Package-level declarations
Types
GPU-resident container for a single Gaussian-splat 3D Tiles tile. Sealed TileContent variant parallel to MeshContent / PointCloudContent; the GPU buffer slots reflect what a Gaussian-splat renderer needs (positions, anisotropic scales, rotation quaternions, opacity, and either flat RGBA or view-dependent spherical harmonic coefficients).
Pluggable codec for Gaussian-splat 3D Tiles content. The engine has no built-in Gaussian-splat parser today — apps wire one in by setting earth.worldwind.layer.ogc3d.Ogc3dTilesLayer.gaussianLoader.
Codec-agnostic envelope for a parsed Gaussian-splat payload — what every GaussianLoader implementation returns regardless of the wire format it consumes (Niantic SPZ, SuperSplat .splat, Cesium's draft EXT_3DTILES_gaussian_splat glTF wrapper, or any future codec).
Mesh content descriptor for one tile (b3dm / i3dm / cmpt-of-meshes / raw glTF). Thin descriptors only — bulk data (VBOs, EBOs, textures, batch-id buffers) lives in RenderContext.renderResourceCache keyed by stable strings.
Per-glTF-primitive draw descriptor. Holds a single RR-cache key for the combined vertices+indices+batchIds buffer plus a separate texture key. Draw metadata only.
GPU-resident point cloud content for a single pnts tile. Single VBO with interleaved [posX, posY, posZ, colorR, colorG, colorB, colorA] (7 floats = 28 bytes per point). Color is normalized to 0, 1 floats at parse time to keep the shader path simple.
GPU-resident content for a single 3D Tiles tile. Sealed so the dispatcher + traverser can switch on payload type without an open-class hierarchy. Concrete subtypes are filled in by later phases: