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@babylonjs/core

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/** This file must only contain pure code and pure imports */ import { type Nullable } from "../../types.js"; import { type Scene } from "../../scene.pure.js"; import { GaussianSplattingMesh } from "./gaussianSplattingMesh.pure.js"; import { type GaussianSplattingPartProxyMesh } from "./gaussianSplattingPartProxyMesh.pure.js"; /** * Class used to compose multiple Gaussian Splatting meshes into a single draw call, * with per-part world-matrix and visibility control via addPart/addParts/removePart. * * This is the recommended class for multi-part Gaussian Splatting use cases. * * Next major version: the compound mesh API (addPart/addParts/removePart) will * move exclusively to this class and will be removed from GaussianSplattingMesh. */ export declare class GaussianSplattingCompoundMesh extends GaussianSplattingMesh { /** * Creates a new GaussianSplattingCompoundMesh * @param name the name of the mesh * @param url optional URL to load a Gaussian Splatting file from * @param scene the hosting scene * @param keepInRam whether to keep the raw splat data in RAM after uploading to GPU * @param needsRotationScaleTextures generate rotation and scale matrix textures required for voxel-based IBL shadows */ constructor(name: string, url?: Nullable<string>, scene?: Nullable<Scene>, keepInRam?: boolean, needsRotationScaleTextures?: boolean); /** * Add another mesh to this compound mesh as a new part. * The source mesh's splat data is read directly and copied into the compound's retained source buffers. * @param other - The other mesh to add. Must be fully loaded before calling this method. * @param disposeOther - Whether to dispose the other mesh after adding it. * @returns a placeholder mesh that can be used to manipulate the part transform */ addPart(other: GaussianSplattingMesh, disposeOther?: boolean): GaussianSplattingPartProxyMesh; /** * Add multiple meshes to this compound mesh as new parts in a single operation. * Splat data is written into texture arrays while the compound refreshes its retained merged source buffers. * @param others - The meshes to add. Each must be fully loaded and must not be a compound. * @param disposeOthers - Whether to dispose the other meshes after adding them. * @returns an array of placeholder meshes that can be used to manipulate the part transforms */ addParts(others: GaussianSplattingMesh[], disposeOthers?: boolean): GaussianSplattingPartProxyMesh[]; /** * Remove a part from this compound mesh. * The remaining parts are rebuilt directly from the compound mesh's retained source buffers. * @param index - The index of the part to remove */ removePart(index: number): void; /** * Serialize current GaussianSplattingMesh * @param serializationObject defines the object which will receive the serialization data * @param encoding the encoding of binary data, defaults to base64 for json serialize, * kept for future internal use like cloning where base64 encoding wastes cycles and memory * @returns the serialized object */ serialize(serializationObject?: any, encoding?: string): any; /** * Parses a serialized GaussianSplattingCompoundMesh * @param parsedMesh the serialized mesh * @param scene the scene to create the GaussianSplattingCompoundMesh in * @returns the created GaussianSplattingCompoundMesh */ static Parse(parsedMesh: any, scene: Scene): GaussianSplattingCompoundMesh; } /** * Register side effects for gaussianSplattingCompoundMesh. * Safe to call multiple times; only the first call has an effect. */ export declare function RegisterGaussianSplattingCompoundMesh(): void;