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playcanvas

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PlayCanvas WebGL game engine

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export class GSplatSogsData { static calcBands(centroidsWidth: any): any; meta: any; numSplats: any; means_l: any; means_u: any; quats: any; scales: any; sh0: any; sh_centroids: any; sh_labels: any; packedTexture: any; packedSh0: any; packedShN: any; /** * URL of the asset, used for debugging texture names. * * @type {string} */ url: string; /** * Whether to use minimal memory mode (releases source textures after packing). * * @type {boolean} */ minimalMemory: boolean; /** * Event handle for devicerestored listener (when minimalMemory is false). * * @type {EventHandle|null} */ deviceRestoredEvent: EventHandle | null; /** * Cached centers array (x, y, z per splat), length = numSplats * 3. * * @type {Float32Array | null} * @private */ private _centers; destroyed: boolean; /** * Number of spherical harmonics bands. * * @type {number} */ shBands: number; _destroyGpuResources(): void; destroy(): void; createIter(p: any, r: any, s: any, c: any, sh: any): GSplatSogsIterator; calcAabb(result: any): void; getCenters(): Float32Array<ArrayBufferLike>; calcFocalPoint(result: any, pred: any): void; get isSogs(): boolean; decompress(): Promise<GSplatData>; generateCenters(): Promise<void>; packGpuMemory(): void; packShMemory(): void; prepareGpuData(): Promise<void>; reorderData(): Promise<void>; } import type { EventHandle } from '../../core/event-handle.js'; declare class GSplatSogsIterator { constructor(data: any, p: any, r: any, s: any, c: any, sh: any); read: (i: any) => void; } import { GSplatData } from './gsplat-data.js'; export {};