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@babylonjs/core

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import { GaussianSplattingMesh } from "./gaussianSplattingMesh.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 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 */ constructor(name, url = null, scene = null, keepInRam = false) { super(name, url, scene, keepInRam); } /** * Add another mesh to this compound mesh as a new part. * The source mesh's splat data is read directly — no merged CPU buffer is constructed. * @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, disposeOther = true) { return super.addPart(other, disposeOther); } /** * Add multiple meshes to this compound mesh as new parts in a single operation. * Splat data is written directly into texture arrays without constructing a merged CPU buffer. * @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, disposeOthers = true) { if (others.length === 0) { return []; } const { proxyMeshes } = this._addPartsInternal(others, disposeOthers); return proxyMeshes; } /** * Remove a part from this compound mesh. * The remaining parts are rebuilt directly from their stored source mesh references — * no merged CPU splat buffer is read back. * @param index - The index of the part to remove */ removePart(index) { super.removePart(index); } } //# sourceMappingURL=gaussianSplattingCompoundMesh.js.map