Gets the id of the pc-asset to use for the splat.
The asset ID.
Sets id of the pc-asset to use for the splat.
The asset ID.
Gets whether the splat casts shadows.
Whether the splat casts shadows.
Sets whether the splat casts shadows.
Whether the splat casts shadows.
The nearest ancestor <pc-app> element, or null if this element has no <pc-app>
ancestor. The search starts at the parent, so an element never resolves to itself.
The closest app element, or null.
The nearest ancestor element that fronts an entity — <pc-entity>, <pc-model> or
<pc-node> — or null if this element has no such ancestor. The search starts at the
parent, so an element never resolves to itself.
The closest entity-fronting element, or null.
Gets the underlying PlayCanvas gsplat component. null until the element is
ready — see ComponentElement.component.
The gsplat component, or null.
Gets the enabled state of the component.
The enabled state of the component.
Sets the enabled state of the component.
The enabled state of the component.
Gets the camera distance of the first LOD transition.
The LOD base distance.
Sets the camera distance of the first LOD transition, from LOD 0 to LOD 1. Parts of the
splat closer than this use the finest LOD, and each further level starts at
lodMultiplier times the previous distance. In world units, compensated for the
camera's field of view. How these distances combine with the scene-wide splat budget is set
by the gsplat-splat-budget-mode attribute of <pc-scene>. Clamped to a minimum of 0.1.
Defaults to 5. Only affects assets that contain LOD levels (e.g. .lod-meta.json).
The LOD base distance.
Gets the multiplier between successive LOD transition distances.
The LOD multiplier.
Sets the multiplier between successive LOD transition distances. Higher values keep finer
detail further from the camera, at a higher memory cost; lower values switch to coarser
levels sooner. Clamped to a minimum of 1.2. Defaults to 3. Only affects assets that contain
LOD levels (e.g. .lod-meta.json).
The LOD multiplier.
Gets the maximum allowed LOD index.
The maximum LOD index.
Sets the maximum allowed LOD index (inclusive). The LOD selected by distance is clamped so it
never goes coarser (higher index) than this value. The default of 99 effectively means "no
cap". Defaults to 99. Only affects assets that contain LOD levels (e.g. .lod-meta.json).
The maximum LOD index.
Gets the minimum allowed LOD index.
The minimum LOD index.
Sets the minimum allowed LOD index (inclusive). The LOD selected by distance is clamped so it
never goes finer (lower index) than this value. Raising it avoids downloading the highest
quality (largest) LOD files. Defaults to 0. Only affects assets that contain LOD levels (e.g.
.lod-meta.json).
The minimum LOD index.
Protected_Called when the element is fully initialized and ready. Subclasses should call this when
they're ready. Resolves the ready promise and dispatches a bubbling, composed ready
event. Signals at most once per readiness cycle: a repeat call before _resetReady
has re-armed the promise does nothing.
Protected_Returns the ready promise to its pending state. Subclasses should call this when the
resource their readiness announced is torn down (typically from disconnectedCallback),
so that a later re-initialization can signal readiness again. Does nothing while the
promise is still pending — an in-flight waiter carries over to the next readiness cycle
rather than being stranded on a promise nothing will ever resolve.
ProtectedgetReturns the data the component is created with. Overridden by subclasses to supply the
initial values of their cached properties. The element's enabled state is not among them:
the base class adds it when it creates the component.
The initial component data.
ProtectedinitConfigures the newly added component. Overridden by subclasses whose setup goes beyond the initial data — child-element handling, asset resolution and the like.
Returns a promise that resolves with this element when it's ready. This is the low-level primitive underlying whenReady, which is the recommended way to wait for elements.
Readiness tracks the element's current lifecycle: once a ready element is torn down (for example by removing it from the document), this returns a fresh promise that resolves when the element is next ready. A promise obtained earlier stays resolved — call this again after re-inserting an element rather than reusing a promise from before its removal.
A promise that resolves with this element when it's ready.
The GSplatComponentElement interface provides properties and methods for manipulating
<pc-gsplat>elements. The GSplatComponentElement interface also inherits the properties and methods of the HTMLElement interface.Engine component: GSplatComponent (
gsplat).