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playcanvas

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Open-source WebGL/WebGPU 3D engine for the web

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import { hashCode } from '../../../core/hash.js'; import { LAYERID_WORLD, WORKBUFFER_UPDATE_AUTO } from '../../../scene/constants.js'; import { GSplatInstance } from '../../../scene/gsplat/gsplat-instance.js'; import { Asset } from '../../asset/asset.js'; import { AssetReference } from '../../asset/asset-reference.js'; import { Component } from '../component.js'; import { Debug } from '../../../core/debug.js'; import { GSplatPlacement } from '../../../scene/gsplat-unified/gsplat-placement.js'; import { PickerId } from '../../../scene/picker-id.js'; /** * @import { BoundingBox } from '../../../core/shape/bounding-box.js' * @import { Entity } from '../../entity.js' * @import { EventHandle } from '../../../core/event-handle.js' * @import { GSplatComponentSystem } from './system.js' * @import { GSplatResourceBase } from '../../../scene/gsplat/gsplat-resource-base.js' * @import { ScopeId } from '../../../platform/graphics/scope-id.js' * @import { ShaderMaterial } from '../../../scene/materials/shader-material.js' * @import { StorageBuffer } from '../../../platform/graphics/storage-buffer.js' * @import { Texture } from '../../../platform/graphics/texture.js' */ /** * The GSplatComponent enables an {@link Entity} to render 3D Gaussian Splats. Splats are always * loaded from {@link Asset}s rather than being created programmatically. The asset type is * `gsplat` which supports multiple file formats including `.ply`, `.sog`, `.meta.json` (SOG * format), and `.lod-meta.json` (streaming LOD format). * * You should never need to use the GSplatComponent constructor directly. To add an * GSplatComponent to an {@link Entity}, use {@link Entity#addComponent}: * * ```javascript * const entity = pc.Entity(); * entity.addComponent('gsplat', { * asset: asset * }); * ``` * * Once the GSplatComponent is added to the entity, you can access it via the {@link Entity#gsplat} * property: * * ```javascript * entity.gsplat.customAabb = new pc.BoundingBox(new pc.Vec3(), new pc.Vec3(10, 10, 10)); * * console.log(entity.gsplat.customAabb); * ``` * * ## Unified Rendering * * The {@link GSplatComponent#unified} property enables unified rendering mode, which provides * advanced features for Gaussian Splats: * * - **Global Sorting**: Multiple splat components are sorted together in a single unified sort, * eliminating visibility artifacts and popping effects when splat components overlap. * - **LOD Streaming**: Dynamically loads and renders appropriate levels of detail based on camera * distance, enabling efficient rendering of massive splat scenes. * * ```javascript * // Enable unified rendering for advanced features * entity.gsplat.unified = true; * ``` * * Relevant Engine API examples: * * - [Simple Splat Loading](https://playcanvas.github.io/#/gaussian-splatting/simple) * - [Global Sorting](https://playcanvas.github.io/#/gaussian-splatting/global-sorting) * - [LOD](https://playcanvas.github.io/#/gaussian-splatting/lod) * - [LOD Instances](https://playcanvas.github.io/#/gaussian-splatting/lod-instances) * - [LOD Streaming](https://playcanvas.github.io/#/gaussian-splatting/lod-streaming) * - [LOD Streaming with Spherical Harmonics](https://playcanvas.github.io/#/gaussian-splatting/lod-streaming-sh) * - [Multi-Splat](https://playcanvas.github.io/#/gaussian-splatting/multi-splat) * - [Multi-View](https://playcanvas.github.io/#/gaussian-splatting/multi-view) * - [Picking](https://playcanvas.github.io/#/gaussian-splatting/picking) * - [Reveal Effect](https://playcanvas.github.io/#/gaussian-splatting/reveal) * - [Shader Effects](https://playcanvas.github.io/#/gaussian-splatting/shader-effects) * - [Spherical Harmonics](https://playcanvas.github.io/#/gaussian-splatting/spherical-harmonics) * * @hideconstructor * @category Graphics */ class GSplatComponent extends Component { /** * Sets a custom object space bounding box for visibility culling of the attached gsplat. * * @type {BoundingBox|null} */ set customAabb(value) { this._customAabb = value; // set it on meshInstance this._instance?.meshInstance?.setCustomAabb(this._customAabb); // set it on placement if (this._placement) { this._placement.aabb = this._customAabb; } } /** * Gets the custom object space bounding box for visibility culling of the attached gsplat. * Returns the custom AABB if set, otherwise