@babylonjs/core 7.30.1 → 7.31.1

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Files changed (35) hide show
  1. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +8 -0
  2. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  3. package/Engines/WebGPU/webgpuConstants.d.ts +16 -2
  4. package/Engines/WebGPU/webgpuConstants.js +15 -0
  5. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  6. package/Engines/abstractEngine.js +2 -2
  7. package/Engines/abstractEngine.js.map +1 -1
  8. package/Engines/constants.d.ts +8 -0
  9. package/Engines/constants.js +8 -0
  10. package/Engines/constants.js.map +1 -1
  11. package/Engines/engine.d.ts +22 -6
  12. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +192 -24
  13. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  14. package/Meshes/abstractMesh.js +1 -0
  15. package/Meshes/abstractMesh.js.map +1 -1
  16. package/Meshes/csg2.d.ts +5 -0
  17. package/Meshes/csg2.js +17 -7
  18. package/Meshes/csg2.js.map +1 -1
  19. package/Meshes/transformNode.d.ts +5 -0
  20. package/Meshes/transformNode.js +12 -3
  21. package/Meshes/transformNode.js.map +1 -1
  22. package/Misc/snapshotRenderingHelper.d.ts +8 -0
  23. package/Misc/snapshotRenderingHelper.js +50 -8
  24. package/Misc/snapshotRenderingHelper.js.map +1 -1
  25. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js +5 -1
  26. package/Shaders/ShadersInclude/backgroundVertexDeclaration.js.map +1 -1
  27. package/Shaders/ShadersInclude/defaultVertexDeclaration.js +5 -1
  28. package/Shaders/ShadersInclude/defaultVertexDeclaration.js.map +1 -1
  29. package/Shaders/ShadersInclude/pbrVertexDeclaration.js +3 -0
  30. package/Shaders/ShadersInclude/pbrVertexDeclaration.js.map +1 -1
  31. package/Shaders/lod.fragment.js +1 -1
  32. package/Shaders/lod.fragment.js.map +1 -1
  33. package/Shaders/spriteMap.fragment.js +12 -13
  34. package/Shaders/spriteMap.fragment.js.map +1 -1
  35. package/package.json +1 -1
@@ -9,6 +9,7 @@ import { RawTexture } from "../../Materials/Textures/rawTexture.js";
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  import { Tools } from "../../Misc/tools.js";
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  import "../thinInstanceMesh.js";
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  import { ToHalfFloat } from "../../Misc/textureTools.js";
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+ import { Scalar } from "../../Maths/math.scalar.js";
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  /**
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  * Class used to render a gaussian splatting mesh
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  */
@@ -173,10 +174,17 @@ export class GaussianSplattingMesh extends Mesh {
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  const headerEnd = "end_header\n";
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  const headerEndIndex = header.indexOf(headerEnd);
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  if (headerEndIndex < 0 || !header) {
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+ // standard splat
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  return data;
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  }
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  const vertexCount = parseInt(/element vertex (\d+)\n/.exec(header)[1]);
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- let rowOffset = 0;
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+ const chunkElement = /element chunk (\d+)\n/.exec(header);
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+ let chunkCount = 0;
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+ if (chunkElement) {
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+ chunkCount = parseInt(chunkElement[1]);
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+ }
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+ let rowVertexOffset = 0;
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+ let rowChunkOffset = 0;
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  const offsets = {
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  double: 8,
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  int: 4,
@@ -185,51 +193,207 @@ export class GaussianSplattingMesh extends Mesh {
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  short: 2,
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  ushort: 2,
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  uchar: 1,
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+ list: 0,
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  };
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- const properties = [];
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- const filtered = header
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- .slice(0, headerEndIndex)
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- .split("\n")
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- .filter((k) => k.startsWith("property "));
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+ let ElementMode;
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+ (function (ElementMode) {
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+ ElementMode[ElementMode["Vertex"] = 0] = "Vertex";
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+ ElementMode[ElementMode["Chunk"] = 1] = "Chunk";
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+ })(ElementMode || (ElementMode = {}));
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+ let chunkMode = 1 /* ElementMode.Chunk */;
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+ const vertexProperties = [];
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+ const chunkProperties = [];
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+ const filtered = header.slice(0, headerEndIndex).split("\n");
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  for (const prop of filtered) {
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- const [, type, name] = prop.split(" ");
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- properties.push({ name, type, offset: rowOffset });
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- if (offsets[type]) {
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- rowOffset += offsets[type];
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+ if (prop.startsWith("property ")) {
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+ const [, type, name] = prop.split(" ");
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+ if (chunkMode == 1 /* ElementMode.Chunk */) {
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+ chunkProperties.push({ name, type, offset: rowChunkOffset });
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+ rowChunkOffset += offsets[type];
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+ }
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+ else if (chunkMode == 0 /* ElementMode.Vertex */) {
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+ vertexProperties.push({ name, type, offset: rowVertexOffset });
