Use JSDoc for documenting SparkRenderer and SparkViewpoint options (#123)

This commit is contained in:
Noeri Huisman
2025-07-15 23:46:18 +02:00
committed by GitHub
parent 8abae953cc
commit c25dc354bc
2 changed files with 154 additions and 75 deletions
+73 -33
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@@ -29,53 +29,93 @@ import { withWorker } from "./splatWorker";
import { FreeList, withinCoorientDist } from "./utils";
export type SparkViewpointOptions = {
// Controls whether to auto-update its sort order whenever the SparkRenderer
// updates the Gsplats. If you expect to render/display from this viewpoint
// most frames, set this to true. (default: false)
/**
* Controls whether to auto-update its sort order whenever the SparkRenderer
* updates the Gsplats. If you expect to render/display from this viewpoint
* most frames, set this to true.
* @default false
*/
autoUpdate?: boolean;
// Set a THREE.Camera for this viewpoint to follow. (default: undefined)
/**
* Set a THREE.Camera for this viewpoint to follow.
* @default undefined
*/
camera?: THREE.Camera;
// Set an explicit view-to-world transformation matrix for this viewpoint (equivalent
// to camera.matrixWorld), overrides any camera setting. (default: undefined)
/**
* Set an explicit view-to-world transformation matrix for this viewpoint (equivalent
* to camera.matrixWorld), overrides any camera setting.
* @default undefined
*/
viewToWorld?: THREE.Matrix4;
// Configure viewpoint with an off-screen render target. (default: undefined)
/**
* Configure viewpoint with an off-screen render target.
* @default undefined
*/
target?: {
// Width of the render target in pixels.
/**
* Width of the render target in pixels.
*/
width: number;
// Height of the render target in pixels.
/**
* Height of the render target in pixels.
*/
height: number;
// If you want to be able to render a scene that depends on this target's
// output (for example, a recursive viewport), set this to true to enable
// double buffering. (default: false)
/**
* If you want to be able to render a scene that depends on this target's
* output (for example, a recursive viewport), set this to true to enable
* double buffering.
* @default false
*/
doubleBuffer?: boolean;
// Super-sampling factor for the render target. Values 1-4 are supported.
// Note that re-sampling back down to .width x .height is done on the CPU
// with simple averaging only when calling readTarget(). (default: 1)
/**
* Super-sampling factor for the render target. Values 1-4 are supported.
* Note that re-sampling back down to .width x .height is done on the CPU
* with simple averaging only when calling readTarget().
* @default 1
*/
superXY?: number;
};
// Callback function that is called when the render target texture is updated.
// Receives the texture as a parameter. Use this to update a viewport with
// the latest viewpoint render each frame. (default: undefined)
/**
* Callback function that is called when the render target texture is updated.
* Receives the texture as a parameter. Use this to update a viewport with
* the latest viewpoint render each frame.
* @default undefined
*/
onTextureUpdated?: (texture: THREE.Texture) => void;
// Whether to sort splats radially (geometric distance) from the viewpoint (true)
// or by Z-depth (false). Most scenes are trained with the Z-depth sort metric
// and will render more accurately at certain viewpoints. However, radial sorting
// is more stable under viewpoint rotations. (default: true)
/**
* Whether to sort splats radially (geometric distance) from the viewpoint (true)
* or by Z-depth (false). Most scenes are trained with the Z-depth sort metric
* and will render more accurately at certain viewpoints. However, radial sorting
* is more stable under viewpoint rotations.
* @default true
*/
sortRadial?: boolean;
// Distance threshold for re-sorting splats. If the viewpoint moves more than
// this distance, splats will be re-sorted. (default: 0.01 units)
/**
* Distance threshold for re-sorting splats. If the viewpoint moves more than
* this distance, splats will be re-sorted.
* @default 0.01 units
*/
sortDistance?: number;
// View direction dot product threshold for re-sorting splats. For
// sortRadial: true we use 0.99 while sortRadial: false uses 0.999 because it is
// more sensitive to view direction. (default: 0.99 if sortRadial else 0.999)
/**
* View direction dot product threshold for re-sorting splats. For
* sortRadial: true we use 0.99 while sortRadial: false uses 0.999 because it is
* more sensitive to view direction.
* @default 0.99 if sortRadial else 0.999
*/
sortCoorient?: boolean;
// Constant added to Z-depth to bias values into the positive range for
// sortRadial: false, but also used for culling Gsplats "well behind"
// the viewpoint origin (default: 1.0)
/**
* Constant added to Z-depth to bias values into the positive range for
* sortRadial: false, but also used for culling Gsplats "well behind"
* the viewpoint origin
* @default 1.0
*/
depthBias?: number;
// Set this to true if rendering a 360 to disable "behind the viewpoint"
// culling during sorting. This is set automatically when rendering 360 envMaps
// using the SparkRenderer.renderEnvMap() utility function. (default: false)
/**
* Set this to true if rendering a 360 to disable "behind the viewpoint"
* culling during sorting. This is set automatically when rendering 360 envMaps
* using the SparkRenderer.renderEnvMap() utility function.
* @default false
*/
sort360?: boolean;
};