playcanvas
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Open-source WebGL/WebGPU 3D engine for the web
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TypeScript
export class GSplatOctreeInstance {
/**
* @param {GraphicsDevice} device - The graphics device.
* @param {GSplatOctree} octree - The octree.
* @param {GSplatPlacement} placement - The placement.
*/
constructor(device: GraphicsDevice, octree: GSplatOctree, placement: GSplatPlacement);
/** @type {GSplatOctree} */
octree: GSplatOctree;
/** @type {GSplatPlacement} */
placement: GSplatPlacement;
/** @type {Set<GSplatPlacement>} */
activePlacements: Set<GSplatPlacement>;
/** @type {boolean} */
dirtyModifiedPlacements: boolean;
/**
* Set to true when placements are added or removed, signaling that the manager needs to
* create a new world state and trigger a full work buffer rebuild.
*/
dirtyPlacementSetChanged: boolean;
/** @type {GraphicsDevice} */
device: GraphicsDevice;
/**
* Array of NodeInfo instances, one per octree node.
*
* @type {NodeInfo[]}
*/
nodeInfos: NodeInfo[];
/**
* Array of current placements per file. Index is fileIndex, value is GSplatPlacement or null.
* Value null indicates file is not used / no placement.
*
* @type {(GSplatPlacement|null)[]}
*/
filePlacements: (GSplatPlacement | null)[];
/**
* Set of pending file loads (file indices).
*
* @type {Set<number>}
*/
pending: Set<number>;
/**
* Map of nodeIndex -> { oldFileIndex, newFileIndex } that needs to be decremented when the
* new LOD resource loads. This ensures we decrement even if the node switches LOD again
* before the new resource arrives.
*
* @type {Map<number, { oldFileIndex: number, newFileIndex: number }>}
*/
pendingDecrements: Map<number, {
oldFileIndex: number;
newFileIndex: number;
}>;
/**
* Files that became unused by this instance this update. Each entry represents a single decRef.
*
* @type {Set<number>}
*/
removedCandidates: Set<number>;
/**
* Minimum allowed LOD index for this instance, clamped to valid octree bounds.
*/
rangeMin: number;
/**
* Maximum allowed LOD index for this instance, clamped to valid octree bounds.
*/
rangeMax: number;
/**
* Previous node position at which LOD was last updated. This is used to determine if LOD needs
* to be updated as the octree splat moves.
*/
previousPosition: Vec3;
/**
* Set when a resource has completed loading and LOD should be re-evaluated.
*/
needsLodUpdate: boolean;
/**
* Tracks prefetched file indices that are being loaded without active placements.
* When any completes, we trigger LOD re-evaluation to allow promotion.
*
* @type {Set<number>}
*/
prefetchPending: Set<number>;
/**
* Tracks invisible->visible pending adds per node: nodeIndex -> fileIndex.
* Ensures only a single pending placement exists for a node while it's not yet displayed.
*
* @type {Map<number, number>}
*/
pendingVisibleAdds: Map<number, number>;
/**
* Returns the count of resources pending load or prefetch, including environment if loading.
*
* @type {number}
*/
get pendingLoadCount(): number;
/**
* Environment placement.
*
* @type {GSplatPlacement|null}
*/
environmentPlacement: GSplatPlacement | null;
/**
* Event handle for device lost event.
*
* @type {EventHandle|null}
* @private
*/
private _deviceLostEvent;
/**
* Reusable scratch for LOD distance thresholds.
*
* @type {Float32Array|null}
* @private
*/
private _lodMinDistThresholds;
/**
* Destroys this octree instance and clears internal references.
*
* @param {boolean} [skipRefCounting] - When true, skip decrementing file ref counts
* on the octree. Used when the caller handles ref counting externally via pendingReleases
* (e.g. during world state updates where decrements must be deferred).
*/
destroy(skipRefCounting?: boolean): void;
/**
* Handles device lost event by releasing all loaded resources.
*
* @private
*/
private _onDeviceLost;
/**
* Returns the file indices currently referenced by this instance that should be decremented
* when the instance is destroyed.
*
* @returns {number[]} Array of file indices to decRef.