falls back to the resource's AABB. * * @type {BoundingBox|null} */ get customAabb() { return this._customAabb ?? this._placement?.aabb ?? this.resource?.aabb ?? null; } /** * Sets a {@link GSplatInstance} on the component. If not set or loaded, it returns null. * * @type {GSplatInstance|null} * @ignore */ set instance(value) { if (this.unified) { Debug.errorOnce('GSplatComponent#instance setter is not supported when unified is true.'); return; } // destroy existing instance this.destroyInstance(); this._instance = value; if (this._instance) { // if mesh instance was created without a node, assign it here const mi = this._instance.meshInstance; if (!mi.node) { mi.node = this.entity; } mi.castShadow = this._castShadows; mi.setCustomAabb(this._customAabb); if (this.enabled && this.entity.enabled) { this.addToLayers(); } } } /** * Gets the {@link GSplatInstance} on the component. * * @type {GSplatInstance|null} * @ignore */ get instance() { return this._instance; } /** * Sets the material used to render the gsplat. * * **Note:** This setter is only supported when {@link unified} is `false`. When it's true, multiple * gsplat components share a single material per camera/layer combination. To access materials in * unified mode, use {@link GSplatComponentSystem#getMaterial}. * * @param {ShaderMaterial} value - The material instance. */ set material(value) { if (this.unified) { Debug.warn('GSplatComponent#material setter is not supported when unified true. Use app.systems.gsplat.getMaterial(camera, layer) to access materials.'); return; } if (this._instance) { this._instance.material = value; } else { this._materialTmp = value; } } /** * Gets the material used to render the gsplat. * * **Note:** This getter returns `null` when {@link unified} is `true`. In unified mode, materials are * organized per camera/layer combination rather than per component. To access materials in * unified mode, use {@link GSplatComponentSystem#getMaterial}. * * @type {ShaderMaterial|null} */ get material() { if (this.unified) { Debug.warnOnce('GSplatComponent#material getter returns null when unified=true. Use app.systems.gsplat.getMaterial(camera, layer) instead.'); return null; } return this._instance?.material ?? this._materialTmp ?? null; } /** * Sets whether to use the high quality or the approximate (but fast) spherical-harmonic calculation when rendering SOG data. * * The low quality approximation evaluates the scene's spherical harmonic contributions * along the camera's Z-axis instead of using each gaussian's view vector. This results * in gaussians being accurate at the center of the screen and becoming less accurate * as they appear further from the center. This is a good trade-off for performance * when rendering large SOG datasets, especially on mobile devices. * * Defaults to false. * * @type {boolean} */ set highQualitySH(value) { if (value !== this._highQualitySH) { this._highQualitySH = value; this._instance?.setHighQualitySH(value); } } /** * Gets whether the high quality (true) or the fast approximate (false) spherical-harmonic calculation is used when rendering SOG data. * * @type {boolean} */ get highQualitySH() { return this._highQualitySH; } /** * Sets whether gsplat will cast shadows for lights that have shadow casting enabled. Defaults * to false. * * @type {boolean} */ set castShadows(value) { if (this._castShadows !== value) { const layers = this.layers; const scene = this.system.app.scene; // Handle unified mode placement if (this._placement) { if (value) { // Add to shadow casters for(let i = 0; i < layers.length; i++){ const layer = scene.layers.getLayerById(layers[i]); layer?.addGSplatShadowCaster(this._placement); } } else { // Remove from shadow casters for(let i = 0; i < layers.length; i++){ const layer = scene.layers.getLayerById(layers[i]); layer?.removeGSplatShadowCaster(this._placement); } } } // Handle non-unified mode mesh instance const mi = this.instance?.meshInstance; if (mi) { if (this._castShadows && !value) { for(let i = 0; i < layers.length; i++){ const layer = scene.layers.getLayerById(this.layers[i]); layer?.removeShadowCasters([ mi ]); } } mi.castShadow = value; if (!this._castShadows && value) { for(let i = 0; i < layers.length; i++){ const layer = scene.layers.getLayerById(layers[i]); layer?.addShadowCasters([ mi ]); } } } this._castShadows = value; } } /** * Gets whether gsplat will cast shadows for lights that have shadow casting enabled. * * @type {boolean} */ get castShadows() { return this._castShadows; } /** * Sets