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    Class GaussianSplattingVisual

    Allows displaying GaussianSplattingAsset and play its animation.

    Lens Scripting Version 243

    Hierarchy (View Summary)

    Index

    Properties

    activeFrame: number

    The current frame of the Gaussian Splat being rendered.

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    0
    

    The asset to be rendered.

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    null
    
    autoPlay: boolean

    Whether the visual automatically plays the GSAF sequence.

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    true
    
    enabled: boolean

    If disabled, the Component will stop enacting its behavior.

    true
    
    extentsTarget: ScreenTransform

    When a ScreenTransform is present on this SceneObject, and extentsTarget is a child of this SceneObject, extentsTarget will be repositioned to match the exact area this MeshVisual is being rendered. Very useful for Image and Text components.

    null
    
    fps: number

    Denotes how many key frames this visual is sampled at.

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    30
    
    horizontalAlignment: HorizontalAlignment

    When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode.

    HorizontalAlignment.Center
    
    isBeingDestroyed: boolean

    Returns true if this Component is currently being destroyed. Becomes true as soon as destruction begins via Component#destroy or destruction of its owning SceneObject, before any OnDestroyEvent callbacks fire.

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    if (!script.isBeingDestroyed) {
    // Component is still fully alive
    }
    isEnabledInHierarchy: boolean

    Returns true if this Component, its SceneObject, and all of that SceneObjects parents are enabled.

    mainMaterial: Material

    Returns the first Material.

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    null
    
    mainPass: Pass

    Returns the mainPass of the mainMaterial.

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    null
    
    mainPassOverrides: PassPropertyOverrides

    Overrides the mainPass on the material, without affecting other visuals referencing the same material.

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    materials: Material[]

    Get the array of materials used by the MaterialMeshVisual.

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    []
    
    meshShadowMode: MeshShadowMode

    None = 0, Caster = 1, Receiver = 2

    MeshShadowMode.None
    
    propertyOverrides: PropertyOverrides

    Overrides the property on the material, without affecting other visuals referencing the same material.

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    renderOrder: number

    The order in which the visual should be rendered.

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    0
    
    sceneObject: SceneObject

    The SceneObject this component is on.

    shadowColor: vec4

    Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material's base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.

    (1, 1, 1, 1)
    
    shadowDensity: number

    Density of shadows cast by this MeshVisual.

    1
    
    skipSorting: boolean

    Set to true to disable sorting of the splats for this visual. It is an optimization for special cases where sorting is not needed, e.g. rendering to a shadow map

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    false
    
    stretchMode: StretchMode

    When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.

    StretchMode.Stretch
    
    uniqueIdentifier: string

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    verticalAlignment: VerticalAlignment

    When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode.

    VerticalAlignment.Center
    

    Methods

    • Returns the number of Materials used for rendering.

      Returns number

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    • Returns true if the object matches or derives from the passed in type.

      Parameters

      • type: string

      Returns boolean

    • Returns whether the visual is currently playing.

      Returns boolean

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    • Range maximum of the local-space axis-aligned bounding box (AABB) of the visual.

      Returns vec3

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    • Range minimum of the local-space axis-aligned bounding box (AABB) of the visual.

      Returns vec3

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    • Pauses the visual.

      Returns void

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    • Plays the visual.

      Returns void

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    • Sets the order of this Visual in the render queue.

      Parameters

      • value: number

      Returns void

    • Projects screen positions from camera's view onto the mesh's UVs. If the MeshVisual's material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.

      Parameters

      Returns void

    • Range maximum of the world-space axis-aligned bounding box (AABB) of the visual.

      Returns vec3

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    • Range minimum of the world-space axis-aligned bounding box (AABB) of the visual.

      Returns vec3

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