@babylonjs/core 7.37.0 → 7.37.2
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/Buffers/buffer.d.ts +3 -1
- package/Buffers/buffer.js +20 -122
- package/Buffers/buffer.js.map +1 -1
- package/Buffers/bufferUtils.d.ts +32 -1
- package/Buffers/bufferUtils.js +221 -10
- package/Buffers/bufferUtils.js.map +1 -1
- package/Cameras/arcRotateCamera.d.ts +3 -1
- package/Cameras/arcRotateCamera.js +14 -3
- package/Cameras/arcRotateCamera.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.js +0 -4
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.js +2 -2
- package/Engines/thinEngine.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +1 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.d.ts +2 -0
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js +3 -1
- package/FrameGraph/Node/nodeRenderGraphBlockConnectionPoint.js.map +1 -1
- package/Inputs/scene.inputManager.js +2 -0
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Lights/IES/iesLoader.d.ts +19 -0
- package/Lights/IES/iesLoader.js +150 -0
- package/Lights/IES/iesLoader.js.map +1 -0
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +12 -2
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.d.ts +5 -0
- package/Materials/GreasedLine/greasedLineMaterialInterfaces.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterial.d.ts +21 -5
- package/Materials/GreasedLine/greasedLinePluginMaterial.js +52 -176
- package/Materials/GreasedLine/greasedLinePluginMaterial.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.d.ts +11 -0
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +158 -0
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -0
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.d.ts +11 -0
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js +177 -0
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersWGSL.js.map +1 -0
- package/Materials/GreasedLine/greasedLineSimpleMaterial.d.ts +4 -2
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js +45 -25
- package/Materials/GreasedLine/greasedLineSimpleMaterial.js.map +1 -1
- package/Materials/Node/Blocks/PBR/reflectionBlock.js +6 -0
- package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
- package/Materials/Node/Blocks/index.d.ts +1 -0
- package/Materials/Node/Blocks/index.js +1 -0
- package/Materials/Node/Blocks/index.js.map +1 -1
- package/Materials/Node/Blocks/matrixSplitterBlock.d.ts +56 -0
- package/Materials/Node/Blocks/matrixSplitterBlock.js +130 -0
- package/Materials/Node/Blocks/matrixSplitterBlock.js.map +1 -0
- package/Materials/Node/nodeMaterialBlock.js +1 -0
- package/Materials/Node/nodeMaterialBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.d.ts +2 -0
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js +4 -1
- package/Materials/Node/nodeMaterialBlockConnectionPoint.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
- package/Materials/PBR/pbrBaseMaterial.js +12 -0
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Loaders/iesTextureLoader.d.ts +23 -0
- package/Materials/Textures/Loaders/iesTextureLoader.js +40 -0
- package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -0
- package/Materials/Textures/Loaders/index.d.ts +1 -0
- package/Materials/Textures/Loaders/index.js +1 -0
- package/Materials/Textures/Loaders/index.js.map +1 -1
- package/Materials/Textures/Loaders/textureLoaderManager.js +3 -0
- package/Materials/Textures/Loaders/textureLoaderManager.js.map +1 -1
- package/Materials/effectRenderer.js +1 -1
- package/Materials/effectRenderer.js.map +1 -1
- package/Materials/index.d.ts +4 -0
- package/Materials/index.js +5 -0
- package/Materials/index.js.map +1 -1
- package/Maths/math.scalar.d.ts +0 -1
- package/Maths/math.scalar.js +1 -2
- package/Maths/math.scalar.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.js +2 -2
- package/Meshes/Builders/greasedLineBuilder.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +15 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +68 -20
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/Node/Blocks/geometryInputBlock.d.ts +4 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js +8 -0
- package/Meshes/Node/Blocks/geometryInputBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlock.js +1 -0
- package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.d.ts +2 -0