*/
getFileDecrements(): number[];
/**
* Selects desired LOD index for a node using the underfill strategy. When underfill is enabled,
* it prefers already-loaded LODs within [optimalLodIndex .. optimalLodIndex + lodUnderfillLimit].
* If none are loaded, it selects the coarsest available LOD within the range.
*
* @param {import('./gsplat-octree-node.js').GSplatOctreeNode} node - The octree node.
* @param {number} optimalLodIndex - Optimal LOD index based on camera/distance.
* @param {number} maxLod - Maximum LOD index.
* @param {number} lodUnderfillLimit - Allowed coarse range above optimal.
* @returns {number} Desired LOD index to display.
*/
selectDesiredLodIndex(node: import("./gsplat-octree-node.js").GSplatOctreeNode, optimalLodIndex: number, maxLod: number, lodUnderfillLimit: number): number;
/**
* Prefetch only the next-better LOD toward optimal. This stages loading in steps across all
* nodes, avoiding intermixing requests before coarse is present.
*
* @param {import('./gsplat-octree-node.js').GSplatOctreeNode} node - The octree node.
* @param {number} desiredLodIndex - Currently selected LOD for display (may be coarser than optimal).
* @param {number} optimalLodIndex - Target optimal LOD.
*/
prefetchNextLod(node: import("./gsplat-octree-node.js").GSplatOctreeNode, desiredLodIndex: number, optimalLodIndex: number): void;
/**
* Updates the octree instance when LOD needs to be updated.
*
* @param {GraphNode} cameraNode - The camera node.
* @param {import('./gsplat-params.js').GSplatParams} params - Global gsplat parameters.
*/
updateLod(cameraNode: GraphNode, params: import("./gsplat-params.js").GSplatParams): void;
/**
* Ensures the reusable threshold buffer can store indices 1 through maxLod and fills
* buf[k] = d0 * m^(k-1) for k from 1 to maxLod (same distance bands as truncating 1 + log(d/d0) / log(m)).
*
* @param {number} maxLod - Maximum LOD index (>= 1).
* @param {number} d0 - lodBaseDistance in FOV-adjusted distance space.
* @param {number} m - lodMultiplier.
* @returns {Float32Array} Buffer; index 0 unused; entries 1..maxLod set.
* @private
*/
private _ensureLodMinDistThresholds;
/**
* Evaluates optimal LOD indices for all nodes based on camera position and parameters.
* This is Pass 1 of the LOD update process. Results are stored in nodeInfos array.
*
* Uses geometric LOD distances (lodBaseDistance * lodMultiplier^i) with FOV compensation
* so that LOD transitions are perceptually uniform under perspective projection.
*
* @param {GraphNode} cameraNode - The camera node.
* @param {number} maxLod - Maximum LOD index (lodLevels - 1).
* @param {number} lodBaseDistance - Base distance for first LOD transition.
* @param {number} lodMultiplier - Geometric ratio between successive LOD thresholds.
* @param {number} rangeMin - Minimum allowed LOD index.
* @param {number} rangeMax - Maximum allowed LOD index.
* @param {import('./gsplat-params.js').GSplatParams} params - Global gsplat parameters.
* @param {number} uniformScale - Uniform scale of the octree transform for world-space conversion.
* @param {boolean} [accumulateSplats] - When true (default), sum splat counts for the chosen LOD per node and return the total (budget path). When false, skip counting (faster; return value unused).
* @param {number} [globalMaxDistanceForBuckets] - When > 0, writes {@link NodeInfo.budgetBucket} using the same sqrt mapping as the budget balancer. Omit or pass 0 when not enforcing global budget.
* @returns {number} Total number of splats that would be used by optimal LODs when accumulateSplats is true; otherwise 0.
* @private
*/
private evaluateNodeLods;
/**
* Evaluates optimal LOD for all nodes without applying changes.
* Called by GSplatManager during phased global budget enforcement.
*
* @param {GraphNode} cameraNode - The camera node.
* @param {import('./gsplat-params.js').GSplatParams} params - Global gsplat parameters.
* @param {number} [budgetScale] - Dynamic scale applied to LOD parameters to shift
* boundaries closer to the budget target. Applied to lodBaseDistance directly, and
* gently to lodMultiplier via pow(budgetScale, -0.2). Defaults to 1.