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+ rowVertexOffset += offsets[type];
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+ }
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+ if (!offsets[type]) {
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+ Logger.Warn(`Unsupported property type: ${type}.`);
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+ }
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  }
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- else {
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- Logger.Error(`Unsupported property type: ${type}. Are you sure it's a valid Gaussian Splatting file?`);
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- return new ArrayBuffer(0);
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+ else if (prop.startsWith("element ")) {
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+ const [, type] = prop.split(" ");
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+ if (type == "chunk") {
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+ chunkMode = 1 /* ElementMode.Chunk */;
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+ }
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+ else if (type == "vertex") {
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+ chunkMode = 0 /* ElementMode.Vertex */;
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+ }
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  }
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  }
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- const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
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+ const rowVertexLength = rowVertexOffset;
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+ const rowChunkLength = rowChunkOffset;
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+ const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // Vector3 position, Vector3 scale, 1 u8 quaternion, 1 color with alpha
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  const SH_C0 = 0.28209479177387814;
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+ let offset = 0;
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  const dataView = new DataView(data, headerEndIndex + headerEnd.length);
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- const buffer = new ArrayBuffer(rowLength * vertexCount);
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+ const buffer = new ArrayBuffer(rowOutputLength * vertexCount);
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  const q = new Quaternion();
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+ const temp3 = TmpVectors.Vector3[0];
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+ const unpackUnorm = (value, bits) => {
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+ const t = (1 << bits) - 1;
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+ return (value & t) / t;
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+ };
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+ const unpack111011 = (value, result) => {
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+ result.x = unpackUnorm(value >>> 21, 11);
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+ result.y = unpackUnorm(value >>> 11, 10);
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+ result.z = unpackUnorm(value, 11);
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+ };
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+ const unpack8888 = (value, result) => {
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+ result[0] = unpackUnorm(value >>> 24, 8) * 255;
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+ result[1] = unpackUnorm(value >>> 16, 8) * 255;
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+ result[2] = unpackUnorm(value >>> 8, 8) * 255;
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+ result[3] = unpackUnorm(value, 8) * 255;
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+ };
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+ // unpack quaternion with 2,10,10,10 format (largest element, 3x10bit element)
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+ const unpackRot = (value, result) => {
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+ const norm = 1.0 / (Math.sqrt(2) * 0.5);
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+ const a = (unpackUnorm(value >>> 20, 10) - 0.5) * norm;
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+ const b = (unpackUnorm(value >>> 10, 10) - 0.5) * norm;
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+ const c = (unpackUnorm(value, 10) - 0.5) * norm;
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+ const m = Math.sqrt(1.0 - (a * a + b * b + c * c));
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+ switch (value >>> 30) {
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+ case 0:
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+ result.set(m, a, b, c);
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+ break;
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+ case 1:
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+ result.set(a, m, b, c);
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+ break;
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+ case 2:
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+ result.set(a, b, m, c);
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+ break;
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+ case 3:
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+ result.set(a, b, c, m);
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+ break;
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+ }
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+ };
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+ const compressedChunks = new Array(chunkCount);
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+ for (let i = 0; i < chunkCount; i++) {
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+ const currentChunk = { min: new Vector3(), max: new Vector3(), minScale: new Vector3(), maxScale: new Vector3() };
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+ compressedChunks[i] = currentChunk;
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+ for (let propertyIndex = 0; propertyIndex < chunkProperties.length; propertyIndex++) {
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+ const property = chunkProperties[propertyIndex];
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+ let value;
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+ switch (property.type) {
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+ case "float":
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+ value = dataView.getFloat32(property.offset + offset, true);
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+ break;
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+ default:
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+ continue;
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+ }