the base distance for the first LOD transition (LOD 0 to LOD 1). Objects closer * than this distance use the highest quality LOD. Each subsequent LOD level transitions * at a progressively larger distance, controlled by {@link lodMultiplier}. Clamped to a * minimum of 0.1. Defaults to 5. * * @type {number} */ set lodBaseDistance(value) { this._lodBaseDistance = Math.max(0.1, value); if (this._placement) { this._placement.lodBaseDistance = this._lodBaseDistance; } } /** * Gets the base distance for the first LOD transition. * * @type {number} */ get lodBaseDistance() { return this._lodBaseDistance; } /** * Sets the multiplier between successive LOD distance thresholds. Each LOD level * transitions at this factor times the previous level's distance, creating a geometric * progression. Lower values keep higher quality at distance; higher values switch to * coarser LODs sooner. Clamped to a minimum of 1.2 to avoid degenerate logarithmic LOD * computation. LOD distances are automatically compensated for the camera's field of * view — a wider FOV makes objects appear smaller on screen, so LOD switches to coarser * levels sooner to match the reduced screen-space detail. Defaults to 3. * * @type {number} */ set lodMultiplier(value) { this._lodMultiplier = Math.max(1.2, value); if (this._placement) { this._placement.lodMultiplier = this._lodMultiplier; } } /** * Gets the geometric multiplier between successive LOD distance thresholds. * * @type {number} */ get lodMultiplier() { return this._lodMultiplier; } /** * @deprecated Use {@link lodBaseDistance} and {@link lodMultiplier} instead. * @type {number[]|null} */ set lodDistances(value) { Debug.removed('GSplatComponent#lodDistances is removed. Use lodBaseDistance and lodMultiplier instead.'); if (Array.isArray(value) && value.length > 0) { this.lodBaseDistance = value[0]; this.lodMultiplier = 3; } } /** * @deprecated Use {@link lodBaseDistance} and {@link lodMultiplier} instead. * @type {number[]} */ get lodDistances() { Debug.removed('GSplatComponent#lodDistances is removed. Use lodBaseDistance and lodMultiplier instead.'); return []; } /** * @deprecated Use app.scene.gsplat.splatBudget instead for global budget control. * @type {number} */ set splatBudget(value) { Debug.removed('GSplatComponent.splatBudget is removed. Use app.scene.gsplat.splatBudget instead for global budget control.'); } get splatBudget() { Debug.removed('GSplatComponent.splatBudget is removed. Use app.scene.gsplat.splatBudget instead for global budget control.'); return 0; } /** * Sets whether to use the unified gsplat rendering. Default is false. * * Note: Material handling differs between modes. When unified is false, use * {@link GSplatComponent#material}. When unified is true, materials are shared per * camera/layer - use {@link GSplatComponentSystem#getMaterial} instead. * * @type {boolean} */ set unified(value) { if (this._unified !== value) { this._unified = value; this._onGSplatAssetAdded(); } } /** * Gets whether to use the unified gsplat rendering. * * @type {boolean} * @alpha */ get unified() { return this._unified; } /** * Gets the unique identifier for this component. This ID is used by the picking system * and is also written to the work buffer when `app.scene.gsplat.enableIds` is enabled, making * it available to custom shaders for effects like highlighting or animation. * * @type {number} */ get id() { return this._id; } /** * Sets the work buffer update mode. Only applicable in unified rendering mode. * * In unified mode, splat data is rendered to a work buffer only when needed (e.g., when * transforms change). Can be: * - {@link WORKBUFFER_UPDATE_AUTO}: Update only when needed (default). * - {@link WORKBUFFER_UPDATE_ONCE}: Force update this frame, then switch to AUTO. * - {@link WORKBUFFER_UPDATE_ALWAYS}: Update every frame. * * This is typically useful when using custom shader code via {@link workBufferModifier} that * depends on external factors like time or animated uniforms. * * Note: {@link WORKBUFFER_UPDATE_ALWAYS} has a performance impact as it re-renders * all splat data to the work buffer every frame. Where possible, consider using shader * customization on the unified gsplat material (`app.scene.gsplat.material`) which is * applied during final rendering without re-rendering the work buffer. * * @type {number} */ set workBufferUpdate(value) { this._workBufferUpdate = value; if (this._placement) { this._placement.workBufferUpdate = value; } } /** * Gets the work buffer update mode. * * @type {number} */ get workBufferUpdate() { return this._workBufferUpdate; } /** * Sets custom shader code for modifying splats when written to the work buffer. Only * applicable in unified rendering mode. * * Must provide all three functions: * - `modifySplatCenter`: Modify the splat center position * - `modifySplatRotationScale`: Modify the splat rotation and scale * - `modifySplatColor`: Modify the splat color * * Calling this method automatically triggers a work buffer re-render. * * @param {{ glsl?: string, wgsl?: string }|null} value - The modifier code for GLSL and/or WGSL. * @example * entity.gsplat.setWorkBufferModifier({ * glsl: ` * void modifySplatCenter(inout vec3 center) {} * void modifySplatRotationScale(vec3 originalCenter, vec3 modifiedCenter, inout vec4 rotation, inout vec3 scale) {} * void modifySplatColor(vec3 center, inout vec4 color) { color.rgb *= vec3(1.0, 0.0, 0.0); } * `, * wgsl: ` * fn modifySplatCenter(center: ptr<function, vec3f>) {} * fn modifySplatRotationScale(originalCenter: vec3f, modifiedCenter: vec3f, rotation: ptr<function, vec4f>, scale: ptr<function, vec3f>) {} * fn modifySplatColor(center: vec3f, color: ptr<function, vec4f>) { (*color).r = 1.0; (*color).g = 0.0; (*color).b = 0.0; } * ` * }); */ setWorkBufferModifier(value) { if (value) { const device = this.system.app.graphicsDevice; const code = (device.isWebGPU ? value.wgsl : value.glsl) ?? null; // create new object with pre-computed hash (object is not mutated, always replaced) this._workBufferModifier = code ? { code, hash: hashCode(code) } : null; } else { this._workBufferModifier = null; } if (this._placement) { this._placement.workBufferModifier = this._workBufferModifier; } } /** * Sets an array of layer IDs ({@link Layer#id}) to which this gsplat should belong. Don't * push, pop, splice or modify this array. If you want to change it, set a new one instead. * * @type {number[]} */ set layers(value) { // remove the mesh instances from old layers this.removeFromLayers(); // set the layer list this._layers.length = 0; for(let i = 0; i < value.length; i++){ this._layers[i] = value[i]; } // don't add into layers until we're enabled if (!this.enabled || !this.entity.enabled) { return; } // add the mesh instance to new layers this.addToLayers(); } /** * Gets the array of layer IDs ({@link Layer#id}) to which this gsplat belongs. * * @type {number[]} */ get layers() { return this._layers; } /** * Sets the gsplat asset for this gsplat component. Can also be an asset id. * * @type {Asset|number} */ set asset(value) { const id = value instanceof Asset ? value.id : value; if (this._assetReference.id === id) return; if (this._assetReference.asset && this._assetReference.asset.resource) { this._onGSplatAssetRemove(); } this._assetReference.id = id; if (this._assetReference.asset) { this._onGSplatAssetAdded(); } } /** * Gets the gsplat asset id for this gsplat component. * * @type {Asset|number} */ get asset() { return this._assetReference.id; } /** * Sets a GSplat resource directly (for procedural/container splats). * When set, this takes precedence over the asset property. * * @type {GSplatResourceBase|null} */ set resource(value) { if (this._resource === value) return; // Clean up existing (whether from direct resource or asset) if (this._resource || this._assetReference.asset?.resource) { this._onGSplatAssetRemove(); } // Disconnect asset when setting resource directly if (value && this._assetReference.id) { this._assetReference.id = null; } this._resource = value; if (this._resource && this.enabled && this.entity.enabled) { this._onGSplatAssetLoad(); } } /** * Gets the GSplat resource. Returns the directly set resource if available, * otherwise returns the resource from the assigned asset. * * @type {GSplatResourceBase|null} */ get resource() { return this._resource ?? this._assetReference.asset?.resource ?? null; } /** @private */ destroyInstance() { if (this._placement) { this.removeFromLayers(); this._placement.destroy(); this._placement = null; } if (this._instance) { this.removeFromLayers(); this._instance?.destroy(); this._instance = null; } } /** @private */ addToLayers() { if (this._placement) { const layers = this.system.app.scene.layers; for(let i = 0; i < this._layers.length; i++){ const layer = layers.getLayerById(this._layers[i]); if (layer) { layer.addGSplatPlacement(this._placement); if (this._castShadows) { layer.addGSplatShadowCaster(this._placement); } } } return; } const meshInstance = this.instance?.meshInstance; if (meshInstance) { const