@babylonjs/core 6.41.2 → 6.43.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/arcRotateCamera.js +7 -1
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Culling/ray.d.ts +2 -2
- package/Culling/ray.js +3 -2
- package/Culling/ray.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Maths/halton2DSequence.d.ts +47 -0
- package/Maths/halton2DSequence.js +80 -0
- package/Maths/halton2DSequence.js.map +1 -0
- package/Maths/index.d.ts +1 -0
- package/Maths/index.js +1 -0
- package/Maths/index.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/mesh.js +10 -0
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/trailMesh.js +24 -19
- package/Meshes/trailMesh.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +0 -1
- package/Physics/v2/Plugins/havokPlugin.js +3 -2
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsEngine.d.ts +1 -0
- package/Physics/v2/physicsEngine.js +1 -0
- package/Physics/v2/physicsEngine.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/index.d.ts +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.js +1 -0
- package/PostProcesses/RenderPipeline/Pipelines/index.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.d.ts +111 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js +303 -0
- package/PostProcesses/RenderPipeline/Pipelines/taaRenderingPipeline.js.map +1 -0
- package/Shaders/taa.fragment.d.ts +5 -0
- package/Shaders/taa.fragment.js +10 -0
- package/Shaders/taa.fragment.js.map +1 -0
- package/package.json +1 -1
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@@ -99,9 +99,9 @@ export class HeightToNormalBlock extends NodeMaterialBlock {
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`;
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const heightToNormal = `
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vec4 heightToNormal(in float height, in vec3 position, in vec3 tangent, in vec3 normal) {
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-
${startCode}
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${this.automaticNormalizationTangent ? "tangent = normalize(tangent);" : ""}
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${this.automaticNormalizationNormal ? "normal = normalize(normal);" : ""}
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${startCode}
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vec3 worlddX = dFdx(position);
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vec3 worlddY = dFdy(position);
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vec3 crossX = cross(normal, worlddX);
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@@ -1 +1 @@
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{ NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Block used to convert a height vector to a normal\r\n */\r\nexport class HeightToNormalBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new HeightToNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[3].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the output should be generated in world or tangent space.\r\n * Note that in tangent space the result is also scaled by 0.5 and offsetted by 0.5 so that it can directly be used as a PerturbNormal.normalMapColor input\r\n */\r\n @editableInPropertyPage(\"Generate in world space instead of tangent space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public generateInWorldSpace: boolean = false;\r\n\r\n /**\r\n * Defines that the worldNormal input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldNormal input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationNormal: boolean = true;\r\n\r\n /**\r\n * Defines that the worldTangent input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldTangent input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationTangent: boolean = true;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"HeightToNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n if (!this.generateInWorldSpace && !this.worldTangent.isConnected) {\r\n Logger.Error(`You must connect the 'worldTangent' input of the ${this.name} block!`);\r\n }\r\n\r\n const startCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n vec3 biTangent = cross(normal, tangent);\r\n mat3 TBN = mat3(tangent, biTangent, normal);\r\n `;\r\n\r\n const endCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n result = TBN * result;\r\n result = result * vec3(0.5) + vec3(0.5);\r\n `;\r\n\r\n const heightToNormal = `\r\n vec4 heightToNormal(in float height, in vec3 position, in vec3 tangent, in vec3 normal) {\r\n ${startCode}\r\n ${this.automaticNormalizationTangent ? \"tangent = normalize(tangent);\" : \"\"}\r\n ${this.automaticNormalizationNormal ? \"normal = normalize(normal);\" : \"\"}\r\n vec3 worlddX = dFdx(position);\r\n vec3 worlddY = dFdy(position);\r\n vec3 crossX = cross(normal, worlddX);\r\n vec3 crossY = cross(normal, worlddY);\r\n float d = abs(dot(crossY, worlddX));\r\n vec3 inToNormal = vec3(((((height + dFdx(height)) - height) * crossY) + (((height + dFdy(height)) - height) * crossX)) * sign(d));\r\n inToNormal.y *= -1.0;\r\n vec3 result = normalize((d * normal) - inToNormal);\r\n ${endCode}\r\n return vec4(result, 0.);\r\n }`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n state._emitFunction(\"heightToNormal\", heightToNormal, \"// heightToNormal\");\r\n state.compilationString +=\r\n this._declareOutput(output, state) +\r\n ` = heightToNormal(${this.input.associatedVariableName}, ${this.worldPosition.associatedVariableName}, ${\r\n this.worldTangent.isConnected ? this.worldTangent.associatedVariableName : \"vec3(0.)\"\r\n }.xyz, ${this.worldNormal.associatedVariableName});\\n`;\r\n\r\n if (this.xyz.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.xyz, state) + ` = ${this.output.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.generateInWorldSpace = ${this.generateInWorldSpace};\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationNormal = ${this.automaticNormalizationNormal};\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationTangent = ${this.automaticNormalizationTangent};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateInWorldSpace = this.generateInWorldSpace;\r\n serializationObject.automaticNormalizationNormal = this.automaticNormalizationNormal;\r\n serializationObject.automaticNormalizationTangent = this.automaticNormalizationTangent;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.generateInWorldSpace = serializationObject.generateInWorldSpace;\r\n this.automaticNormalizationNormal = serializationObject.automaticNormalizationNormal;\r\n this.automaticNormalizationTangent = serializationObject.automaticNormalizationTangent;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HeightToNormalBlock\", HeightToNormalBlock);\r\n"]}