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+ switch (property.name) {
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+ case "min_x":
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+ currentChunk.min.x = value;
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+ break;
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+ case "min_y":
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+ currentChunk.min.y = value;
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+ break;
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+ case "min_z":
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+ currentChunk.min.z = value;
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+ break;
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+ case "max_x":
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+ currentChunk.max.x = value;
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+ break;
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+ case "max_y":
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+ currentChunk.max.y = value;
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+ break;
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+ case "max_z":
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+ currentChunk.max.z = value;
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+ break;
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+ case "min_scale_x":
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+ currentChunk.minScale.x = value;
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+ break;
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+ case "min_scale_y":
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+ currentChunk.minScale.y = value;
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+ break;
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+ case "min_scale_z":
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+ currentChunk.minScale.z = value;
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+ break;
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+ case "max_scale_x":
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+ currentChunk.maxScale.x = value;
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+ break;
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+ case "max_scale_y":
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+ currentChunk.maxScale.y = value;
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+ break;
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+ case "max_scale_z":
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+ currentChunk.maxScale.z = value;
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+ break;
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+ }
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+ }
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+ offset += rowChunkLength;
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+ }
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  for (let i = 0; i < vertexCount; i++) {
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- const position = new Float32Array(buffer, i * rowLength, 3);
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- const scale = new Float32Array(buffer, i * rowLength + 12, 3);
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- const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);
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- const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);
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+ const position = new Float32Array(buffer, i * rowOutputLength, 3);
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+ const scale = new Float32Array(buffer, i * rowOutputLength + 12, 3);
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+ const rgba = new Uint8ClampedArray(buffer, i * rowOutputLength + 24, 4);
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+ const rot = new Uint8ClampedArray(buffer, i * rowOutputLength + 28, 4);
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+ const chunkIndex = i >> 8;
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  let r0 = 255;
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  let r1 = 0;
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  let r2 = 0;
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  let r3 = 0;
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- for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {
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- const property = properties[propertyIndex];
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+ for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {
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+ const property = vertexProperties[propertyIndex];
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  let value;
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  switch (property.type) {
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  case "float":
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- value = dataView.getFloat32(property.offset + i * rowOffset, true);
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+ value = dataView.getFloat32(offset + property.offset, true);
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  break;
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  case "int":
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- value = dataView.getInt32(property.offset + i * rowOffset, true);
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+ value = dataView.getInt32(offset + property.offset, true);
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+ break;
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+ case "uint":
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+ value = dataView.getUint32(offset + property.offset, true);
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+ break;
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+ case "double":
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+ value = dataView.getFloat64(offset + property.offset, true);
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+ break;
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+ case "uchar":
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+ value = dataView.getUint8(offset + property.offset);
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  break;
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  default:
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- throw new Error(`Unsupported property type: ${property.type}`);
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+ //throw new Error(`Unsupported property type: ${property.type}`);
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+ continue;
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  }
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  switch (property.name) {
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+ case "packed_position":
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+ {