* @param {number} [globalMaxDistanceForBuckets] - When > 0, {@link NodeInfo.budgetBucket} is populated during LOD evaluation for budget balancing.
* @returns {number} Total optimal splat count.
*/
evaluateOptimalLods(cameraNode: GraphNode, params: import("./gsplat-params.js").GSplatParams, budgetScale?: number, globalMaxDistanceForBuckets?: number): number;
/**
* Applies calculated LOD changes and manages file placements.
* This is Pass 2 of the LOD update process. Reads from nodeInfos array populated by evaluateNodeLods().
*
* @param {number} maxLod - Maximum LOD index (lodLevels - 1).
* @param {import('./gsplat-params.js').GSplatParams} params - Global gsplat parameters.
*/
applyLodChanges(maxLod: number, params: import("./gsplat-params.js").GSplatParams): void;
/**
* Increments reference count for a file and creates placement immediately.
*
* @param {number} fileIndex - The file index.
* @param {number} nodeIndex - The octree node index.
* @param {number} lodIndex - The LOD index for this node.
*/
incrementFileRef(fileIndex: number, nodeIndex: number, lodIndex: number): void;
/**
* Decrements reference count for a file and removes placement if needed.
*
* @param {number} fileIndex - The file index.
* @param {number} nodeIndex - The octree node index.
*/
decrementFileRef(fileIndex: number, nodeIndex: number): void;
/**
* Updates existing placement with loaded resource and adds to manager.
*
* @param {number} fileIndex - The file index.
* @returns {boolean} True if placement was updated and added to manager, false otherwise.
*/
addFilePlacement(fileIndex: number): boolean;
/**
* Tests if the octree instance has moved by more than the provided LOD update distance.
*
* @param {number} threshold - Distance threshold to trigger an update.
* @returns {boolean} True if the octree instance has moved by more than the threshold, false otherwise.
*/
testMoved(threshold: number): boolean;
/**
* Updates the previous position of the octree instance.
*/
updateMoved(): void;
/**
* Updates the octree instance each frame.
*
* @returns {boolean} True if octree instance is dirty, false otherwise.
*/
update(): boolean;
/**
* Consumes and returns whether the active placement set membership changed (add/remove).
*
* @returns {boolean} True if placements were added or removed since last call.
*/
consumePlacementSetChanged(): boolean;
debugRender(scene: any): void;
/**
* Returns true if this instance requests LOD re-evaluation and resets the flag.
*
* @returns {boolean} True if LOD should be re-evaluated.
*/
consumeNeedsLodUpdate(): boolean;
/**
* Polls prefetched file indices for completion and updates state.
*/
pollPrefetchCompletions(): void;
}
/**
* Stores LOD state for a single octree node.
*
* @ignore
*/
export class NodeInfo {
/**
* Current LOD index being rendered. -1 indicates node is not visible.
*/
currentLod: number;
/**
* Optimal LOD index based on distance/visibility (before underfill).
*/
optimalLod: number;
/**
* World-space distance from camera to this node.
* Used for non-linear bucket mapping in budget enforcement.
*/
worldDistance: number;
/**
* Accumulated camera translation for SH color update threshold tracking.
*/
colorAccumulatedTranslation: number;
/**
* Back-reference to owning GSplatOctreeInstance.
*
* @type {GSplatOctreeInstance|null}
*/
inst: GSplatOctreeInstance | null;
/**
* Cached reference to this node's LOD array for fast budget balancing.
*
* @type {Array|null}
*/
lods: any[] | null;
/**
* Distance bucket index [0, NUM_BUCKETS - 1] for global budget balancing (sqrt mapping).
* Written during {@link GSplatOctreeInstance.evaluateNodeLods} when a global max distance
* is supplied (budget enforcement path only).
*
* @type {number}
*/
budgetBucket: number;
/**
* Unique allocation identifier for persistent work buffer allocation tracking.
*
* @type {number}
*/
allocId: number;
/**
* Resets all LOD values to -1 (invisible/uninitialized).
*/
resetLod(): void;
}
import type { GSplatOctree } from './gsplat-octree.js';
import { GSplatPlacement } from './gsplat-placement.js';
import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js';
import { Vec3 } from '../../core/math/vec3.js';
import type { GraphNode } from '../graph-node.js';