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js +3 -1
- package/Meshes/Node/nodeGeometryBlockConnectionPoint.js.map +1 -1
- package/Meshes/abstractMesh.hotSpot.d.ts +8 -1
- package/Meshes/abstractMesh.hotSpot.js +17 -0
- package/Meshes/abstractMesh.hotSpot.js.map +1 -1
- package/Meshes/linesMesh.js +1 -1
- package/Meshes/linesMesh.js.map +1 -1
- package/Misc/deepMerger.d.ts +6 -0
- package/Misc/deepMerger.js +26 -0
- package/Misc/deepMerger.js.map +1 -0
- package/Misc/index.d.ts +1 -0
- package/Misc/index.js +1 -0
- package/Misc/index.js.map +1 -1
- package/Misc/virtualJoystick.js +2 -0
- package/Misc/virtualJoystick.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +3 -23
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +30 -67
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.d.ts +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +8 -4
- package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
- package/Rendering/boundingBoxRenderer.d.ts +63 -1
- package/Rendering/boundingBoxRenderer.js +224 -3
- package/Rendering/boundingBoxRenderer.js.map +1 -1
- package/Rendering/edgesRenderer.js +4 -1
- package/Rendering/edgesRenderer.js.map +1 -1
- package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.d.ts → iblCdfGenerator.d.ts} +15 -12
- package/Rendering/{IBLShadows/iblShadowsImportanceSamplingRenderer.js → iblCdfGenerator.js} +37 -27
- package/Rendering/iblCdfGenerator.js.map +1 -0
- package/Rendering/iblCdfGeneratorSceneComponent.d.ts +59 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js +83 -0
- package/Rendering/iblCdfGeneratorSceneComponent.js.map +1 -0
- package/Rendering/index.d.ts +12 -10
- package/Rendering/index.js +12 -10
- package/Rendering/index.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +72 -2
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js +29 -4
- package/Shaders/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js +9 -1
- package/Shaders/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js +9 -1
- package/Shaders/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
- package/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/Shaders/boundingBoxRenderer.vertex.js +7 -0
- package/Shaders/boundingBoxRenderer.vertex.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +16 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/{iblShadowsCdfy.fragment.d.ts → iblCdfx.fragment.d.ts} +1 -1
- package/Shaders/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
- package/Shaders/iblCdfx.fragment.js.map +1 -0
- package/Shaders/{iblShadowsCdfx.fragment.d.ts → iblCdfy.fragment.d.ts} +1 -1
- package/Shaders/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
- package/Shaders/iblCdfy.fragment.js.map +1 -0
- package/Shaders/{iblShadowsIcdfx.fragment.d.ts → iblIcdfx.fragment.d.ts} +1 -1
- package/Shaders/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
- package/Shaders/iblIcdfx.fragment.js.map +1 -0
- package/Shaders/{iblShadowsIcdfy.fragment.d.ts → iblIcdfy.fragment.d.ts} +1 -1
- package/Shaders/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
- package/Shaders/iblIcdfy.fragment.js.map +1 -0
- package/Shaders/importanceSamplingDebug.fragment.d.ts +5 -0
- package/Shaders/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
- package/Shaders/importanceSamplingDebug.fragment.js.map +1 -0
- package/Shaders/pbr.fragment.js +8 -0
- package/Shaders/pbr.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +77 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js +28 -4
- package/ShadersWGSL/ShadersInclude/hdrFilteringFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/lightFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/oitFragment.js +1 -1
- package/ShadersWGSL/ShadersInclude/oitFragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js +14 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockReflection.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js +14 -1
- package/ShadersWGSL/ShadersInclude/pbrBlockSubSurface.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js +3 -0
- package/ShadersWGSL/ShadersInclude/pbrFragmentSamplersDeclaration.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js +1 -1
- package/ShadersWGSL/ShadersInclude/shadowsFragmentFunctions.js.map +1 -1
- package/ShadersWGSL/boundingBoxRenderer.vertex.js +9 -1