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{"version":3,"file":"heightToNormalBlock.js","sourceRoot":"","sources":["../../../../../../../dev/core/src/Materials/Node/Blocks/Fragment/heightToNormalBlock.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,iBAAiB,EAAE,MAAM,yBAAyB,CAAC;AAC5D,OAAO,EAAE,qCAAqC,EAAE,MAAM,mDAAmD,CAAC;AAG1G,OAAO,EAAE,wBAAwB,EAAE,MAAM,sCAAsC,CAAC;AAChF,OAAO,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC3D,OAAO,EAAE,sBAAsB,EAAE,sBAAsB,EAAE,MAAM,sCAAsC,CAAC;AAEtG,OAAO,EAAE,MAAM,EAAE,mCAAyB;AAE1C;;GAEG;AACH,MAAM,OAAO,mBAAoB,SAAQ,iBAAiB;IACtD;;;OAGG;IACH,YAAmB,IAAY;QAC3B,KAAK,CAAC,IAAI,EAAE,wBAAwB,CAAC,QAAQ,CAAC,CAAC;QAcnD;;;WAGG;QAEI,yBAAoB,GAAY,KAAK,CAAC;QAE7C;;WAEG;QAEI,iCAA4B,GAAY,IAAI,CAAC;QAEpD;;WAEG;QAEI,kCAA6B,GAAY,IAAI,CAAC;QA7BjD,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,qCAAqC,CAAC,KAAK,CAAC,CAAC;QACzE,IAAI,CAAC,aAAa,CAAC,eAAe,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACnF,IAAI,CAAC,aAAa,CAAC,aAAa,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QACjF,IAAI,CAAC,aAAa,CAAC,cAAc,EAAE,qCAAqC,CAAC,UAAU,EAAE,IAAI,CAAC,CAAC;QAC3F,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAC7E,IAAI,CAAC,cAAc,CAAC,KAAK,EAAE,qCAAqC,CAAC,OAAO,CAAC,CAAC;QAE1E,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,0CAA0C,CACtD,qCAAqC,CAAC,MAAM,GAAG,qCAAqC,CAAC,OAAO,GAAG,qCAAqC,CAAC,OAAO,CAC/I,CAAC;IACN,CAAC;IAqBD;;;OAGG;IACI,YAAY;QACf,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,aAAa;QACpB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,GAAG;QACV,OAAO,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;IAC5B,CAAC;IAES,WAAW,CAAC,KAA6B;QAC/C,KAAK,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;QAEzB,MAAM,MAAM,GAAG,IAAI,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhC,IAAI,CAAC,IAAI,CAAC,oBAAoB,IAAI,CAAC,IAAI,CAAC,YAAY,CAAC,WAAW,EAAE;YAC9D,MAAM,CAAC,KAAK,CAAC,oDAAoD,IAAI,CAAC,IAAI,SAAS,CAAC,CAAC;SACxF;QAED,MAAM,SAAS,GAAG,IAAI,CAAC,oBAAoB;YACvC,CAAC,CAAC,EAAE;YACJ,CAAC,CAAC;;;aAGD,CAAC;QAEN,MAAM,OAAO,GAAG,IAAI,CAAC,oBAAoB;YACrC,CAAC,CAAC,EAAE;YACJ,CAAC,CAAC;;;aAGD,CAAC;QAEN,MAAM,cAAc,GAAG;;kBAEb,IAAI,CAAC,6BAA6B,CAAC,CAAC,CAAC,+BAA+B,CAAC,CAAC,CAAC,EAAE;kBACzE,IAAI,CAAC,4BAA4B,CAAC,CAAC,CAAC,6BAA6B,CAAC,CAAC,CAAC,EAAE;kBACtE,SAAS;;;;;;;;;kBAST,OAAO;;cAEX,CAAC;QAEP,KAAK,CAAC,cAAc,CAAC,aAAa,EAAE,iDAAiD,CAAC,CAAC;QACvF,KAAK,CAAC,aAAa,CAAC,gBAAgB,EAAE,cAAc,EAAE,mBAAmB,CAAC,CAAC;QAC3E,KAAK,CAAC,iBAAiB;YACnB,IAAI,CAAC,cAAc,CAAC,MAAM,EAAE,KAAK,CAAC;gBAClC,qBAAqB,IAAI,CAAC,KAAK,CAAC,sBAAsB,KAAK,IAAI,CAAC,aAAa,CAAC,sBAAsB,KAChG,IAAI,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC,CAAC,IAAI,CAAC,YAAY,CAAC,sBAAsB,CAAC,CAAC,CAAC,UAC/E,SAAS,IAAI,CAAC,WAAW,CAAC,sBAAsB,MAAM,CAAC;QAE3D,IAAI,IAAI,CAAC,GAAG,CAAC,YAAY,EAAE;YACvB,KAAK,CAAC,iBAAiB,IAAI,IAAI,CAAC,cAAc,CAAC,IAAI,CAAC,GAAG,EAAE,KAAK,CAAC,GAAG,MAAM,IAAI,CAAC,MAAM,CAAC,sBAAsB,SAAS,CAAC;SACvH;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,mBAAmB;QACzB,IAAI,UAAU,GAAG,KAAK,CAAC,mBAAmB,EAAE,CAAC;QAC7C,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,2BAA2B,IAAI,CAAC,oBAAoB,KAAK,CAAC;QACjG,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,mCAAmC,IAAI,CAAC,4BAA4B,KAAK,CAAC;QACjH,UAAU,IAAI,GAAG,IAAI,CAAC,iBAAiB,oCAAoC,IAAI,CAAC,6BAA6B,KAAK,CAAC;QAEnH,OAAO,UAAU,CAAC;IACtB,CAAC;IAEM,SAAS;QACZ,MAAM,mBAAmB,GAAG,KAAK,CAAC,SAAS,EAAE,CAAC;QAE9C,mBAAmB,CAAC,oBAAoB,GAAG,IAAI,CAAC,oBAAoB,CAAC;QACrE,mBAAmB,CAAC,4BAA4B,GAAG,IAAI,CAAC,4BAA4B,CAAC;QACrF,mBAAmB,CAAC,6BAA6B,GAAG,IAAI,CAAC,6BAA6B,CAAC;QAEvF,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAEM,YAAY,CAAC,mBAAwB,EAAE,KAAY,EAAE,OAAe;QACvE,KAAK,CAAC,YAAY,CAAC,mBAAmB,EAAE,KAAK,EAAE,OAAO,CAAC,CAAC;QAExD,IAAI,CAAC,oBAAoB,GAAG,mBAAmB,CAAC,oBAAoB,CAAC;QACrE,IAAI,CAAC,4BAA4B,GAAG,mBAAmB,CAAC,4BAA4B,CAAC;QACrF,IAAI,CAAC,6BAA6B,GAAG,mBAAmB,CAAC,6BAA6B,CAAC;IAC3F,CAAC;CACJ;AAjJU;IADN,sBAAsB,CAAC,kDAAkD,EAAE,sBAAsB,CAAC,OAAO,EAAE,YAAY,EAAE,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC;iEAC7G;AAMtC;IADN,sBAAsB,CAAC,+CAA+C,EAAE,sBAAsB,CAAC,OAAO,EAAE,YAAY,EAAE,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC;yEACnG;AAM7C;IADN,sBAAsB,CAAC,gDAAgD,EAAE,sBAAsB,CAAC,OAAO,EAAE,YAAY,EAAE,EAAE,SAAS,EAAE,EAAE,MAAM,EAAE,IAAI,EAAE,EAAE,CAAC;0EACnG;AAuIzD,aAAa,CAAC,6BAA6B,EAAE,mBAAmB,CAAC,CAAC","sourcesContent":["import { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport type { NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport type { NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\nimport { editableInPropertyPage, PropertyTypeForEdition } from \"../../../../Decorators/nodeDecorator\";\r\nimport type { Scene } from \"../../../../scene\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Block used to convert a height vector to a normal\r\n */\r\nexport class HeightToNormalBlock extends NodeMaterialBlock {\r\n /**\r\n * Creates a new HeightToNormalBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Fragment);\r\n\r\n this.registerInput(\"input\", NodeMaterialBlockConnectionPointTypes.Float);\r\n this.registerInput(\"worldPosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldNormal\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n this.registerInput(\"worldTangent\", NodeMaterialBlockConnectionPointTypes.AutoDetect, true);\r\n this.registerOutput(\"output\", NodeMaterialBlockConnectionPointTypes.Vector4);\r\n this.registerOutput(\"xyz\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n\r\n this._inputs[3].addExcludedConnectionPointFromAllowedTypes(\r\n NodeMaterialBlockConnectionPointTypes.Color3 | NodeMaterialBlockConnectionPointTypes.Vector3 | NodeMaterialBlockConnectionPointTypes.Vector4\r\n );\r\n }\r\n\r\n /**\r\n * Defines if the output should be generated in world or tangent space.\r\n * Note that in tangent space the result is also scaled by 0.5 and offsetted by 0.5 so that it can directly be used as a PerturbNormal.normalMapColor input\r\n */\r\n @editableInPropertyPage(\"Generate in world space instead of tangent space\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public generateInWorldSpace: boolean = false;\r\n\r\n /**\r\n * Defines that the worldNormal input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldNormal input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationNormal: boolean = true;\r\n\r\n /**\r\n * Defines that the worldTangent input will be normalized by the HeightToNormal block before being used\r\n */\r\n @editableInPropertyPage(\"Force normalization for the worldTangent input\", PropertyTypeForEdition.Boolean, \"PROPERTIES\", { notifiers: { update: true } })\r\n public automaticNormalizationTangent: boolean = true;\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public getClassName() {\r\n return \"HeightToNormalBlock\";\r\n }\r\n\r\n /**\r\n * Gets the input component\r\n */\r\n public get input(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the position component\r\n */\r\n public get worldPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the normal component\r\n */\r\n public get worldNormal(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the tangent component\r\n */\r\n public get worldTangent(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the output component\r\n */\r\n public get output(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the xyz component\r\n */\r\n public get xyz(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n protected _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n const output = this._outputs[0];\r\n\r\n if (!this.generateInWorldSpace && !this.worldTangent.isConnected) {\r\n Logger.Error(`You must connect the 'worldTangent' input of the ${this.name} block!