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playcanvas

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PlayCanvas WebGL game engine

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class GSplatParams { set colorizeLod(value) { if (this._colorizeLod !== value) { this._colorizeLod = value; this.dirty = true; } } get colorizeLod() { return this._colorizeLod; } set lodBehindPenalty(value) { if (this._lodBehindPenalty !== value) { this._lodBehindPenalty = value; this.dirty = true; } } get lodBehindPenalty() { return this._lodBehindPenalty; } set lodRangeMin(value) { if (this._lodRangeMin !== value) { this._lodRangeMin = value; this.dirty = true; } } get lodRangeMin() { return this._lodRangeMin; } set lodRangeMax(value) { if (this._lodRangeMax !== value) { this._lodRangeMax = value; this.dirty = true; } } get lodRangeMax() { return this._lodRangeMax; } set lodUnderfillLimit(value) { if (this._lodUnderfillLimit !== value) { this._lodUnderfillLimit = value; this.dirty = true; } } get lodUnderfillLimit() { return this._lodUnderfillLimit; } set splatBudget(value) {} get splatBudget() { return 0; } set colorRamp(value) { if (this._colorRamp !== value) { this._colorRamp = value; this.dirty = true; } } get colorRamp() { return this._colorRamp; } constructor(){ this.debugAabbs = false; this.radialSorting = false; this.debugNodeAabbs = false; this.dirty = false; this._colorizeLod = false; this.lodUpdateDistance = 1; this.lodUpdateAngle = 0; this._lodBehindPenalty = 1; this._lodRangeMin = 0; this._lodRangeMax = 10; this._lodUnderfillLimit = 0; this._colorRamp = null; this.colorRampIntensity = 1; this.colorizeColorUpdate = false; this.colorUpdateDistance = 0.2; this.colorUpdateAngle = 2; this.colorUpdateDistanceLodScale = 2; this.colorUpdateAngleLodScale = 2; this.cooldownTicks = 100; } } export { GSplatParams };