- package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +18 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/greasedLine.fragment.d.ts +5 -0
- package/ShadersWGSL/greasedLine.fragment.js +25 -0
- package/ShadersWGSL/greasedLine.fragment.js.map +1 -0
- package/ShadersWGSL/greasedLine.vertex.d.ts +9 -0
- package/ShadersWGSL/greasedLine.vertex.js +43 -0
- package/ShadersWGSL/greasedLine.vertex.js.map +1 -0
- package/ShadersWGSL/iblCdfx.fragment.d.ts +5 -0
- package/ShadersWGSL/{iblShadowsCdfx.fragment.js → iblCdfx.fragment.js} +3 -3
- package/ShadersWGSL/iblCdfx.fragment.js.map +1 -0
- package/ShadersWGSL/iblCdfy.fragment.d.ts +5 -0
- package/ShadersWGSL/{iblShadowsCdfy.fragment.js → iblCdfy.fragment.js} +3 -3
- package/ShadersWGSL/iblCdfy.fragment.js.map +1 -0
- package/ShadersWGSL/iblIcdfx.fragment.d.ts +5 -0
- package/ShadersWGSL/{iblShadowsIcdfx.fragment.js → iblIcdfx.fragment.js} +3 -3
- package/ShadersWGSL/iblIcdfx.fragment.js.map +1 -0
- package/ShadersWGSL/iblIcdfy.fragment.d.ts +5 -0
- package/ShadersWGSL/{iblShadowsIcdfy.fragment.js → iblIcdfy.fragment.js} +3 -3
- package/ShadersWGSL/iblIcdfy.fragment.js.map +1 -0
- package/ShadersWGSL/importanceSamplingDebug.fragment.d.ts +5 -0
- package/ShadersWGSL/{iblShadowsImportanceSamplingDebug.fragment.js → importanceSamplingDebug.fragment.js} +3 -3
- package/ShadersWGSL/importanceSamplingDebug.fragment.js.map +1 -0
- package/ShadersWGSL/pbr.fragment.js +12 -0
- package/ShadersWGSL/pbr.fragment.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +4 -0
- package/scene.js +6 -0
- package/scene.js.map +1 -1
- package/sceneComponent.d.ts +1 -1
- package/sceneComponent.js +1 -1
- package/sceneComponent.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsImportanceSamplingRenderer.js.map +0 -1
- package/Shaders/iblShadowsCdfx.fragment.js.map +0 -1
- package/Shaders/iblShadowsCdfy.fragment.js.map +0 -1
- package/Shaders/iblShadowsIcdfx.fragment.js.map +0 -1
- package/Shaders/iblShadowsIcdfy.fragment.js.map +0 -1
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
- package/Shaders/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
- package/ShadersWGSL/iblShadowsCdfx.fragment.d.ts +0 -5
- package/ShadersWGSL/iblShadowsCdfx.fragment.js.map +0 -1
- package/ShadersWGSL/iblShadowsCdfy.fragment.d.ts +0 -5
- package/ShadersWGSL/iblShadowsCdfy.fragment.js.map +0 -1
- package/ShadersWGSL/iblShadowsIcdfx.fragment.d.ts +0 -5
- package/ShadersWGSL/iblShadowsIcdfx.fragment.js.map +0 -1
- package/ShadersWGSL/iblShadowsIcdfy.fragment.d.ts +0 -5
- package/ShadersWGSL/iblShadowsIcdfy.fragment.js.map +0 -1
- package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.d.ts +0 -5
- package/ShadersWGSL/iblShadowsImportanceSamplingDebug.fragment.js.map +0 -1
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{ StandardMaterial } from \"./../../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../../Materials/PBR/pbrMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { GreasedLineMesh } from \"../GreasedLine/greasedLineMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { Color3 } from \"../../Maths/math.color\";\r\nimport { GreasedLineSimpleMaterial } from \"../../Materials/GreasedLine/greasedLineSimpleMaterial\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions } from \"../GreasedLine/greasedLineBaseMesh\";\r\nimport { GreasedLineRibbonAutoDirectionMode, GreasedLineRibbonFacesMode, GreasedLineRibbonPointsMode } from \"../GreasedLine/greasedLineBaseMesh\";\r\nimport { GreasedLineRibbonMesh } from \"../GreasedLine/greasedLineRibbonMesh\";\r\nimport type { GreasedLineMaterialOptions } from \"../../Materials/GreasedLine/greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMeshMaterialType } from \"../../Materials/GreasedLine/greasedLineMaterialInterfaces\";\r\nimport { GreasedLinePluginMaterial } from \"../../Materials/GreasedLine/greasedLinePluginMaterial\";\r\nimport { GreasedLineMaterialDefaults } from \"../../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * How are the colors distributed along the color table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}\r\n */\r\nexport const enum GreasedLineMeshColorDistribution {\r\n /**\r\n * Do no modify the color table\r\n */\r\n COLOR_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the