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+ const compressedChunk = compressedChunks[chunkIndex];
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+ unpack111011(value, temp3);
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+ position[0] = Scalar.Lerp(compressedChunk.min.x, compressedChunk.max.x, temp3.x);
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+ position[1] = -Scalar.Lerp(compressedChunk.min.y, compressedChunk.max.y, temp3.y);
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+ position[2] = Scalar.Lerp(compressedChunk.min.z, compressedChunk.max.z, temp3.z);
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+ }
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+ break;
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+ case "packed_rotation":
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+ {
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+ unpackRot(value, q);
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+ r0 = q.w;
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+ r1 = q.z;
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+ r2 = q.y;
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+ r3 = q.x;
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+ }
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+ break;
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+ case "packed_scale":
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+ {
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+ const compressedChunk = compressedChunks[chunkIndex];
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+ unpack111011(value, temp3);
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+ scale[0] = Math.exp(Scalar.Lerp(compressedChunk.minScale.x, compressedChunk.maxScale.x, temp3.x));
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+ scale[1] = Math.exp(Scalar.Lerp(compressedChunk.minScale.y, compressedChunk.maxScale.y, temp3.y));
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+ scale[2] = Math.exp(Scalar.Lerp(compressedChunk.minScale.z, compressedChunk.maxScale.z, temp3.z));
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+ }
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+ break;
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+ case "packed_color":
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+ unpack8888(value, rgba);
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+ break;
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  case "x":
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  position[0] = value;
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  break;
@@ -248,12 +412,15 @@ export class GaussianSplattingMesh extends Mesh {
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  case "scale_2":
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  scale[2] = Math.exp(value);
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  break;
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+ case "diffuse_red":
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  case "red":
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  rgba[0] = value;
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  break;
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+ case "diffuse_green":
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  case "green":
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  rgba[1] = value;
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  break;
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+ case "diffuse_blue":
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  case "blue":
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  rgba[2] = value;
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  break;
@@ -292,6 +459,7 @@ export class GaussianSplattingMesh extends Mesh {
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  rot[1] = q.x * 128 + 128;
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  rot[2] = q.y * 128 + 128;
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  rot[3] = q.z * 128 + 128;
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+ offset += rowVertexLength;
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  }
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  return buffer;
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  }
@@ -1 +1 @@
1
- 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type { Scene } from \"core/scene\";\r\nimport type { 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 { Matrix, Quaternion, TmpVectors, Vector2, Vector3 } 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\nimport { Tools } from \"core/Misc/tools\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { ToHalfFloat } from \"core/Misc/textureTools\";\r\nimport type { Material } from \"core/Materials/material\";\r\n\r\ninterface DelayedTextureUpdate {\r\n covA: Uint16Array;\r\n covB: Uint16Array;\r\n colors: Uint8Array;\r\n centers: Float32Array;\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 _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _readyToDisplay = false;\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 private _splatPositions: Nullable<Float32Array> = null;\r\n private _splatIndex: Nullable<Float32Array> = null;\r\n //@ts-expect-error\r\n private _covariancesA: Nullable<Uint16Array> = null;\r\n //@ts-expect-error\r\n private _covariancesB: Nullable<Uint16Array> = null;\r\n //@ts-expect-error\r\n private _colors: Nullable<Uint8Array> = null;\r\n private readonly _keepInRam: boolean = false;\r\n\r\n private _delayedTextureUpdate: Nullable<DelayedTextureUpdate> = null;\r\n private _oldDirection = new Vector3();\r\n private _useRGBACovariants = false;\r\n private _material: Nullable<Material> = 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 * set rendering material\r\n */\r\n public override set material(value: Material) {\r\n this._material = value;\r\n this._material.backFaceCulling = true;\r\n this._material.cullBackFaces = false;\r\n }\r\n\r\n /**\r\n * get rendering material\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._material;\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 * @param keepInRam keep datas in ram for editing purpose\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null, keepInRam: boolean = false) {\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.setEnabled(false);\r\n // webGL2 and webGPU support for RG texture with float16 is fine. not webGL1\r\n this._useRGBACovariants = !this.getEngine().isWebGPU && this.getEngine().version === 1.0;\r\n\r\n this._keepInRam = keepInRam;\r\n if (url) {\r\n this.loadFileAsync(url);\r\n }\r\n this._material = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public override 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 override getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns true when ready\r\n */\r\n public override isReady(completeCheck = false): boolean {\r\n if (!super.isReady(completeCheck, true)) {\r\n return false;\r\n }\r\n\r\n if (!this._readyToDisplay) {\r\n // mesh is ready when worker has done at least 1 sorting\r\n this._postToWorker(true);\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n protected _postToWorker(forced = false): void {\r\n const frameId = this.getScene().getFrameId();\r\n if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {\r\n const cameraMatrix = this._scene.activeCamera.getViewMatrix();\r\n this.getWorldMatrix().multiplyToRef(cameraMatrix, this._modelViewMatrix);\r\n cameraMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n this.