<GSplat/>
<GSplat> コンポーネントは Gaussian Splats をレンダリングするために使用します。Gaussian Splats は高品質な 3D コンテンツをキャプチャしてレンダリングする新しい手法です。シーンの形状とライティングを非常に高品質な結果で捉えます。
useSplat フックは ply や sog ファイル、またはエンジンがロードできるその他のファイルを受け付けます。
使い方
useSplat フックで Gaussian Splat Asset をロードし、<GSplat> コンポーネントでレンダリングできます。
const { asset } = useSplat('/assets/toy-cat.sog');
<GSplat asset={asset} />
- Demo
- Code
gsplat-example.jsx
import { Entity } from '@playcanvas/react';
import { GSplat, Camera } from '@playcanvas/react/components';
import { useSplat } from '@playcanvas/react/hooks';
export const GSplatExample = () => {
// Load the Gaussian Splat asset
const { asset } = useSplat('/assets/toy-cat.sog');
// If the asset is not loaded, return null
if (!asset) return null;
// Return the GSplat component
return (
<Entity rotation={[180, 180, 0]} position={[0, -0.7, 0]} >
<GSplat asset={asset} />
</Entity>
);
};
PlayCanvas ドキュメントの GSplat Component で詳細を確認できます。
プロパティ
| Name | Type | Default |
|---|---|---|
customAabb? | BoundingBox | nullSets a custom object space bounding box for visibility culling of the attached gsplat.
Gets the custom object space bounding box for visibility culling of the attached gsplat.
Returns the custom AABB if set, otherwise falls back to the resource's AABB. | - |
material? | - | |
castShadows? | booleanSets whether gsplat will cast shadows for lights that have shadow casting enabled. Defaults
to false.
Gets whether gsplat will cast shadows for lights that have shadow casting enabled. | - |
lodFalloff? | numberSets how quickly this splat's level of detail drops with distance from the camera. The
default of 1 gives a balanced falloff. Higher values concentrate detail near the camera at
the cost of the far field, while values towards 0 spread it evenly across the scene
regardless of the view. This primarily redistributes the detail this splat receives from
the global GSplatParams#splatBudget between its near and far field, though it can
also shift how the budget divides between splats. Clamped to [0, 8].
Gets how quickly this splat's level of detail drops with distance from the camera. | - |
lodRangeMin? | numberSets the minimum allowed LOD index (inclusive) for this splat. The optimal LOD selected by
distance is clamped so it never goes finer (lower index) than this value. The value is
further clamped to the asset's valid LOD range `[0, octree.lodLevels - 1]` at use. Setting a
higher minimum prevents downloading the highest quality (largest) LOD files. Defaults to 0.
Gets the minimum allowed LOD index. | - |
lodRangeMax? | numberSets the maximum allowed LOD index (inclusive) for this splat. The optimal LOD selected by
distance is clamped so it never goes coarser (higher index) than this value. The value is
clamped to the asset's valid LOD range `[0, octree.lodLevels - 1]` at use, so the default of
99 effectively means "no cap". Defaults to 99.
Gets the maximum allowed LOD index. | - |
workBufferUpdate? | numberSets the work buffer update mode.
Splat data is rendered to a work buffer only when needed (e.g., when transforms change).
Can be:
- WORKBUFFER_UPDATE_AUTO: Update only when needed (default).
- WORKBUFFER_UPDATE_ONCE: Force update this frame, then switch to AUTO.
- WORKBUFFER_UPDATE_ALWAYS: Update every frame.
This is typically useful when using custom shader code via setWorkBufferModifier
that depends on external factors like time or animated uniforms.
Note: WORKBUFFER_UPDATE_ALWAYS has a performance impact as it re-renders
all splat data to the work buffer every frame. Where possible, consider using shader
customization on the gsplat material (`app.scene.gsplat.material`) which is applied
during final rendering without re-rendering the work buffer.
Gets the work buffer update mode. | - |
layers? | number[]Sets an array of layer IDs (Layer#id ) to which this gsplat should belong. Don't
push, pop, splice or modify this array. If you want to change it, set a new one instead.
Gets the array of layer IDs (Layer#id ) to which this gsplat belongs. | - |
asset? | number | AssetSets the gsplat asset for this gsplat component. Can also be an asset id.
Gets the gsplat asset id for this gsplat component. | - |
resource? | GSplatResourceBase | nullSets a GSplat resource directly (for procedural/container splats).
When set, this takes precedence over the asset property.
Gets the GSplat resource. Returns the directly set resource if available,
otherwise returns the resource from the assigned asset. | - |
system? | ComponentSystemThe ComponentSystem used to create this Component. | - |
entity? | EntityThe Entity that this Component is attached to. | - |
enabled? | booleanSets the enabled state of the component.
Gets the enabled state of the component. | - |