layers = this.system.app.scene.layers; for(let i = 0; i < this._layers.length; i++){ layers.getLayerById(this._layers[i])?.addMeshInstances([ meshInstance ]); } } } removeFromLayers() { if (this._placement) { const layers = this.system.app.scene.layers; for(let i = 0; i < this._layers.length; i++){ const layer = layers.getLayerById(this._layers[i]); if (layer) { layer.removeGSplatPlacement(this._placement); layer.removeGSplatShadowCaster(this._placement); } } return; } const meshInstance = this.instance?.meshInstance; if (meshInstance) { const layers = this.system.app.scene.layers; for(let i = 0; i < this._layers.length; i++){ layers.getLayerById(this._layers[i])?.removeMeshInstances([ meshInstance ]); } } } /** @private */ onRemoveChild() { this.removeFromLayers(); } /** @private */ onInsertChild() { if (this.enabled && this.entity.enabled) { if (this._instance || this._placement) { this.addToLayers(); } } } onRemove() { this.destroyInstance(); this.asset = null; this._assetReference.id = null; this.entity.off('remove', this.onRemoveChild, this); this.entity.off('insert', this.onInsertChild, this); } onLayersChanged(oldComp, newComp) { this.addToLayers(); oldComp.off('add', this.onLayerAdded, this); oldComp.off('remove', this.onLayerRemoved, this); newComp.on('add', this.onLayerAdded, this); newComp.on('remove', this.onLayerRemoved, this); } onLayerAdded(layer) { const index = this.layers.indexOf(layer.id); if (index < 0) return; if (this.unified) { Debug.errorOnce('GSplatComponent#onLayerAdded is not supported when unified is true.'); return; } if (this._instance) { layer.addMeshInstances(this._instance.meshInstance); } } onLayerRemoved(layer) { const index = this.layers.indexOf(layer.id); if (index < 0) return; if (this.unified) { Debug.errorOnce('GSplatComponent#onLayerRemoved is not supported when unified is true.'); return; } if (this._instance) { layer.removeMeshInstances(this._instance.meshInstance); } } onEnable() { const scene = this.system.app.scene; const layers = scene.layers; this._evtLayersChanged = scene.on('set:layers', this.onLayersChanged, this); if (layers) { this._evtLayerAdded = layers.on('add', this.onLayerAdded, this); this._evtLayerRemoved = layers.on('remove', this.onLayerRemoved, this); } if (this._instance || this._placement) { this.addToLayers(); } else if (this.asset) { this._onGSplatAssetAdded(); } else if (this._resource) { this._onGSplatAssetLoad(); } } onDisable() { const scene = this.system.app.scene; const layers = scene.layers; this._evtLayersChanged?.off(); this._evtLayersChanged = null; if (layers) { this._evtLayerAdded?.off(); this._evtLayerAdded = null; this._evtLayerRemoved?.off(); this._evtLayerRemoved = null; } this.removeFromLayers(); } /** * Stop rendering this component without removing its mesh instance from the scene hierarchy. */ hide() { if (this._instance) { this._instance.meshInstance.visible = false; } } /** * Enable rendering of the component if hidden using {@link GSplatComponent#hide}. */ show() { if (this._instance) { this._instance.meshInstance.visible = true; } } /** * Sets a shader parameter for this gsplat instance. Parameters set here are applied * during unified rendering. * * @param {string} name - The name of the parameter (uniform name in shader). * @param {number|number[]|ArrayBufferView|Texture|StorageBuffer} data - The value for the parameter. */ setParameter(name, data) { const scopeId = this.system.app.graphicsDevice.scope.resolve(name); this._parameters.set(name, { scopeId, data }); if (this._placement) this._placement.renderDirty = true; } /** * Gets a shader parameter value previously set with {@link setParameter}. * * @param {string} name - The name of the parameter. * @returns {number|number[]|ArrayBufferView|undefined} The parameter value, or undefined if not set. */ getParameter(name) { return this._parameters.get(name)?.data; } /** * Deletes a shader parameter previously set with {@link setParameter}. * * @param {string} name - The name of the parameter to delete. */ deleteParameter(name) { this._parameters.delete(name); if (this._placement) this._placement.renderDirty = true; } /** * Gets an instance texture by name. Instance textures are per-component textures defined * in the resource's format with `storage: GSPLAT_STREAM_INSTANCE`. Only available in unified mode. * * @param {string} name - The name of the texture. * @returns {Texture|null} The texture, or null if not found or not in unified mode. * @example * // Add an instance stream to the