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], TmpVectors.Matrix[1]);\r\n Vector3.TransformNormalToRef(Vector3.Forward(this._scene.useRightHandedSystem), TmpVectors.Matrix[1], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].normalize();\r\n\r\n const dot = Vector3.Dot(TmpVectors.Vector3[2], this._oldDirection);\r\n if (forced || Math.abs(dot - 1) >= 0.01) {\r\n this._oldDirection.copyFrom(TmpVectors.Vector3[2]);\r\n this._frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix, useRightHandedSystem: this._scene.useRightHandedSystem }, [\r\n this._depthMix.buffer,\r\n ]);\r\n }\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 override render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n this._postToWorker();\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 * @deprecated Please use SceneLoader.ImportMeshAsync instead\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]) {\r\n rowOffset += offsets[type];\r\n } else {\r\n Logger.Error(`Unsupported property type: ${type}. Are you sure it's a valid Gaussian Splatting file?`);\r\n return new ArrayBuffer(0);\r\n }\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 * @deprecated Please use SceneLoader.ImportMeshAsync instead\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 override 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._worker?.terminate();\r\n this._worker = null;\r\n\r\n super.dispose(doNotRecurse, true);\r\n }\r\n\r\n private _copyTextures(source: GaussianSplattingMesh): void {\r\n this._covariancesATexture = source.covariancesATexture?.clone()!;\r\n this._covariancesBTexture = source.covariancesBTexture?.clone()!;\r\n this._centersTexture = source.centersTexture?.clone()!;\r\n this._colorsTexture = source.colorsTexture?.clone()!;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * @param name is a string, the name given to the new mesh\r\n * @returns a new Gaussian Splatting Mesh\r\n */\r\n public override clone(name: string = \"\"): GaussianSplattingMesh {\r\n const newGS = new GaussianSplattingMesh(name, undefined, this.getScene());\r\n newGS._copySource(this);\r\n newGS.makeGeometryUnique();\r\n newGS._vertexCount = this._vertexCount;\r\n newGS._copyTextures(this);\r\n newGS._modelViewMatrix = Matrix.Identity();\r\n newGS._splatPositions = this._splatPositions;\r\n newGS._readyToDisplay = false;\r\n newGS._instanciateWorker();\r\n\r\n const binfo = this.getBoundingInfo();\r\n newGS.getBoundingInfo().reConstruct(binfo.minimum, binfo.maximum, this.getWorldMatrix());\r\n\r\n newGS.forcedInstanceCount = newGS._vertexCount;\r\n newGS.setEnabled(true);\r\n return newGS;\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 let depthFactor = -1;\r\n if (e.data.useRightHandedSystem) {\r\n depthFactor = 1;\r\n }\r\n\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 + (viewProj[2] * positions[4 * j + 0] + viewProj[6] * positions[4 * j + 1] + viewProj[10] * positions[4 * j + 2]) * depthFactor;\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 /**\r\n * @experimental\r\n * Update data from GS (position, orientation, color, scaling)\r\n * @param data array that contain all the datas\r\n */\r\n public updateData(data: ArrayBuffer): void {\r\n if (!data.byteLength) {\r\n return;\r\n }\r\n\r\n // if a covariance texture is present, then it's not a creation but an update\r\n if (!this._covariancesATexture) {\r\n this._readyToDisplay = false;\r\n }\r\n\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 if (vertexCount != this._vertexCount) {\r\n this._updateSplatIndexBuffer(vertexCount);\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 this._splatPositions = new Float32Array(4 * textureLength);\r\n const covA = new Uint16Array(4 * textureLength);\r\n const covB = new Uint16Array((this._useRGBACovariants ? 4 : 2) * 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 const covariances = [0, 0, 0, 0, 0, 0];\r\n const covBSplatSize = this._useRGBACovariants ? 4 : 2;\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 this._splatPositions[4 * i + 0] = x;\r\n this._splatPositions[4 * i + 1] = y;\r\n this._splatPositions[4 * 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 covariances[0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n covariances[1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n covariances[2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n covariances[3] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n covariances[4] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n covariances[5] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n\r\n // normalize covA, covB\r\n let factor = -10000;\r\n for (let covIndex = 0; covIndex < 6; covIndex++) {\r\n factor = Math.max(factor, Math.abs(covariances[covIndex]));\r\n }\r\n\r\n this._splatPositions[4 * i + 3] = factor;\r\n const transform = factor;\r\n\r\n covA[i * 4 + 0] = ToHalfFloat(covariances[0] / transform);\r\n covA[i * 4 + 1] = ToHalfFloat(covariances[1] / transform);\r\n covA[i * 4 + 2] = ToHalfFloat(covariances[2] / transform);\r\n covA[i * 4 + 3] = ToHalfFloat(covariances[3] / transform);\r\n covB[i * covBSplatSize + 0] = ToHalfFloat(covariances[4] / transform);\r\n covB[i * covBSplatSize + 1] = ToHalfFloat(covariances[5] / transform);\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\r\n this.setEnabled(true);\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 createTextureFromDataU8 = (data: Uint8Array, 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_UNSIGNED_BYTE);\r\n };\r\n\r\n const createTextureFromDataF16 = (data: Uint16Array, 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_HALF_FLOAT);\r\n };\r\n\r\n const colorArray = new Uint8Array(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];\r\n colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1];\r\n colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2];\r\n colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3];\r\n }\r\n\r\n if (this._keepInRam) {\r\n this._covariancesA = covA;\r\n this._covariancesB = covB;\r\n this._colors = colorArray;\r\n }\r\n if (this._covariancesATexture) {\r\n this._delayedTextureUpdate = { covA: covA, covB: covB, colors: colorArray, centers: this._splatPositions };\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._vertexCount;\r\n this._worker!.