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playcanvas

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PlayCanvas WebGL game engine

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/** @ignore */ export class GSplat { /** * @param {GraphicsDevice} device - The graphics device. * @param {GSplatData} gsplatData - The splat data. */ constructor(device: GraphicsDevice, gsplatData: GSplatData); device: GraphicsDevice; numSplats: number; numSplatsVisible: number; /** @type {Float32Array} */ centers: Float32Array; /** @type {BoundingBox} */ aabb: BoundingBox; /** @type {Texture} */ colorTexture: Texture; /** @type {Texture} */ transformATexture: Texture; /** @type {Texture} */ transformBTexture: Texture; /** @type {0 | 1 | 2 | 3} */ shBands: 0 | 1 | 2 | 3; /** @type {Texture | undefined} */ sh1to3Texture: Texture | undefined; /** @type {Texture | undefined} */ sh4to7Texture: Texture | undefined; /** @type {Texture | undefined} */ sh8Texture: Texture | undefined; /** @type {Texture | undefined} */ sh8to11Texture: Texture | undefined; /** @type {Texture | undefined} */ sh12to15Texture: Texture | undefined; destroy(): void; /** * @returns {Material} material - The material to set up for the splat rendering. */ createMaterial(options: any): Material; /** * Evaluates the texture size needed to store a given number of elements. * The function calculates a width and height that is close to a square * that can contain 'count' elements. * * @param {number} count - The number of elements to store in the texture. * @returns {Vec2} An instance of Vec2 representing the width and height of the texture. */ evalTextureSize(count: number): Vec2; /** * Creates a new texture with the specified parameters. * * @param {string} name - The name of the texture to be created. * @param {number} format - The pixel format of the texture. * @param {Vec2} size - The size of the texture in a Vec2 object, containing width (x) and height (y). * @returns {Texture} The created texture instance. */ createTexture(name: string, format: number, size: Vec2): Texture; /** * Updates pixel data of this.colorTexture based on the supplied color components and opacity. * Assumes that the texture is using an RGBA format where RGB are color components influenced * by SH spherical harmonics and A is opacity after a sigmoid transformation. * * @param {GSplatData} gsplatData - The source data */ updateColorData(gsplatData: GSplatData): void; /** * @param {GSplatData} gsplatData - The source data */ updateTransformData(gsplatData: GSplatData): void; /** * Evaluate the covariance values based on the rotation and scale. * * @param {Mat3} rot - The rotation matrix. * @param {Vec3} scale - The scale. * @param {Vec3} covA - The first covariance vector. * @param {Vec3} covB - The second covariance vector. */ computeCov3d(rot: Mat3, scale: Vec3, covA: Vec3, covB: Vec3): void; /** * @param {GSplatData} gsplatData - The source data */ updateSHData(gsplatData: GSplatData): void; } import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js'; import { BoundingBox } from '../../core/shape/bounding-box.js'; import { Texture } from '../../platform/graphics/texture.js'; import type { Material } from '../materials/material.js'; import { Vec2 } from '../../core/math/vec2.js'; import type { GSplatData } from './gsplat-data.js'; import { Mat3 } from '../../core/math/mat3.js'; import { Vec3 } from '../../core/math/vec3.js';