Interface GaussianSplattingMesh
boundMax: [number, number, number];
boundMin: [number, number, number];
children: SceneNode[];
firstSortReady: Promise<void>;
metadata?: LiteMetadata;
name: string;
parent: IWorldMatrixProvider | null;
position: ObservableVec3;
rotation: EulerProxy;
rotationQuaternion: ObservableQuat;
scaling: ObservableVec3;
shDegree: number;
splatsData: ArrayBuffer;
textureHeight: number;
textureWidth: number;
vertexCount: number;
visible?: boolean;
worldMatrix: Mat4;
worldMatrixVersion: number;
updateData(splatBuffer: ArrayBuffer): void;
}
Hierarchy (View Summary)
- SceneNode
- GaussianSplattingMesh
Properties
bound Max
bound Min
World-space AABB across all splat centres (for camera framing).
children
Readonlyfirst Sort Ready
Resolves on the first sort completion. The lab scene awaits this
before flagging dataset.ready.
Optionalmetadata
User metadata. glTF loads populate metadata.gltf.extras when source extras exist.
name
parent
Readonlyposition
Readonlyrotation
Euler XYZ bidirectional proxy — reads decompose current quat; writes update quat atomically.
Readonlyrotation Quaternion
Quaternion rotation — source of truth for the local matrix.
Readonlyscaling
Readonlysh Degree
Spherical-harmonics degree (0 means no view-dependent SH). Set at load
time and immutable afterwards — updateData rejects a degree change.
Readonlysplats Data
Raw 32-byte/splat row buffer. Mirrors BJS splatsData (with
keepInRam:true) — exposed for inspection + updateData round-trips.
Readonlytexture Height
Readonlytexture Width
RGBA32F texture dimensions used for centers/covA/covB/colors.
Readonlyvertex Count
Number of splats in the cloud.
Optionalvisible
Self-visibility. Undefined/true = visible; false skips render + camera AABB.
Cascade is materialized at write-time by setSubtreeVisible.
Readonlyworld Matrix
Readonlyworld Matrix Version
Methods
update Data
-
Replace the splat data in place. Re-uploads centres / covariance / colour textures, re-posts positions to the sort worker, and updates the AABB. Vertex count must match the original buffer. Mirrors BJS
GaussianSplattingMesh.updateData(buffer, _sh, opts).Parameters
- splatBuffer: ArrayBuffer
Returns void
Public Gaussian-splatting mesh handle.
_kindis a brand so consumers can narrow on it; the renderable is wired up byloadSplat()directly.