`);\r\n }\r\n\r\n const startCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n vec3 biTangent = cross(normal, tangent);\r\n mat3 TBN = mat3(tangent, biTangent, normal);\r\n `;\r\n\r\n const endCode = this.generateInWorldSpace\r\n ? \"\"\r\n : `\r\n result = TBN * result;\r\n result = result * vec3(0.5) + vec3(0.5);\r\n `;\r\n\r\n const heightToNormal = `\r\n vec4 heightToNormal(in float height, in vec3 position, in vec3 tangent, in vec3 normal) {\r\n ${this.automaticNormalizationTangent ? \"tangent = normalize(tangent);\" : \"\"}\r\n ${this.automaticNormalizationNormal ? \"normal = normalize(normal);\" : \"\"}\r\n ${startCode}\r\n vec3 worlddX = dFdx(position);\r\n vec3 worlddY = dFdy(position);\r\n vec3 crossX = cross(normal, worlddX);\r\n vec3 crossY = cross(normal, worlddY);\r\n float d = abs(dot(crossY, worlddX));\r\n vec3 inToNormal = vec3(((((height + dFdx(height)) - height) * crossY) + (((height + dFdy(height)) - height) * crossX)) * sign(d));\r\n inToNormal.y *= -1.0;\r\n vec3 result = normalize((d * normal) - inToNormal);\r\n ${endCode}\r\n return vec4(result, 0.);\r\n }`;\r\n\r\n state._emitExtension(\"derivatives\", \"#extension GL_OES_standard_derivatives : enable\");\r\n state._emitFunction(\"heightToNormal\", heightToNormal, \"// heightToNormal\");\r\n state.compilationString +=\r\n this._declareOutput(output, state) +\r\n ` = heightToNormal(${this.input.associatedVariableName}, ${this.worldPosition.associatedVariableName}, ${\r\n this.worldTangent.isConnected ? this.worldTangent.associatedVariableName : \"vec3(0.)\"\r\n }.xyz, ${this.worldNormal.associatedVariableName});\\n`;\r\n\r\n if (this.xyz.hasEndpoints) {\r\n state.compilationString += this._declareOutput(this.xyz, state) + ` = ${this.output.associatedVariableName}.xyz;\\n`;\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _dumpPropertiesCode() {\r\n let codeString = super._dumpPropertiesCode();\r\n codeString += `${this._codeVariableName}.generateInWorldSpace = ${this.generateInWorldSpace};\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationNormal = ${this.automaticNormalizationNormal};\\n`;\r\n codeString += `${this._codeVariableName}.automaticNormalizationTangent = ${this.automaticNormalizationTangent};\\n`;\r\n\r\n return codeString;\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n\r\n serializationObject.generateInWorldSpace = this.generateInWorldSpace;\r\n serializationObject.automaticNormalizationNormal = this.automaticNormalizationNormal;\r\n serializationObject.automaticNormalizationTangent = this.automaticNormalizationTangent;\r\n\r\n return serializationObject;\r\n }\r\n\r\n public _deserialize(serializationObject: any, scene: Scene, rootUrl: string) {\r\n super._deserialize(serializationObject, scene, rootUrl);\r\n\r\n this.generateInWorldSpace = serializationObject.generateInWorldSpace;\r\n this.automaticNormalizationNormal = serializationObject.automaticNormalizationNormal;\r\n this.automaticNormalizationTangent = serializationObject.automaticNormalizationTangent;\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.HeightToNormalBlock\", HeightToNormalBlock);\r\n"]}
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/**
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* Class for generating 2D Halton sequences.
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* From https://observablehq.com/@jrus/halton
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*/
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export declare class Halton2DSequence {
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private _curIndex;
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private _sequence;
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private _numSamples;
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private _width;
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private _height;
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private _baseX;
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private _baseY;
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/**
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* The x coordinate of the current sample.
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*/
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readonly x = 0;
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/**
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* The y coordinate of the current sample.
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*/
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readonly y = 0;
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/**
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* Creates a new Halton2DSequence.
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* @param numSamples Number of samples in the sequence.
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* @param baseX The base for the x coordinate (default: 2).
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* @param baseY The base for the y coordinate (default: 3).
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* @param width Factor to scale the x coordinate by (default: 1). The scaling factor is 1/width.
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* @param height Factor to scale the y coordinate by (default: 1). The scaling factor is 1/height.
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*/
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constructor(numSamples: number, baseX?: number, baseY?: number, width?: number, height?: number);
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/**
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* Regenerates the sequence with a new number of samples.
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* @param numSamples Number of samples in the sequence.
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*/
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regenerate(numSamples: number): void;
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/**
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* Sets the dimensions of the sequence.
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* @param width Factor to scale the x coordinate by. The scaling factor is 1/width.
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* @param height Factor to scale the y coordinate by. The scaling factor is 1/height.
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*/
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setDimensions(width: number, height: number): void;
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/**
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* Advances to the next sample in the sequence.
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*/
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next(): void;
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private _generateSequence;
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private _halton;
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}
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/**
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* Class for generating 2D Halton sequences.
