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
byteson a background isolate.