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._postToWorker(true);\r\n } else {\r\n this._covariancesATexture = createTextureFromDataF16(covA, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromDataF16(\r\n covB,\r\n textureSize.x,\r\n textureSize.y,\r\n this._useRGBACovariants ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_RG\r\n );\r\n this._centersTexture = createTextureFromData(this._splatPositions, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromDataU8(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._instanciateWorker();\r\n }\r\n }\r\n\r\n private _loadData(data: ArrayBuffer): void {\r\n if (!data.byteLength) {\r\n return;\r\n }\r\n this.updateData(data);\r\n }\r\n\r\n // in case size is different\r\n private _updateSplatIndexBuffer(vertexCount: number): void {\r\n if (!this._splatIndex || vertexCount > this._splatIndex.length) {\r\n this._splatIndex = new Float32Array(vertexCount);\r\n\r\n this.thinInstanceSetBuffer(\"splatIndex\", this._splatIndex, 1, false);\r\n }\r\n this.forcedInstanceCount = vertexCount;\r\n }\r\n\r\n private _instanciateWorker(): void {\r\n if (!this._vertexCount) {\r\n return;\r\n }\r\n this._updateSplatIndexBuffer(this._vertexCount);\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(this._vertexCount);\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._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 if (this._splatIndex) {\r\n for (let j = 0; j < this._vertexCount; j++) {\r\n this._splatIndex[j] = indexMix[2 * j];\r\n }\r\n }\r\n if (this._delayedTextureUpdate) {\r\n const updateTextureFromData = (texture: BaseTexture, data: Float32Array, width: number, height: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, 0, width, height, 0, 0, false);\r\n };\r\n const updateTextureFromDataU8 = (texture: BaseTexture, data: Uint8Array, width: number, height: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, 0, width, height, 0, 0, false);\r\n };\r\n\r\n const updateTextureFromDataF16 = (texture: BaseTexture, data: Uint16Array, width: number, height: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, 0, width, height, 0, 0, false);\r\n };\r\n const textureSize = this._getTextureSize(vertexCount);\r\n updateTextureFromDataF16(this._covariancesATexture!, this._delayedTextureUpdate.covA, textureSize.x, textureSize.y);\r\n updateTextureFromDataF16(this._covariancesBTexture!, this._delayedTextureUpdate.covB, textureSize.x, textureSize.y);\r\n updateTextureFromData(this._centersTexture!, this._delayedTextureUpdate.centers, textureSize.x, textureSize.y);\r\n updateTextureFromDataU8(this._colorsTexture!, this._delayedTextureUpdate.colors, textureSize.x, textureSize.y);\r\n this._delayedTextureUpdate = null;\r\n }\r\n this.thinInstanceBufferUpdated(\"splatIndex\");\r\n this._canPostToWorker = true;\r\n this._readyToDisplay = 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.version === 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"]}
1
+ 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type { Scene } from \"core/scene\";\r\nimport type { 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 { Matrix, Quaternion, TmpVectors, Vector2, Vector3 } 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\nimport { Tools } from \"core/Misc/tools\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { ToHalfFloat } from \"core/Misc/textureTools\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\n\r\ninterface DelayedTextureUpdate {\r\n covA: Uint16Array;\r\n covB: Uint16Array;\r\n colors: Uint8Array;\r\n centers: Float32Array;\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 _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _readyToDisplay = false;\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 private _splatPositions: Nullable<Float32Array> = null;\r\n private _splatIndex: Nullable<Float32Array> = null;\r\n //@ts-expect-error\r\n private _covariancesA: Nullable<Uint16Array> = null;\r\n //@ts-expect-error\r\n private _covariancesB: Nullable<Uint16Array> = null;\r\n //@ts-expect-error\r\n private _colors: Nullable<Uint8Array> = null;\r\n private readonly _keepInRam: boolean = false;\r\n\r\n private _delayedTextureUpdate: Nullable<DelayedTextureUpdate> = null;\r\n private _oldDirection = new Vector3();\r\n private _useRGBACovariants = false;\r\n private _material: Nullable<Material> = 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 * set rendering material\r\n */\r\n public override set material(value: Material) {\r\n this._material = value;\r\n this._material.backFaceCulling = true;\r\n this._material.cullBackFaces = false;\r\n }\r\n\r\n /**\r\n * get rendering material\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._material;\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 * @param keepInRam keep datas in ram for editing purpose\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null, keepInRam: boolean = false) {\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.setEnabled(false);\r\n // webGL2 and webGPU support for RG texture with float16 is fine. not webGL1\r\n this._useRGBACovariants = !this.getEngine().isWebGPU && this.getEngine().version === 1.0;\r\n\r\n this._keepInRam = keepInRam;\r\n if (url) {\r\n this.loadFileAsync(url);\r\n }\r\n this._material = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public override 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 override getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns true when ready\r\n */\r\n public override isReady(completeCheck = false): boolean {\r\n if (!super.isReady(completeCheck, true)) {\r\n return false;\r\n }\r\n\r\n if (!this._readyToDisplay) {\r\n // mesh is ready when worker has done at least 1 sorting\r\n this._postToWorker(true);\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n protected _postToWorker(forced = false): void {\r\n const frameId = this.getScene().getFrameId();\r\n if (frameId !== this._frameIdLastUpdate && this._worker && this._scene.activeCamera && this._canPostToWorker) {\r\n const cameraMatrix = this._scene.activeCamera.getViewMatrix();\r\n this.getWorldMatrix().multiplyToRef(cameraMatrix, this._modelViewMatrix);\r\n cameraMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n this.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], TmpVectors.Matrix[1]);\r\n Vector3.TransformNormalToRef(Vector3.Forward(this._scene.useRightHandedSystem), TmpVectors.Matrix[1], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].normalize();\r\n\r\n const dot = Vector3.Dot(TmpVectors.Vector3[2], this._oldDirection);\r\n if (forced || Math.abs(dot - 1) >= 0.01) {\r\n this._oldDirection.copyFrom(TmpVectors.Vector3[2]);\r\n this._frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._worker.postMessage({ view: this._modelViewMatrix.m, depthMix: this._depthMix, useRightHandedSystem: this._scene.useRightHandedSystem }, [\r\n this._depthMix.buffer,\r\n ]);\r\n }\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 override render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n this._postToWorker();\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 * @deprecated Please use SceneLoader.ImportMeshAsync instead\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 // standard splat\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 