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* From https://observablehq.com/@jrus/halton
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*/
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export class Halton2DSequence {
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/**
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* Creates a new Halton2DSequence.
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* @param numSamples Number of samples in the sequence.
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* @param baseX The base for the x coordinate (default: 2).
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* @param baseY The base for the y coordinate (default: 3).
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* @param width Factor to scale the x coordinate by (default: 1). The scaling factor is 1/width.
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* @param height Factor to scale the y coordinate by (default: 1). The scaling factor is 1/height.
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*/
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constructor(numSamples, baseX = 2, baseY = 3, width = 1, height = 1) {
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this._curIndex = 0;
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this._sequence = [];
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this._numSamples = 0;
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/**
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* The x coordinate of the current sample.
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*/
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this.x = 0;
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/**
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* The y coordinate of the current sample.
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*/
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this.y = 0;
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this._width = width;
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this._height = height;
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this._baseX = baseX;
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this._baseY = baseY;
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this._generateSequence(numSamples);
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this.next();
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}
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/**
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* Regenerates the sequence with a new number of samples.
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* @param numSamples Number of samples in the sequence.
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*/
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regenerate(numSamples) {
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this._generateSequence(numSamples);
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this.next();
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}
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/**
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* Sets the dimensions of the sequence.
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* @param width Factor to scale the x coordinate by. The scaling factor is 1/width.
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* @param height Factor to scale the y coordinate by. The scaling factor is 1/height.
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*/
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setDimensions(width, height) {
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this._width = width;
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this._height = height;
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}
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/**
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* Advances to the next sample in the sequence.
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*/
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next() {
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this.x = this._sequence[this._curIndex] / this._width;
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this.y = this._sequence[this._curIndex + 1] / this._height;
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this._curIndex += 2;
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if (this._curIndex >= this._numSamples * 2) {
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this._curIndex = 0;
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}
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}
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_generateSequence(numSamples) {
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this._sequence = [];
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this._curIndex = 0;
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this._numSamples = numSamples;
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+
for (let i = 1; i <= numSamples; ++i) {
|
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66
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+
this._sequence.push(this._halton(i, this._baseX) - 0.5, this._halton(i, this._baseY) - 0.5);
|
|
67
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+
}
|
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+
}
|
|
69
|
+
_halton(index, base) {
|
|
70
|
+
let fraction = 1;
|
|
71
|
+
let result = 0;
|
|
72
|
+
while (index > 0) {
|
|
73
|
+
fraction /= base;
|
|
74
|
+
result += fraction * (index % base);
|
|
75
|
+
index = ~~(index / base); // floor division
|
|
76
|
+
}
|
|
77
|
+
return result;
|
|
78
|
+
}
|
|
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|
+
}
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|
+
//# sourceMappingURL=halton2DSequence.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"halton2DSequence.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/halton2DSequence.ts"],"names":[],"mappings":"AAAA;;;GAGG;AACH,MAAM,OAAO,gBAAgB;IAmBzB;;;;;;;OAOG;IACH,YAAY,UAAkB,EAAE,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,CAAC,EAAE,MAAM,GAAG,CAAC;QA1BnE,cAAS,GAAG,CAAC,CAAC;QACd,cAAS,GAAa,EAAE,CAAC;QACzB,gBAAW,GAAG,CAAC,CAAC;QAMxB;;WAEG;QACa,MAAC,GAAG,CAAC,CAAC;QAEtB;;WAEG;QACa,MAAC,GAAG,CAAC,CAAC;QAWlB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QAEpB,IAAI,CAAC,iBAAiB,CAAC,UAAU,CAAC,CAAC;QACnC,IAAI,CAAC,IAAI,EAAE,CAAC;IAChB,CAAC;IAED;;;OAGG;IACI,UAAU,CAAC,UAAkB;QAChC,IAAI,CAAC,iBAAiB,CAAC,UAAU,CAAC,CAAC;QACnC,IAAI,CAAC,IAAI,EAAE,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,aAAa,CAAC,KAAa,EAAE,MAAc;QAC9C,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;IAC1B,CAAC;IAED;;OAEG;IACI,IAAI;QACN,IAAI,CAAC,CAAY,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC;QACjE,IAAI,CAAC,CAAY,GAAG,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QAEvE,IAAI,CAAC,SAAS,IAAI,CAAC,CAAC;QAEpB,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE;YACxC,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;SACtB;IACL,CAAC;IAEO,iBAAiB,CAAC,UAAkB;QACxC,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QACpB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;QAE9B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,IAAI,UAAU,EAAE,EAAE,CAAC,EAAE;YAClC,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,EAAE,IAAI,CAAC,MAAM,CAAC,GAAG,GAAG,CAAC,CAAC;SAC/F;IACL,CAAC;IAEO,OAAO,CAAC,KAAa,EAAE,IAAY;QACvC,IAAI,QAAQ,GAAG,CAAC,CAAC;QACjB,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,OAAO,KAAK,GAAG,CAAC,EAAE;YACd,QAAQ,IAAI,IAAI,CAAC;YACjB,MAAM,IAAI,QAAQ,GAAG,CAAC,KAAK,GAAG,IAAI,CAAC,CAAC;YACpC,KAAK,GAAG,CAAC,CAAC,CAAC,KAAK,GAAG,IAAI,CAAC,CAAC,CAAC,iBAAiB;SAC9C;QACD,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["/**\r\n * Class for generating 2D Halton sequences.