colors until the color table is full\r\n */\r\n COLOR_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the colors evenly through the color table\r\n */\r\n COLOR_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the colors to start of the color table a fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the colors to the end of the color table and fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the colors to start and to the end of the color table and fill the gap between with the default color\r\n */\r\n COLOR_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * How are the widths distributed along the width table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution}\r\n */\r\nexport const enum GreasedLineMeshWidthDistribution {\r\n /**\r\n * Do no modify the width table\r\n */\r\n WIDTH_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the widths until the width table is full\r\n */\r\n WIDTH_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the widths evenly through the width table\r\n */\r\n WIDTH_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the widths to start of the width table a fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the widths to the end of the width table and fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the widths to start and to the end of the width table and fill the gap between with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * Material options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions {\r\n /**\r\n * If set to true a new material will be created and a new material plugin will be attached\r\n * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options,\r\n * no material will be created/assigned. Defaults to true.\r\n */\r\n createAndAssignMaterial?: boolean;\r\n /**\r\n * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START\r\n * @see CompleteGreasedLineColorTable\r\n */\r\n colorDistribution?: GreasedLineMeshColorDistribution;\r\n}\r\n\r\n/**\r\n * Line mesh options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {\r\n /**\r\n * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START\r\n * @see CompleteGreasedLineWidthTable\r\n */\r\n widthDistribution?: GreasedLineMeshWidthDistribution;\r\n}\r\n\r\n/**\r\n * Builder functions for creating GreasedLineMeshes\r\n */\r\n\r\n/**\r\n * Creates a new @see GreasedLinePluginMaterial\r\n * @param name name of the material\r\n * @param options material options @see GreasedLineMaterialOptions\r\n * @param scene scene or null to use the last scene\r\n * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it\r\n */\r\nexport function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let material;\r\n switch (options.materialType) {\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR:\r\n material = new PBRMaterial(name, scene, true); // Forcing glsl for now\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_SIMPLE:\r\n material = new GreasedLineSimpleMaterial(name, scene, options);\r\n break;\r\n default:\r\n material = new StandardMaterial(name, scene, true); // Forcing glsl for now\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n }\r\n\r\n return material;\r\n}\r\n\r\n/**\r\n * Creates a GreasedLine mesh\r\n * @param name name of the mesh\r\n * @param options options for the mesh\r\n * @param materialOptions material options for the mesh\r\n * @param scene scene where the mesh will be created\r\n * @returns instance of GreasedLineMesh\r\n */\r\nexport function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let instance;\r\n const allPoints = GreasedLineTools.ConvertPoints(options.points, options.pointsOptions);\r\n\r\n options.widthDistribution = options.widthDistribution ?? GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START;\r\n if (options.ribbonOptions) {\r\n options.ribbonOptions.facesMode = options.ribbonOptions.facesMode ?? GreasedLineRibbonFacesMode.FACES_MODE_SINGLE_SIDED_NO_BACKFACE_CULLING;\r\n options.ribbonOptions.pointsMode = options.ribbonOptions.pointsMode ?? GreasedLineRibbonPointsMode.POINTS_MODE_POINTS;\r\n options.ribbonOptions.directionsAutoMode =\r\n options.ribbonOptions.directionsAutoMode ??