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 list: 0,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n\r\n const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n }\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // Vector3 position, Vector3 scale, 1 u8 quaternion, 1 color with alpha\r\n const SH_C0 = 0.28209479177387814;\r\n let offset = 0;\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(rowOutputLength * vertexCount);\r\n const q = new Quaternion();\r\n const temp3 = TmpVectors.Vector3[0];\r\n\r\n const unpackUnorm = (value: number, bits: number) => {\r\n const t = (1 << bits) - 1;\r\n return (value & t) / t;\r\n };\r\n\r\n const unpack111011 = (value: number, result: Vector3) => {\r\n result.x = unpackUnorm(value >>> 21, 11);\r\n result.y = unpackUnorm(value >>> 11, 10);\r\n result.z = unpackUnorm(value, 11);\r\n };\r\n\r\n const unpack8888 = (value: number, result: Uint8ClampedArray) => {\r\n result[0] = unpackUnorm(value >>> 24, 8) * 255;\r\n result[1] = unpackUnorm(value >>> 16, 8) * 255;\r\n result[2] = unpackUnorm(value >>> 8, 8) * 255;\r\n result[3] = unpackUnorm(value, 8) * 255;\r\n };\r\n\r\n // unpack quaternion with 2,10,10,10 format (largest element, 3x10bit element)\r\n const unpackRot = (value: number, result: Quaternion) => {\r\n const norm = 1.0 / (Math.sqrt(2) * 0.5);\r\n const a = (unpackUnorm(value >>> 20, 10) - 0.5) * norm;\r\n const b = (unpackUnorm(value >>> 10, 10) - 0.5) * norm;\r\n const c = (unpackUnorm(value, 10) - 0.5) * norm;\r\n const m = Math.sqrt(1.0 - (a * a + b * b + c * c));\r\n\r\n switch (value >>> 30) {\r\n case 0:\r\n result.set(m, a, b, c);\r\n break;\r\n case 1:\r\n result.set(a, m, b, c);\r\n break;\r\n case 2:\r\n result.set(a, b, m, c);\r\n break;\r\n case 3:\r\n result.set(a, b, c, m);\r\n break;\r\n }\r\n };\r\n\r\n interface CompressedPLYChunk {\r\n min: Vector3;\r\n max: Vector3;\r\n minScale: Vector3;\r\n maxScale: Vector3;\r\n }\r\n const compressedChunks = new Array<CompressedPLYChunk>(chunkCount);\r\n for (let i = 0; i < chunkCount; i++) {\r\n const currentChunk = { min: new Vector3(), max: new Vector3(), minScale: new Vector3(), maxScale: new Vector3() };\r\n compressedChunks[i] = currentChunk;\r\n for (let propertyIndex = 0; propertyIndex < chunkProperties.length; propertyIndex++) {\r\n const property = chunkProperties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + offset, true);\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n switch (property.name) {\r\n case \"min_x\":\r\n currentChunk.min.x = value;\r\n break;\r\n case \"min_y\":\r\n currentChunk.min.y = value;\r\n break;\r\n case \"min_z\":\r\n currentChunk.min.z = value;\r\n break;\r\n case \"max_x\":\r\n currentChunk.max.x = value;\r\n break;\r\n case \"max_y\":\r\n currentChunk.max.y = value;\r\n break;\r\n case \"max_z\":\r\n currentChunk.max.z = value;\r\n break;\r\n case \"min_scale_x\":\r\n currentChunk.minScale.x = value;\r\n break;\r\n case \"min_scale_y\":\r\n currentChunk.minScale.y = value;\r\n break;\r\n case \"min_scale_z\":\r\n currentChunk.minScale.z = value;\r\n break;\r\n case \"max_scale_x\":\r\n currentChunk.maxScale.x = value;\r\n break;\r\n case \"max_scale_y\":\r\n currentChunk.maxScale.y = value;\r\n break;\r\n case \"max_scale_z\":\r\n currentChunk.maxScale.z = value;\r\n break;\r\n }\r\n }\r\n offset += rowChunkLength;\r\n }\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const position = new Float32Array(buffer, i * rowOutputLength, 3);\r\n const scale = new Float32Array(buffer, i * rowOutputLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, i * rowOutputLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, i * rowOutputLength + 28, 4);\r\n const chunkIndex = i >> 8;\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 < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(offset + property.offset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(offset + property.offset, true);\r\n break;\r\n case \"uint\":\r\n value = dataView.getUint32(offset + property.offset, true);\r\n break;\r\n case \"double\":\r\n value = dataView.getFloat64(offset + property.offset, true);\r\n break;\r\n case \"uchar\":\r\n value = dataView.getUint8(offset + property.offset);\r\n break;\r\n default:\r\n //throw new Error(`Unsupported property type: ${property.type}`);\r\n continue;\r\n }\r\n\r\n switch (property.name) {\r\n case \"packed_position\":\r\n {\r\n const compressedChunk = compressedChunks[chunkIndex];\r\n unpack111011(value, temp3);\r\n position[0] = Scalar.Lerp(compressedChunk.min.x, compressedChunk.max.x, temp3.x);\r\n position[1] = -Scalar.Lerp(compressedChunk.min.y, compressedChunk.max.y, temp3.y);\r\n position[2] = Scalar.Lerp(compressedChunk.min.z, compressedChunk.max.z, temp3.z);\r\n }\r\n break;\r\n case \"packed_rotation\":\r\n {\r\n unpackRot(value, q);\r\n r0 = q.w;\r\n r1 = q.z;\r\n r2 = q.y;\r\n r3 = q.x;\r\n }\r\n break;\r\n case \"packed_scale\":\r\n {\r\n const compressedChunk = compressedChunks[chunkIndex];\r\n unpack111011(value, temp3);\r\n scale[0] = Math.exp(Scalar.Lerp(compressedChunk.minScale.x, compressedChunk.maxScale.x, temp3.x));\r\n scale[1] = Math.exp(Scalar.Lerp(compressedChunk.minScale.y, compressedChunk.maxScale.y, temp3.y));\r\n scale[2] = Math.exp(Scalar.Lerp(compressedChunk.minScale.z, compressedChunk.maxScale.z, temp3.z));\r\n }\r\n break;\r\n case \"packed_color\":\r\n unpack8888(value, rgba);\r\n break;\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 \"diffuse_red\":\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"diffuse_green\":\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"diffuse_blue\":\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 offset += rowVertexLength;\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 * @deprecated Please use SceneLoader.ImportMeshAsync instead\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 override 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._worker?.terminate();\r\n this._worker = null;\r\n\r\n super.dispose(doNotRecurse, true);\r\n }\r\n\r\n private _copyTextures(source: GaussianSplattingMesh): void {\r\n this._covariancesATexture = source.covariancesATexture?.clone()!;\r\n this._covariancesBTexture = source.covariancesBTexture?.clone()!;\r\n this._centersTexture = source.centersTexture?.clone()!;\r\n this._colorsTexture = source.colorsTexture?.clone()!;\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * @param name is a string, the name given to the new mesh\r\n * @returns a new Gaussian Splatting Mesh\r\n */\r\n public override clone(name: string = \"\"): GaussianSplattingMesh {\r\n const newGS = new GaussianSplattingMesh(name, undefined, this.getScene());\r\n newGS._copySource(this);\r\n newGS.makeGeometryUnique();\r\n newGS._vertexCount = this._vertexCount;\r\n newGS._copyTextures(this);\r\n newGS._modelViewMatrix = Matrix.Identity();\r\n newGS._splatPositions = this._splatPositions;\r\n newGS._readyToDisplay = false;\r\n newGS._instanciateWorker();\r\n\r\n const binfo = this.getBoundingInfo();\r\n