\r\n * From https://observablehq.com/@jrus/halton\r\n */\r\nexport class Halton2DSequence {\r\n private _curIndex = 0;\r\n private _sequence: number[] = [];\r\n private _numSamples = 0;\r\n private _width: number;\r\n private _height: number;\r\n private _baseX;\r\n private _baseY;\r\n\r\n /**\r\n * The x coordinate of the current sample.\r\n */\r\n public readonly x = 0;\r\n\r\n /**\r\n * The y coordinate of the current sample.\r\n */\r\n public readonly y = 0;\r\n\r\n /**\r\n * Creates a new Halton2DSequence.\r\n * @param numSamples Number of samples in the sequence.\r\n * @param baseX The base for the x coordinate (default: 2).\r\n * @param baseY The base for the y coordinate (default: 3).\r\n * @param width Factor to scale the x coordinate by (default: 1). The scaling factor is 1/width.\r\n * @param height Factor to scale the y coordinate by (default: 1). The scaling factor is 1/height.\r\n */\r\n constructor(numSamples: number, baseX = 2, baseY = 3, width = 1, height = 1) {\r\n this._width = width;\r\n this._height = height;\r\n this._baseX = baseX;\r\n this._baseY = baseY;\r\n\r\n this._generateSequence(numSamples);\r\n this.next();\r\n }\r\n\r\n /**\r\n * Regenerates the sequence with a new number of samples.\r\n * @param numSamples Number of samples in the sequence.\r\n */\r\n public regenerate(numSamples: number) {\r\n this._generateSequence(numSamples);\r\n this.next();\r\n }\r\n\r\n /**\r\n * Sets the dimensions of the sequence.\r\n * @param width Factor to scale the x coordinate by. The scaling factor is 1/width.\r\n * @param height Factor to scale the y coordinate by. The scaling factor is 1/height.\r\n */\r\n public setDimensions(width: number, height: number) {\r\n this._width = width;\r\n this._height = height;\r\n }\r\n\r\n /**\r\n * Advances to the next sample in the sequence.\r\n */\r\n public next() {\r\n (this.x as number) = this._sequence[this._curIndex] / this._width;\r\n (this.y as number) = this._sequence[this._curIndex + 1] / this._height;\r\n\r\n this._curIndex += 2;\r\n\r\n if (this._curIndex >= this._numSamples * 2) {\r\n this._curIndex = 0;\r\n }\r\n }\r\n\r\n private _generateSequence(numSamples: number) {\r\n this._sequence = [];\r\n this._curIndex = 0;\r\n this._numSamples = numSamples;\r\n\r\n for (let i = 1; i <= numSamples; ++i) {\r\n this._sequence.push(this._halton(i, this._baseX) - 0.5, this._halton(i, this._baseY) - 0.5);\r\n }\r\n }\r\n\r\n private _halton(index: number, base: number) {\r\n let fraction = 1;\r\n let result = 0;\r\n while (index > 0) {\r\n fraction /= base;\r\n result += fraction * (index % base);\r\n index = ~~(index / base); // floor division\r\n }\r\n return result;\r\n }\r\n}\r\n"]}
|
package/Maths/index.d.ts
CHANGED
package/Maths/index.js
CHANGED
package/Maths/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,QAAQ,CAAC;AACvB,cAAc,uBAAuB,CAAC","sourcesContent":["export * from \"./math.scalar\";\r\nexport * from \"./math.functions\";\r\nexport * from \"./math.polar\";\r\nexport * from \"./math\";\r\nexport * from \"./sphericalPolynomial\";\r\n"]}
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/core/src/Maths/index.ts"],"names":[],"mappings":"AAAA,cAAc,eAAe,CAAC;AAC9B,cAAc,kBAAkB,CAAC;AACjC,cAAc,cAAc,CAAC;AAC7B,cAAc,QAAQ,CAAC;AACvB,cAAc,uBAAuB,CAAC;AACtC,cAAc,oBAAoB,CAAC","sourcesContent":["export * from \"./math.scalar\";\r\nexport * from \"./math.functions\";\r\nexport * from \"./math.polar\";\r\nexport * from \"./math\";\r\nexport * from \"./sphericalPolynomial\";\r\nexport * from \"./halton2DSequence\";\r\n"]}
|
|
@@ -89,7 +89,7 @@ export class GaussianSplattingMesh extends Mesh {
|
|
|
89
89
|
*/
|
|
90
90
|
render(subMesh, enableAlphaMode, effectiveMeshReplacement) {
|
|
91
91
|
if (!this.material) {
|
|
92
|
-
this._material = new GaussianSplattingMaterial(name + "_material", this._scene);
|
|
92
|
+
this._material = new GaussianSplattingMaterial(this.name + "_material", this._scene);
|
|
93
93
|
this.material = this._material;
|
|
94
94
|
}
|
|
95
95
|
const frameId = this.getScene().getFrameId();
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Scene } from \"core/scene\";\r\nimport type { DeepImmutable, Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { SubMesh } from \"../subMesh\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Class used to render a gaussian splatting mesh\r\n */\r\nexport class GaussianSplattingMesh extends Mesh {\r\n private _vertexCount = 0;\r\n private _worker: Nullable<Worker> = null;\r\n private _frameIdLastUpdate = -1;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _material: Nullable<GaussianSplattingMaterial> = null;\r\n private _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _lastProj: DeepImmutable<Float32Array | number[]>;\r\n private _covariancesATexture: Nullable<BaseTexture> = null;\r\n private _covariancesBTexture: Nullable<BaseTexture> = null;\r\n private _centersTexture: Nullable<BaseTexture> = null;\r\n private _colorsTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets the covariancesA texture\r\n */\r\n public get covariancesATexture() {\r\n return this._covariancesATexture;\r\n }\r\n\r\n /**\r\n * Gets the covariancesB texture\r\n */\r\n public get covariancesBTexture() {\r\n return this._covariancesBTexture;\r\n }\r\n\r\n /**\r\n * Gets the centers texture\r\n */\r\n public get centersTexture() {\r\n return this._centersTexture;\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n public get colorsTexture() {\r\n return this._colorsTexture;\r\n }\r\n\r\n /**\r\n * Creates a new gaussian splatting mesh\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to load from (optional)\r\n * @param scene defines the hosting scene (optional)\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null) {\r\n super(name, scene);\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n vertexData.indices = [0, 1, 2, 0, 2, 3];\r\n vertexData.applyToMesh(this);\r\n\r\n this.subMeshes = [];\r\n new SubMesh(0, 0, 4, 0, 6, this);\r\n\r\n this.doNotSyncBoundingInfo = true;\r\n this.setEnabled(false);\r\n\r\n this._lastProj = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n if (url) {\r\n this.loadFileAsync(url);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GaussianSplattingMesh\";\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (splats) within the mesh\r\n * @returns the total number of vertices\r\n */\r\n public getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n if (!this.material) {\r\n this._material = new GaussianSplattingMaterial(name + \"_material\", this._scene);\r\n this.material = this._material;\r\n }\r\n\r\n const frameId = this.getScene().getFrameId();\r\n if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {\r\n this.getWorldMatrix().multiplyToRef(this._scene.activeCamera.getViewMatrix(), this._modelViewMatrix);\r\n\r\n const dot = this._lastProj[2] * this._modelViewMatrix.m[2] + this._lastProj[6] * this._modelViewMatrix.m[6] + this._lastProj[10] * this._modelViewMatrix.m[10];\r\n if (Math.abs(dot - 1) >= 0.01) {\r\n this._frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._lastProj = this._modelViewMatrix.m.slice(0);\r\n this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix }, [this._depthMix.buffer]);\r\n }\r\n }\r\n\r\n return super.render(subMesh, enableAlphaMode, effectiveMeshReplacement);\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n public static ConvertPLYToSplat(data: ArrayBuffer): ArrayBuffer {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n\r\n let rowOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n const properties: PlyProperty[] = [];\r\n const filtered = header\r\n .slice(0, headerEndIndex)\r\n .split(\"\\n\")\r\n .filter((k) => k.startsWith(\"property \"));\r\n for (const prop of filtered) {\r\n const [, type, name] = prop.split(\" \");\r\n properties.push({ name, type, offset: rowOffset });\r\n if (!offsets[type]) throw new Error(`Unsupported property type: ${type}`);\r\n rowOffset += offsets[type];\r\n }\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const SH_C0 = 0.28209479177387814;\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(rowLength * vertexCount);\r\n const q = new Quaternion();\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const position = new Float32Array(buffer, i * rowLength, 3);\r\n const scale = new Float32Array(buffer, i * rowLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);\r\n\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {\r\n const property = properties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(property.offset + i * rowOffset, true);\r\n break;\r\n default:\r\n throw new Error(`Unsupported property type: ${property.type}`);\r\n }\r\n\r\n switch (property.name) {\r\n case \"x\":\r\n position[0] = value;\r\n break;\r\n case \"y\":\r\n position[1] = value;\r\n break;\r\n case \"z\":\r\n position[2] = value;\r\n break;\r\n case \"scale_0\":\r\n scale[0] = Math.exp(value);\r\n break;\r\n case \"scale_1\":\r\n scale[1] = Math.exp(value);\r\n break;\r\n case \"scale_2\":\r\n scale[2] = Math.exp(value);\r\n break;\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"blue\":\r\n rgba[2] = value;\r\n break;\r\n case \"f_dc_0\":\r\n rgba[0] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_1\":\r\n rgba[1] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_2\":\r\n rgba[2] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_3\":\r\n rgba[3] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"opacity\":\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case \"rot_0\":\r\n r0 = value;\r\n break;\r\n case \"rot_1\":\r\n r1 = value;\r\n break;\r\n case \"rot_2\":\r\n r2 = value;\r\n break;\r\n case \"rot_3\":\r\n r3 = value;\r\n break;\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 128 + 128;\r\n rot[1] = q.x * 128 + 128;\r\n rot[2] = q.y * 128 + 128;\r\n rot[3] = q.z * 128 + 128;\r\n }\r\n\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return Promise.resolve(this._loadData(data));\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian or .ply Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n public loadFileAsync(url: string): Promise<void> {\r\n return Tools.LoadFileAsync(url, true).then((data) => {\r\n this._loadData(GaussianSplattingMesh.ConvertPLYToSplat(data));\r\n });\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n */\r\n public dispose(doNotRecurse?: boolean): void {\r\n this._covariancesATexture?.dispose();\r\n this._covariancesBTexture?.dispose();\r\n this._centersTexture?.dispose();\r\n this._colorsTexture?.dispose();\r\n\r\n this._covariancesATexture = null;\r\n this._covariancesBTexture = null;\r\n this._centersTexture = null;\r\n this._colorsTexture = null;\r\n\r\n this._material?.dispose(false, true);\r\n this._material = null;\r\n\r\n this._worker?.terminate();\r\n this._worker = null;\r\n\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n private static _CreateWorker = function (self: Worker) {\r\n let vertexCount = 0;\r\n let positions: Float32Array;\r\n let depthMix: BigInt64Array;\r\n let indices: Uint32Array;\r\n let floatMix: Float32Array;\r\n\r\n self.onmessage = (e: any) => {\r\n // updated on init\r\n if (e.data.positions) {\r\n positions = e.data.positions;\r\n vertexCount = e.data.vertexCount;\r\n }\r\n // udpate on view changed\r\n else {\r\n const viewProj = e.data.view;\r\n if (!positions || !viewProj) {\r\n // Sanity check, it shouldn't happen!\r\n throw new Error(\"positions or view is not defined!\");\r\n }\r\n\r\n depthMix = e.data.depthMix;\r\n indices = new Uint32Array(depthMix.buffer);\r\n floatMix = new Float32Array(depthMix.buffer);\r\n\r\n // Sort\r\n for (let j = 0; j < vertexCount; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 - (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]);\r\n }\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix }, [depthMix.buffer]);\r\n }\r\n };\r\n };\r\n\r\n private _loadData(data: ArrayBuffer): void {\r\n // Parse the data\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(uBuffer.buffer);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n this._vertexCount = vertexCount;\r\n\r\n const textureSize = this._getTextureSize(vertexCount);\r\n const textureLength = textureSize.x * textureSize.y;\r\n\r\n const positions = new Float32Array(3 * textureLength);\r\n const covA = new Float32Array(3 * textureLength);\r\n const covB = new Float32Array(3 * textureLength);\r\n\r\n const matrixRotation = TmpVectors.Matrix[0];\r\n const matrixScale = TmpVectors.Matrix[1];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = -fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n\r\n positions[3 * i + 0] = x;\r\n positions[3 * i + 1] = y;\r\n positions[3 * i + 2] = z;\r\n\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (uBuffer[32 * i + 28 + 1] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 2] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 3] - 128) / 128,\r\n -(uBuffer[32 * i + 28 + 0] - 128) / 128\r\n );\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(fBuffer[8 * i + 3 + 0] * 2, fBuffer[8 * i + 3 + 1] * 2, fBuffer[8 * i + 3 + 2] * 2, matrixScale);\r\n\r\n const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n }\r\n\r\n // Update the mesh\r\n const binfo = this.getBoundingInfo();\r\n binfo.reConstruct(minimum, maximum, this.getWorldMatrix());\r\n binfo.isLocked = true;\r\n\r\n this.forcedInstanceCount = this._vertexCount;\r\n this.setEnabled(true);\r\n\r\n const splatIndex = new Float32Array(this._vertexCount * 1);\r\n\r\n this.thinInstanceSetBuffer(\"splatIndex\", splatIndex, 1, false);\r\n\r\n // Update the material\r\n const createTextureFromData = (data: Float32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n };\r\n\r\n const convertRgbToRgba = (rgb: Float32Array) => {\r\n const count = rgb.length / 3;\r\n const rgba = new Float32Array(count * 4);\r\n for (let i = 0; i < count; ++i) {\r\n rgba[i * 4 + 0] = rgb[i * 3 + 0];\r\n rgba[i * 4 + 1] = rgb[i * 3 + 1];\r\n rgba[i * 4 + 2] = rgb[i * 3 + 2];\r\n rgba[i * 4 + 3] = 1.0;\r\n }\r\n return rgba;\r\n };\r\n\r\n const colorArray = new Float32Array(textureSize.x * textureSize.y * 4);\r\n for (let i = 0; i < this._vertexCount; ++i) {\r\n colorArray[i * 4 + 0] = uBuffer[32 * i + 24 + 0] / 255;\r\n colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1] / 255;\r\n colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2] / 255;\r\n colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3] / 255;\r\n }\r\n\r\n this._covariancesATexture = createTextureFromData(convertRgbToRgba(covA), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromData(convertRgbToRgba(covB), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._centersTexture = createTextureFromData(convertRgbToRgba(positions), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromData(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n\r\n // Start the worker thread\r\n this._worker?.terminate();\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplattingMesh._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n this._depthMix = new BigInt64Array(vertexCount);\r\n\r\n this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._worker.onmessage = (e) => {\r\n this._depthMix = e.data.depthMix;\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n for (let j = 0; j < this._vertexCount; j++) {\r\n splatIndex[j] = indexMix[2 * j];\r\n }\r\n this.thinInstanceBufferUpdated(\"splatIndex\");\r\n this._canPostToWorker = true;\r\n };\r\n }\r\n\r\n private _getTextureSize(length: number): Vector2 {\r\n const engine = this._scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n\r\n let height = 1;\r\n\r\n if (engine.webGLVersion === 1 && !engine.isWebGPU) {\r\n while (width * height < length) {\r\n height *= 2;\r\n }\r\n } else {\r\n height = Math.ceil(length / width);\r\n }\r\n\r\n if (height > width) {\r\n Logger.Error(\"GaussianSplatting texture size: (\" + width + \", \" + height + \"), maxTextureSize: \" + width);\r\n height = width;\r\n }\r\n\r\n return new Vector2(width, height);\r\n }\r\n}\r\n"]}
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+
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type { Scene } from \"core/scene\";\r\nimport type { DeepImmutable, Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { SubMesh } from \"../subMesh\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3, Quaternion } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Class used to render a gaussian splatting mesh\r\n */\r\nexport class GaussianSplattingMesh extends Mesh {\r\n private _vertexCount = 0;\r\n private _worker: Nullable<Worker> = null;\r\n private _frameIdLastUpdate = -1;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _material: Nullable<GaussianSplattingMaterial> = null;\r\n private _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _lastProj: DeepImmutable<Float32Array | number[]>;\r\n private _covariancesATexture: Nullable<BaseTexture> = null;\r\n private _covariancesBTexture: Nullable<BaseTexture> = null;\r\n private _centersTexture: Nullable<BaseTexture> = null;\r\n private _colorsTexture: Nullable<BaseTexture> = null;\r\n\r\n /**\r\n * Gets the covariancesA texture\r\n */\r\n public get covariancesATexture() {\r\n return this._covariancesATexture;\r\n }\r\n\r\n /**\r\n * Gets the covariancesB texture\r\n */\r\n public get covariancesBTexture() {\r\n return this._covariancesBTexture;\r\n }\r\n\r\n /**\r\n * Gets the centers texture\r\n */\r\n public get centersTexture() {\r\n return this._centersTexture;\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n public get colorsTexture() {\r\n return this._colorsTexture;\r\n }\r\n\r\n /**\r\n * Creates a new gaussian splatting mesh\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to load from (optional)\r\n * @param scene defines the hosting scene (optional)\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null) {\r\n super(name, scene);\r\n\r\n const vertexData = new VertexData();\r\n\r\n vertexData.positions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n vertexData.indices = [0, 1, 2, 0, 2, 3];\r\n vertexData.applyToMesh(this);\r\n\r\n this.subMeshes = [];\r\n new SubMesh(0, 0, 4, 0, 6, this);\r\n\r\n this.doNotSyncBoundingInfo = true;\r\n this.setEnabled(false);\r\n\r\n this._lastProj = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n if (url) {\r\n this.loadFileAsync(url);\r\n }\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public getClassName(): string {\r\n return \"GaussianSplattingMesh\";\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (splats) within the mesh\r\n * @returns the total number of vertices\r\n */\r\n public getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n if (!this.material) {\r\n this._material = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n this.material = this._material;\r\n }\r\n\r\n const frameId = this.getScene().getFrameId();\r\n if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {\r\n this.getWorldMatrix().multiplyToRef(this._scene.activeCamera.getViewMatrix(), this._modelViewMatrix);\r\n\r\n const dot = this._lastProj[2] * this._modelViewMatrix.m[2] + this._lastProj[6] * this._modelViewMatrix.m[6] + this._lastProj[10] * this._modelViewMatrix.m[10];\r\n if (Math.abs(dot - 1) >= 0.01) {\r\n this._frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._lastProj = this._modelViewMatrix.m.slice(0);\r\n this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix }, [this._depthMix.buffer]);\r\n }\r\n }\r\n\r\n return super.render(subMesh, enableAlphaMode, effectiveMeshReplacement);\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n public static ConvertPLYToSplat(data: ArrayBuffer): ArrayBuffer {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n\r\n let rowOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n const properties: PlyProperty[] = [];\r\n const filtered = header\r\n .slice(0, headerEndIndex)\r\n .split(\"\\n\")\r\n .filter((k) => k.startsWith(\"property \"));\r\n for (const prop of filtered) {\r\n const [, type, name] = prop.split(\" \");\r\n properties.push({ name, type, offset: rowOffset });\r\n if (!offsets[type]) throw new Error(`Unsupported property type: ${type}`);\r\n rowOffset += offsets[type];\r\n }\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const SH_C0 = 0.28209479177387814;\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(rowLength * vertexCount);\r\n const q = new Quaternion();\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const position = new Float32Array(buffer, i * rowLength, 3);\r\n const scale = new Float32Array(buffer, i * rowLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);\r\n\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {\r\n const property = properties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(property.offset + i * rowOffset, true);\r\n break;\r\n default:\r\n throw new Error(`Unsupported property type: ${property.type}`);\r\n }\r\n\r\n switch (property.name) {\r\n case \"x\":\r\n position[0] = value;\r\n break;\r\n case \"y\":\r\n position[1] = value;\r\n break;\r\n case \"z\":\r\n position[2] = value;\r\n break;\r\n case \"scale_0\":\r\n scale[0] = Math.exp(value);\r\n break;\r\n case \"scale_1\":\r\n scale[1] = Math.exp(value);\r\n break;\r\n case \"scale_2\":\r\n scale[2] = Math.exp(value);\r\n break;\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"blue\":\r\n rgba[2] = value;\r\n break;\r\n case \"f_dc_0\":\r\n rgba[0] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_1\":\r\n rgba[1] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_2\":\r\n rgba[2] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_3\":\r\n rgba[3] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"opacity\":\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case \"rot_0\":\r\n r0 = value;\r\n break;\r\n case \"rot_1\":\r\n r1 = value;\r\n break;\r\n case \"rot_2\":\r\n r2 = value;\r\n break;\r\n case \"rot_3\":\r\n r3 = value;\r\n break;\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 128 + 128;\r\n rot[1] = q.x * 128 + 128;\r\n rot[2] = q.y * 128 + 128;\r\n rot[3] = q.z * 128 + 128;\r\n }\r\n\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return Promise.resolve(this._loadData(data));\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian or .ply Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n public loadFileAsync(url: string): Promise<void> {\r\n return Tools.LoadFileAsync(url, true).then((data) => {\r\n this._loadData(GaussianSplattingMesh.ConvertPLYToSplat(data));\r\n });\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n */\r\n public dispose(doNotRecurse?: boolean): void {\r\n this._covariancesATexture?.dispose();\r\n this._covariancesBTexture?.dispose();\r\n this._centersTexture?.dispose();\r\n this._colorsTexture?.dispose();\r\n\r\n this._covariancesATexture = null;\r\n this._covariancesBTexture = null;\r\n this._centersTexture = null;\r\n this._colorsTexture = null;\r\n\r\n this._material?.dispose(false, true);\r\n this._material = null;\r\n\r\n this._worker?.terminate();\r\n this._worker = null;\r\n\r\n super.dispose(doNotRecurse);\r\n }\r\n\r\n private static _CreateWorker = function (self: Worker) {\r\n let vertexCount = 0;\r\n let positions: Float32Array;\r\n let depthMix: BigInt64Array;\r\n let indices: Uint32Array;\r\n let floatMix: Float32Array;\r\n\r\n self.onmessage = (e: any) => {\r\n // updated on init\r\n if (e.data.positions) {\r\n positions = e.data.positions;\r\n vertexCount = e.data.vertexCount;\r\n }\r\n // udpate on view changed\r\n else {\r\n const viewProj = e.data.view;\r\n if (!positions || !viewProj) {\r\n // Sanity check, it shouldn't happen!\r\n throw new Error(\"positions or view is not defined!\");\r\n }\r\n\r\n depthMix = e.data.depthMix;\r\n indices = new Uint32Array(depthMix.buffer);\r\n floatMix = new Float32Array(depthMix.buffer);\r\n\r\n // Sort\r\n for (let j = 0; j < vertexCount; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 - (viewProj[2] * positions[3 * j + 0] + viewProj[6] * positions[3 * j + 1] + viewProj[10] * positions[3 * j + 2]);\r\n }\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix }, [depthMix.buffer]);\r\n }\r\n };\r\n };\r\n\r\n private _loadData(data: ArrayBuffer): void {\r\n // Parse the data\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(uBuffer.buffer);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n this._vertexCount = vertexCount;\r\n\r\n const textureSize = this._getTextureSize(vertexCount);\r\n const textureLength = textureSize.x * textureSize.y;\r\n\r\n const positions = new Float32Array(3 * textureLength);\r\n const covA = new Float32Array(3 * textureLength);\r\n const covB = new Float32Array(3 * textureLength);\r\n\r\n const matrixRotation = TmpVectors.Matrix[0];\r\n const matrixScale = TmpVectors.Matrix[1];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = -fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n\r\n positions[3 * i + 0] = x;\r\n positions[3 * i + 1] = y;\r\n positions[3 * i + 2] = z;\r\n\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (uBuffer[32 * i + 28 + 1] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 2] - 128) / 128,\r\n (uBuffer[32 * i + 28 + 3] - 128) / 128,\r\n -(uBuffer[32 * i + 28 + 0] - 128) / 128\r\n );\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(fBuffer[8 * i + 3 + 0] * 2, fBuffer[8 * i + 3 + 1] * 2, fBuffer[8 * i + 3 + 2] * 2, matrixScale);\r\n\r\n const M = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n covA[i * 3 + 0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n covA[i * 3 + 1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n covA[i * 3 + 2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n covB[i * 3 + 0] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n covB[i * 3 + 1] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n covB[i * 3 + 2] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n }\r\n\r\n // Update the mesh\r\n const binfo = this.getBoundingInfo();\r\n binfo.reConstruct(minimum, maximum, this.getWorldMatrix());\r\n binfo.isLocked = true;\r\n\r\n this.forcedInstanceCount = this._vertexCount;\r\n this.setEnabled(true);\r\n\r\n const splatIndex = new Float32Array(this._vertexCount * 1);\r\n\r\n this.thinInstanceSetBuffer(\"splatIndex\", splatIndex, 1, false);\r\n\r\n // Update the material\r\n const createTextureFromData = (data: Float32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n };\r\n\r\n const convertRgbToRgba = (rgb: Float32Array) => {\r\n const count = rgb.length / 3;\r\n const rgba = new Float32Array(count * 4);\r\n for (let i = 0; i < count; ++i) {\r\n rgba[i * 4 + 0] = rgb[i * 3 + 0];\r\n rgba[i * 4 + 1] = rgb[i * 3 + 1];\r\n rgba[i * 4 + 2] = rgb[i * 3 + 2];\r\n rgba[i * 4 + 3] = 1.0;\r\n }\r\n return rgba;\r\n };\r\n\r\n const colorArray = new Float32Array(textureSize.x * textureSize.y * 4);\r\n for (let i = 0; i < this._vertexCount; ++i) {\r\n colorArray[i * 4 + 0] = uBuffer[32 * i + 24 + 0] / 255;\r\n colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1] / 255;\r\n colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2] / 255;\r\n colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3] / 255;\r\n }\r\n\r\n this._covariancesATexture = createTextureFromData(convertRgbToRgba(covA), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromData(convertRgbToRgba(covB), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._centersTexture = createTextureFromData(convertRgbToRgba(positions), textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromData(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n\r\n // Start the worker thread\r\n this._worker?.terminate();\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplattingMesh._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n this._depthMix = new BigInt64Array(vertexCount);\r\n\r\n this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._worker.onmessage = (e) => {\r\n this._depthMix = e.data.depthMix;\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n for (let j = 0; j < this._vertexCount; j++) {\r\n splatIndex[j] = indexMix[2 * j];\r\n }\r\n this.thinInstanceBufferUpdated(\"splatIndex\");\r\n this._canPostToWorker = true;\r\n };\r\n }\r\n\r\n private _getTextureSize(length: number): Vector2 {\r\n const engine = this._scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n\r\n let height = 1;\r\n\r\n if (engine.webGLVersion === 1 && !engine.isWebGPU) {\r\n while (width * height < length) {\r\n height *= 2;\r\n }\r\n } else {\r\n height = Math.ceil(length / width);\r\n }\r\n\r\n if (height > width) {\r\n Logger.Error(\"GaussianSplatting texture size: (\" + width + \", \" + height + \"), maxTextureSize: \" + width);\r\n height = width;\r\n }\r\n\r\n return new Vector2(width, height);\r\n }\r\n}\r\n"]}
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package/Meshes/mesh.js
CHANGED
|
@@ -2255,6 +2255,16 @@ export class Mesh extends AbstractMesh {
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|
|
2255
2255
|
}
|
|
2256
2256
|
this.setVerticesData(VertexBuffer.NormalKind, data, this.getVertexBuffer(VertexBuffer.NormalKind).isUpdatable());
|
|
2257
2257
|
}
|
|
2258
|
+
// Tangents
|
|
2259
|
+
if (this.isVerticesDataPresent(VertexBuffer.TangentKind)) {
|
|
2260
|
+
data = this.getVerticesData(VertexBuffer.TangentKind);
|
|
2261
|
+
for (index = 0; index < data.length; index += 4) {
|
|
2262
|
+
Vector3.TransformNormalFromFloatsToRef(data[index], data[index + 1], data[index + 2], transform, temp)
|
|
2263
|
+
.normalize()
|
|
2264
|
+
.toArray(data, index);
|
|
2265
|
+
}
|
|
2266
|
+
this.setVerticesData(VertexBuffer.TangentKind, data, this.getVertexBuffer(VertexBuffer.TangentKind).isUpdatable());
|
|
2267
|
+
}
|
|
2258
2268
|
// flip faces?
|
|
2259
2269
|
if (transform.determinant() < 0) {
|
|
2260
2270
|
this.flipFaces();
|