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@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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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; }