GaussianSplats class Gaussian splatting

A loaded Gaussian splat set, the decoded arrays plus the GPU textures the splat shaders fetch from.

Load one with fromAsset or fromBytes (decoded and packed on a background isolate), or build one procedurally with fromData, then attach it through a SplatComponent.

The GPU textures are created lazily on first draw, so a GaussianSplats can be constructed before Scene.initializeStaticResources completes.

Constructors

GaussianSplats.fromData(SplatData data, {SplatColorSpace colorSpace = SplatColorSpace.linear})
Packs data (procedurally constructed splats) synchronously on the calling thread.
factory

Properties

bounds ↔ Aabb3?
Local-space bounds of the set (splat centers padded by three standard deviations), or null for an empty set.
latefinal
colorSpace SplatColorSpace
How data's colors map into the linear HDR pipeline.
final
count int
The number of splats.
no setter
data SplatData
The decoded splat arrays (positions drive depth sorting; the rest are kept for bounds and readback).
final
hashCode int
The hash code for this object.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited

Static Methods

fromAsset(String assetPath, {SplatFormat? format, double alphaCullThreshold = 1.0 / 255.0, int maxShDegree = 2, SplatColorSpace colorSpace = SplatColorSpace.displayReferred}) Future<GaussianSplats>
Loads and decodes a splat file from the asset bundle.
fromBytes(Uint8List bytes, {SplatFormat? format, double alphaCullThreshold = 1.0 / 255.0, int maxShDegree = 2, SplatColorSpace colorSpace = SplatColorSpace.displayReferred}) Future<GaussianSplats>
Decodes splat file bytes on a background isolate.