newGS.getBoundingInfo().reConstruct(binfo.minimum, binfo.maximum, this.getWorldMatrix());\r\n\r\n newGS.forcedInstanceCount = newGS._vertexCount;\r\n newGS.setEnabled(true);\r\n return newGS;\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 let depthFactor = -1;\r\n if (e.data.useRightHandedSystem) {\r\n depthFactor = 1;\r\n }\r\n\r\n for (let j = 0; j < vertexCount; j++) {\r\n floatMix[2 * j + 1] = 10000 + (viewProj[2] * positions[4 * j + 0] + viewProj[6] * positions[4 * j + 1] + viewProj[10] * positions[4 * j + 2]) * depthFactor;\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 /**\r\n * @experimental\r\n * Update data from GS (position, orientation, color, scaling)\r\n * @param data array that contain all the datas\r\n */\r\n public updateData(data: ArrayBuffer): void {\r\n if (!data.byteLength) {\r\n return;\r\n }\r\n\r\n // if a covariance texture is present, then it's not a creation but an update\r\n if (!this._covariancesATexture) {\r\n this._readyToDisplay = false;\r\n }\r\n\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 if (vertexCount != this._vertexCount) {\r\n this._updateSplatIndexBuffer(vertexCount);\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 this._splatPositions = new Float32Array(4 * textureLength);\r\n const covA = new Uint16Array(4 * textureLength);\r\n const covB = new Uint16Array((this._useRGBACovariants ? 4 : 2) * 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 const covariances = [0, 0, 0, 0, 0, 0];\r\n const covBSplatSize = this._useRGBACovariants ? 4 : 2;\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 this._splatPositions[4 * i + 0] = x;\r\n this._splatPositions[4 * i + 1] = y;\r\n this._splatPositions[4 * 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 covariances[0] = M[0] * M[0] + M[1] * M[1] + M[2] * M[2];\r\n covariances[1] = M[0] * M[4] + M[1] * M[5] + M[2] * M[6];\r\n covariances[2] = M[0] * M[8] + M[1] * M[9] + M[2] * M[10];\r\n covariances[3] = M[4] * M[4] + M[5] * M[5] + M[6] * M[6];\r\n covariances[4] = M[4] * M[8] + M[5] * M[9] + M[6] * M[10];\r\n covariances[5] = M[8] * M[8] + M[9] * M[9] + M[10] * M[10];\r\n\r\n // normalize covA, covB\r\n let factor = -10000;\r\n for (let covIndex = 0; covIndex < 6; covIndex++) {\r\n factor = Math.max(factor, Math.abs(covariances[covIndex]));\r\n }\r\n\r\n this._splatPositions[4 * i + 3] = factor;\r\n const transform = factor;\r\n\r\n covA[i * 4 + 0] = ToHalfFloat(covariances[0] / transform);\r\n covA[i * 4 + 1] = ToHalfFloat(covariances[1] / transform);\r\n covA[i * 4 + 2] = ToHalfFloat(covariances[2] / transform);\r\n covA[i * 4 + 3] = ToHalfFloat(covariances[3] / transform);\r\n covB[i * covBSplatSize + 0] = ToHalfFloat(covariances[4] / transform);\r\n covB[i * covBSplatSize + 1] = ToHalfFloat(covariances[5] / transform);\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\r\n this.setEnabled(true);\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 createTextureFromDataU8 = (data: Uint8Array, 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_UNSIGNED_BYTE);\r\n };\r\n\r\n const createTextureFromDataF16 = (data: Uint16Array, 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_HALF_FLOAT);\r\n };\r\n\r\n const colorArray = new Uint8Array(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];\r\n colorArray[i * 4 + 1] = uBuffer[32 * i + 24 + 1];\r\n colorArray[i * 4 + 2] = uBuffer[32 * i + 24 + 2];\r\n colorArray[i * 4 + 3] = uBuffer[32 * i + 24 + 3];\r\n }\r\n\r\n if (this._keepInRam) {\r\n this._covariancesA = covA;\r\n this._covariancesB = covB;\r\n this._colors = colorArray;\r\n }\r\n if (this._covariancesATexture) {\r\n this._delayedTextureUpdate = { covA: covA, covB: covB, colors: colorArray, centers: this._splatPositions };\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._vertexCount;\r\n this._worker!.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._postToWorker(true);\r\n } else {\r\n this._covariancesATexture = createTextureFromDataF16(covA, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromDataF16(\r\n covB,\r\n textureSize.x,\r\n textureSize.y,\r\n this._useRGBACovariants ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_RG\r\n );\r\n this._centersTexture = createTextureFromData(this._splatPositions, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromDataU8(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._instanciateWorker();\r\n }\r\n }\r\n\r\n private _loadData(data: ArrayBuffer): void {\r\n if (!data.byteLength) {\r\n return;\r\n }\r\n this.updateData(data);\r\n }\r\n\r\n // in case size is different\r\n private _updateSplatIndexBuffer(vertexCount: number): void {\r\n if (!this._splatIndex || vertexCount > this._splatIndex.length) {\r\n this._splatIndex = new Float32Array(vertexCount);\r\n\r\n this.thinInstanceSetBuffer(\"splatIndex\", this._splatIndex, 1, false);\r\n }\r\n this.forcedInstanceCount = vertexCount;\r\n }\r\n\r\n private _instanciateWorker(): void {\r\n if (!this._vertexCount) {\r\n return;\r\n }\r\n this._updateSplatIndexBuffer(this._vertexCount);\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(this._vertexCount);\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._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 if (this._splatIndex) {\r\n for (let j = 0; j < this._vertexCount; j++) {\r\n this._splatIndex[j] = indexMix[2 * j];\r\n }\r\n }\r\n if (this._delayedTextureUpdate) {\r\n const updateTextureFromData = (texture: BaseTexture, data: Float32Array, width: number, height: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, 0, width, height, 0, 0, false);\r\n };\r\n const updateTextureFromDataU8 = (texture: BaseTexture, data: Uint8Array, width: number, height: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, 0, width, height, 0, 0, false);\r\n };\r\n\r\n const updateTextureFromDataF16 = (texture: BaseTexture, data: Uint16Array, width: number, height: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, 0, width, height, 0, 0, false);\r\n };\r\n const textureSize = this._getTextureSize(vertexCount);\r\n updateTextureFromDataF16(this._covariancesATexture!, this._delayedTextureUpdate.covA, textureSize.x, textureSize.y);\r\n updateTextureFromDataF16(this._covariancesBTexture!, this._delayedTextureUpdate.covB, textureSize.x, textureSize.y);\r\n updateTextureFromData(this._centersTexture!, this._delayedTextureUpdate.centers, textureSize.x, textureSize.y);\r\n updateTextureFromDataU8(this._colorsTexture!, this._delayedTextureUpdate.colors, textureSize.x, textureSize.y);\r\n this._delayedTextureUpdate = null;\r\n }\r\n this.thinInstanceBufferUpdated(\"splatIndex\");\r\n this._canPostToWorker = true;\r\n this._readyToDisplay = 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.version === 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"]}
@@ -962,6 +962,7 @@ export class AbstractMesh extends TransformNode {
962
962
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
963
963
  markAsDirty(property) {
964
964
  this._currentRenderId = Number.MAX_VALUE;
965
+ super.markAsDirty(property);
965
966
  this._isDirty = true;
966
967
  return this;
967
968
  }