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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { Texture } from '../../platform/graphics/texture.js' */ /** * Parameters for GSplat unified system. * * @category Graphics */ export class GSplatParams { /** * Enables debug rendering of AABBs for GSplat objects. Defaults to false. * * @type {boolean} */ debugAabbs: boolean; /** * Enables radial sorting based on distance from camera (for cubemap rendering). When false, * uses directional sorting along camera forward vector. Defaults to false. * * Note: Radial sorting helps reduce sorting artifacts when the camera rotates (looks around), * while linear sorting is better at minimizing artifacts when the camera translates (moves). * * @type {boolean} */ radialSorting: boolean; /** * Enables debug rendering of AABBs for GSplat octree nodes. Defaults to false. * * @type {boolean} */ debugNodeAabbs: boolean; /** * Internal dirty flag to trigger update of gsplat managers when some params change. * * @ignore * @type {boolean} */ dirty: boolean; /** * @type {boolean} * @private */ private _colorizeLod; /** * Enables colorization by selected LOD level when rendering GSplat objects. Defaults to false. * Marks params dirty on change. * * @type {boolean} */ set colorizeLod(value: boolean); /** * Gets colorize-by-LOD flag. * * @returns {boolean} Current enabled state. */ get colorizeLod(): boolean; /** * Distance threshold in world units to trigger LOD updates for camera and gsplat instances. * Defaults to 1. * * @type {number} */ lodUpdateDistance: number; /** * Angle threshold in degrees to trigger LOD updates based on camera rotation. Set to 0 to * disable rotation-based updates. Defaults to 0. * * @type {number} */ lodUpdateAngle: number; /** * @type {number} * @private */ private _lodBehindPenalty; /** * Multiplier applied to effective distance for nodes behind the camera when determining LOD. * Value 1 means no penalty; higher values drop LOD faster for nodes behind the camera. * * Note: when using a penalty > 1, it often makes sense to set a positive * {@link GSplatParams#lodUpdateAngle} so LOD is re-evaluated on camera rotation, * not just translation. * * @type {number} */ set lodBehindPenalty(value: number); /** * Gets behind-camera LOD penalty multiplier. * * @type {number} */ get lodBehindPenalty(): number; /** * @type {number} * @private */ private _lodRangeMin; /** * Minimum allowed LOD index (inclusive). Defaults to 0. * * @type {number} */ set lodRangeMin(value: number); /** * Gets minimum allowed LOD index (inclusive). * * @type {number} */ get lodRangeMin(): number; /** * @type {number} * @private */ private _lodRangeMax; /** * Maximum allowed LOD index (inclusive). Defaults to 10. * * @type {number} */ set lodRangeMax(value: number); /** * Gets maximum allowed LOD index (inclusive). * * @type {number} */ get lodRangeMax(): number; /** * @type {number} * @private */ private _lodUnderfillLimit; /** * Maximum number of LOD levels allowed below the optimal level when the optimal data is not * resident in memory. The system may temporarily use a coarser LOD within this limit until the * optimal LOD is available. Defaults to 0, which disables fallback (always load optimal). * Higher values allow faster loading by using lower-quality data. * * @type {number} */ set lodUnderfillLimit(value: number); /** * Gets the maximum allowed underfill LOD range. * * @type {number} */ get lodUnderfillLimit(): number; set splatBudget(value: number); get splatBudget(): number; /** * @type {import('../../platform/graphics/texture.js').Texture|null} * @private */ private _colorRamp; /** * Gradient texture for elevation-based coloring in overdraw visualization mode. * When set, enables overdraw mode with additive blending. When null, uses normal rendering. * Texture should be (width x 1) size. World Y coordinate (0-20 range) maps to texture U coordinate. * Defaults to null. * * @type {Texture|null} */ set colorRamp(value: import("../../platform/graphics/texture.js").Texture | null); /** * Gets the color ramp texture for overdraw visualization. * * @type {import('../../platform/graphics/texture.js').Texture|null} */ get colorRamp(): import("../../platform/graphics/texture.js").Texture | null; /** * Intensity multiplier for overdraw visualization mode. Value of 1 uses alpha of 1/32, * allowing approximately 32 overdraws to reach full brightness with additive blending. * Higher values increase brightness per splat. Defaults to 1. * * @type {number} */ colorRampIntensity: number; /** * Enables debug colorization to visualize when spherical harmonics are evaluated. * When true, each update pass renders with a random color to visualize the behavior * of colorUpdateDistance and colorUpdateAngle thresholds. Defaults to false. * * @type {boolean} */ colorizeColorUpdate: boolean; /** * Distance threshold in world units for triggering spherical harmonics color updates. * Used to control how often SH evaluation occurs based on camera translation. * Only affects resources with spherical harmonics data. Set to 0 to update on * every frame where camera moves. Defaults to 0.2. * * @type {number} */ colorUpdateDistance: number; /** * Angle threshold in degrees for triggering spherical harmonics color updates. * Used to control how often SH evaluation occurs based on camera rotation. * Only affects resources with spherical harmonics data. Set to 0 to update on * every frame where camera rotates. Defaults to 2. * * @type {number} */ colorUpdateAngle: number; /** * Scale factor applied to colorUpdateDistance for each LOD level. * Each LOD level multiplies the threshold by this value raised to the power of lodIndex. * For example, with scale=2: LOD 0 uses 1x threshold, LOD 1 uses 2x, LOD 2 uses 4x. * Higher values relax thresholds more aggressively for distant geometry. Defaults to 2. * * @type {number} */ colorUpdateDistanceLodScale: number; /** * Scale factor applied to colorUpdateAngle for each LOD level. * Each LOD level multiplies the threshold by this value raised to the power of lodIndex. * For example, with scale=2: LOD 0 uses 1x threshold, LOD 1 uses 2x, LOD 2 uses 4x. * Higher values relax thresholds more aggressively for distant geometry. Defaults to 2. * * @type {number} */ colorUpdateAngleLodScale: number; /** * Number of update ticks before unloading unused streamed resources. When a streamed resource's * reference count reaches zero, it enters a cooldown period before being unloaded. This allows * recently used data to remain in memory for quick reuse if needed again soon. Set to 0 to * unload immediately when unused. Defaults to 100. * * @type {number} */ cooldownTicks: number; }