resource format * resource.format.addExtraStreams([ * { name: 'instanceTint', format: pc.PIXELFORMAT_RGBA8, storage: pc.GSPLAT_STREAM_INSTANCE } * ]); * * // Get the instance texture and fill it with data * const texture = entity.gsplat.getInstanceTexture('instanceTint'); * if (texture) { * const data = texture.lock(); * // Fill texture data... * texture.unlock(); * } */ getInstanceTexture(name) { if (!this._placement) { return null; } return this._placement.getInstanceTexture(name, this.system.app.graphicsDevice) ?? null; } _onGSplatAssetAdded() { if (!this._assetReference.asset) { return; } if (this._assetReference.asset.resource) { this._onGSplatAssetLoad(); } else if (this.enabled && this.entity.enabled) { this.system.app.assets.load(this._assetReference.asset); } } _onGSplatAssetLoad() { // remove existing instance this.destroyInstance(); // Get resource from either direct resource or asset const resource = this._resource ?? this._assetReference.asset?.resource; if (!resource) return; if (this.unified) { this._placement = null; this._placement = new GSplatPlacement(resource, this.entity, 0, this._parameters, null, this._id); this._placement.lodBaseDistance = this._lodBaseDistance; this._placement.lodMultiplier = this._lodMultiplier; this._placement.workBufferUpdate = this._workBufferUpdate; this._placement.workBufferModifier = this._workBufferModifier; // add placement to layers if component is enabled if (this.enabled && this.entity.enabled) { this.addToLayers(); } } else { // create new instance this.instance = new GSplatInstance(resource, { material: this._materialTmp, highQualitySH: this._highQualitySH, scene: this.system.app.scene }); this._materialTmp = null; } } _onGSplatAssetUnload() { // when unloading asset, only remove the instance this.destroyInstance(); } _onGSplatAssetRemove() { this._onGSplatAssetUnload(); } /** * Create a new GSplatComponent. * * @param {GSplatComponentSystem} system - The ComponentSystem that created this Component. * @param {Entity} entity - The Entity that this Component is attached to. */ constructor(system, entity){ super(system, entity), /** @private */ this._layers = [ LAYERID_WORLD ] // assign to the default world layer , /** * @type {GSplatInstance|null} * @private */ this._instance = null, /** * @type {GSplatPlacement|null} * @private */ this._placement = null, /** * Unique identifier for this component, used by the picking system. * * @type {number} * @private */ this._id = PickerId.get(), /** * @type {ShaderMaterial|null} * @private */ this._materialTmp = null, /** @private */ this._highQualitySH = true, /** * Base distance for the first LOD transition (LOD 0 to LOD 1). * * @type {number} * @private */ this._lodBaseDistance = 5, /** * Geometric multiplier between successive LOD distance thresholds. * * @type {number} * @private */ this._lodMultiplier = 3, /** * @type {BoundingBox|null} * @private */ this._customAabb = null, /** * Direct resource reference (for container splats). * * @type {GSplatResourceBase|null} * @private */ this._resource = null, /** * @type {EventHandle|null} * @private */ this._evtLayersChanged = null, /** * @type {EventHandle|null} * @private */ this._evtLayerAdded = null, /** * @type {EventHandle|null} * @private */ this._evtLayerRemoved = null, /** @private */ this._castShadows = false, /** * Whether to use the unified gsplat rendering. * * @type {boolean} * @private */ this._unified = false, /** * Per-instance shader parameters. Stores objects with scopeId and data. * * @type {Map<string, {scopeId: ScopeId, data: *}>} * @private */ this._parameters = new Map(), /** * Render mode for work buffer updates. * * @type {number} * @private */ this._workBufferUpdate = WORKBUFFER_UPDATE_AUTO, /** * Custom shader modify code for this component (object with code and pre-computed hash). * * @type {{ code: string, hash: number }|null} * @private */ this._workBufferModifier = null; // gsplat asset reference this._assetReference = new AssetReference('asset', this, system.app.assets, { add: this._onGSplatAssetAdded, load: this._onGSplatAssetLoad, remove: this._onGSplatAssetRemove, unload: this._onGSplatAssetUnload }, this); // handle events when the entity is directly (or indirectly as a child of sub-hierarchy) // added or removed from the parent entity.on('remove', this.onRemoveChild, this); entity.on('removehierarchy', this.onRemoveChild, this); entity.on('insert', this.onInsertChild, this); entity.on('inserthierarchy', this.onInsertChild, this); } } export { GSplatComponent };