SDK JS
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    Interface SurfaceProbeOptions

    Per-refresh probe tuning; see SurfaceHeightTracker.refresh.

    interface SurfaceProbeOptions {
        cutHeightM?: number | null;
        obstruction?: ObstructionProbeOptions | null;
    }
    Index

    Properties

    cutHeightM?: number | null

    CUT HEIGHT, m above the map's zero: report the highest surface BELOW it rather than the topmost surface. null/omitted = no cut (flight).

    Walk mode sets it just above the walker's feet, which is what turns "the highest thing here" into "the thing I am standing on" — the floor under a lintel, this storey's slab and not the roof, the ground under a canopy.

    HONOURED ONLY where some layer can also answer a forward obstruction probe (SurfaceHeightTracker.canProbeObstruction). A cut top-down probe is blind to walls by construction — it reads the floor slab running underneath one — so over terrain, splats or point clouds alone the only wall blocking that exists comes from reading surface TOPS, and cutting would quietly let the walker through everything. The decision lives here rather than in the caller because the caller would have to ask before its first refresh, when the answer is not yet known — and one uncut probe indoors pins the eye to the roof, which then becomes the feet every later cut is measured from.

    obstruction?: ObstructionProbeOptions | null

    Forward corridor to scan for obstructions, or null/omitted to skip it. Read back with SurfaceHeightTracker.obstructionRows.

    This is the ONLY thing that can tell a doorway from a wall. A top-down probe never sees a wall — its side faces are edge-on to an overhead pass, its top face is above the walker's cut, and the floor slab runs on underneath — so with a cut in force the height gate alone would let a walker through every wall in the model.