum interior angle (degrees) to avoid sliver triangles. | |
| float | min_area = 1e-6f |
| Minimum triangle area (square meters) to reject degenerate faces. | |
| float | min_clearance = 1.0f |
| Vertical free space (meters) that separates two stacked surfaces in a cell. | |
| float | min_surface_area = 0.0f |
| Surfaces smaller than this area (square meters) are dropped (0 = keep all). | |
| float | neighbor_radius = 2.0f |
| Neighborhood radius (meters) for candidate connectivity. | |
| float | resolution = 1.0 |
| Target in-plane sampling resolution (meters) used by voxelization or gridding. | |
| bool | use_radius = true |
| If true, use radius-based neighborhoods; otherwise use k-NN. | |
Parameters controlling NavMap construction from point clouds.
from_points() uses resolution, max_dz, max_slope_deg, min_area, min_clearance, max_surfaces, min_surface_area and max_hole_area. max_edge_len, neighbor_radius, k_neighbors, use_radius and min_angle_deg are kept for API compatibility and ignored. For voxelized clouds, use a resolution of at least twice the voxel size.
| bool carve_free_space = true |
With viewpoints: drop the points in space that rays went through (people, noise).
| float carve_max_range = 20.0f |
Rays carve only their first carve_max_range meters.
| float carve_ratio = 1.0f |
A voxel is carved when rays went through it more than carve_ratio times its hits.
| float carve_voxel = 0.0f |
Voxel size (meters) of the free-space carving (0 = max(0.1, resolution / 2)).
| bool drop_seen_from_below = true |
With viewpoints: drop the faces only seen from below (ceilings, slab undersides).
| int k_neighbors = 20 |
Alternative to radius: number of nearest neighbors (k-NN).
| float max_dz = 0.25f |
Maximum allowed vertical jump (meters) between vertices of a triangle.
| float max_edge_len = 2.0 |
Maximum allowed edge length (meters) when forming triangles.
| float max_hole_area = 1.0f |
Enclosed empty regions up to this area (square meters) are filled (0 = none).
| float max_slope_deg = 30.0f |
Maximum slope with respect to the vertical axis (degrees).
| int max_surfaces = 0 |
Maximum number of surfaces to keep, largest first (0 = all).
| float min_angle_deg = 20.0f |
Minimum interior angle (degrees) to avoid sliver triangles.
| float min_area = 1e-6f |
Minimum triangle area (square meters) to reject degenerate faces.
| float min_clearance = 1.0f |
Vertical free space (meters) that separates two stacked surfaces in a cell.
| float min_surface_area = 0.0f |
Surfaces smaller than this area (square meters) are dropped (0 = keep all).
| float neighbor_radius = 2.0f |
Neighborhood radius (meters) for candidate connectivity.
| float resolution = 1.0 |
Target in-plane sampling resolution (meters) used by voxelization or gridding.
| bool use_radius = true |
If true, use radius-based neighborhoods; otherwise use k-NN.