@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import { NodeMaterialBlock } from "../../nodeMaterialBlock.js";
import type { NodeMaterialBuildState } from "../../nodeMaterialBuildState.js";
import type { NodeMaterialConnectionPoint } from "../../nodeMaterialBlockConnectionPoint.js";
import type { AbstractMesh } from "../../../../Meshes/abstractMesh.js";
import type { NodeMaterial, NodeMaterialDefines } from "../../nodeMaterial.js";
/**
* Block used for the Gaussian Splatting
*/
export declare class GaussianSplattingBlock extends NodeMaterialBlock {
/**
* Create a new GaussianSplattingBlock
* @param name defines the block name
*/
constructor(name: string);
/**
* Gets the current class name
* @returns the class name
*/
getClassName(): string;
/**
* Gets the position input component
*/
get splatPosition(): NodeMaterialConnectionPoint;
/**
* Gets the scale input component
*/
get splatScale(): NodeMaterialConnectionPoint;
/**
* Gets the View matrix input component
*/
get world(): NodeMaterialConnectionPoint;
/**
* Gets the View matrix input component
*/
get view(): NodeMaterialConnectionPoint;
/**
* Gets the projection matrix input component
*/
get projection(): NodeMaterialConnectionPoint;
/**
* Gets the splatVertex output component
*/
get splatVertex(): NodeMaterialConnectionPoint;
/**
* Gets the SH output contribution
*/
get SH(): NodeMaterialConnectionPoint;
/**
* Initialize the block and prepare the context for build
* @param state defines the state that will be used for the build
*/
initialize(state: NodeMaterialBuildState): void;
/**
* Update defines for shader compilation
* @param defines defines the material defines to update
* @param nodeMaterial defines the node material requesting the update
* @param mesh defines the mesh to be rendered
*/
prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh): void;
protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
}