\r\n (options.ribbonOptions.directions ? GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_NONE : GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_FIRST_SEGMENT);\r\n }\r\n\r\n materialOptions = materialOptions ?? {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n materialOptions.createAndAssignMaterial = materialOptions.createAndAssignMaterial ?? true;\r\n materialOptions.colorDistribution = materialOptions?.colorDistribution ?? GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;\r\n materialOptions.materialType = materialOptions.materialType ?? GreasedLineMeshMaterialType.MATERIAL_TYPE_STANDARD;\r\n\r\n const pointsCount = GetPointsCount(allPoints);\r\n const widths = CompleteGreasedLineWidthTable(pointsCount, options.widths ?? [], options.widthDistribution);\r\n\r\n const colors = materialOptions?.colors\r\n ? CompleteGreasedLineColorTable(pointsCount, materialOptions.colors, materialOptions.colorDistribution, materialOptions.color ?? GreasedLineMaterialDefaults.DEFAULT_COLOR)\r\n : undefined;\r\n\r\n // create new mesh if instance is not defined\r\n const initialGreasedLineOptions: GreasedLineMeshOptions = {\r\n points: allPoints,\r\n updatable: options.updatable,\r\n widths,\r\n lazy: options.lazy,\r\n ribbonOptions: options.ribbonOptions,\r\n uvs: options.uvs,\r\n colorPointers: options.colorPointers,\r\n };\r\n\r\n if (initialGreasedLineOptions.ribbonOptions) {\r\n if (initialGreasedLineOptions.ribbonOptions.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS) {\r\n initialGreasedLineOptions.ribbonOptions.width = materialOptions.width ?? initialGreasedLineOptions.ribbonOptions.width ?? GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n }\r\n }\r\n\r\n if (!options.instance) {\r\n instance = initialGreasedLineOptions.ribbonOptions\r\n ? new GreasedLineRibbonMesh(name, scene, initialGreasedLineOptions)\r\n : new GreasedLineMesh(name, scene, initialGreasedLineOptions);\r\n\r\n if (materialOptions) {\r\n const initialMaterialOptions: GreasedLineMaterialOptions = {\r\n materialType: materialOptions.materialType,\r\n dashCount: materialOptions.dashCount,\r\n dashOffset: materialOptions.dashOffset,\r\n dashRatio: materialOptions.dashRatio,\r\n resolution: materialOptions.resolution,\r\n sizeAttenuation: materialOptions.sizeAttenuation,\r\n useColors: materialOptions.useColors,\r\n useDash: materialOptions.useDash,\r\n visibility: materialOptions.visibility,\r\n width: materialOptions.width,\r\n color: materialOptions.color,\r\n colorMode: materialOptions.colorMode,\r\n colorsSampling: materialOptions.colorsSampling,\r\n colorDistributionType: materialOptions.colorDistributionType,\r\n colors,\r\n cameraFacing: !options.ribbonOptions,\r\n colorsTexture: materialOptions.colorsTexture,\r\n };\r\n\r\n if (materialOptions.createAndAssignMaterial) {\r\n const material = CreateGreasedLineMaterial(name, initialMaterialOptions, scene);\r\n instance.material = material;\r\n\r\n if (options.ribbonOptions?.facesMode === GreasedLineRibbonFacesMode.FACES_MODE_SINGLE_SIDED_NO_BACKFACE_CULLING) {\r\n material.backFaceCulling = false;\r\n }\r\n }\r\n }\r\n } else {\r\n // update the data on the mesh instance\r\n instance = options.instance;\r\n if (instance instanceof GreasedLineRibbonMesh) {\r\n instance.addPoints(allPoints, initialGreasedLineOptions);\r\n } else {\r\n // add widths\r\n const currentWidths = instance.widths;\r\n if (currentWidths) {\r\n const newWidths = currentWidths.slice();\r\n for (const w of widths) {\r\n newWidths.push(w);\r\n }\r\n instance.widths = newWidths;\r\n } else {\r\n instance.widths = widths;\r\n }\r\n\r\n instance.addPoints(allPoints);\r\n\r\n // add UVs\r\n if (options.uvs) {\r\n const currentUVs = instance.uvs;\r\n if (currentUVs) {\r\n const newUVs = new Float32Array(currentUVs.length + options.uvs.length);\r\n newUVs.set(currentUVs, 0);\r\n newUVs.set(options.uvs, currentUVs.length);\r\n instance.uvs = newUVs;\r\n } else {\r\n instance.uvs = options.uvs;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // add colors\r\n // it will merge if any colors already on the instance\r\n if (colors && options.instance) {\r\n if (options.instance.greasedLineMaterial) {\r\n const currentColors = options.instance.greasedLineMaterial.colors;\r\n if (currentColors) {\r\n const newColors = currentColors.concat(colors);\r\n options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());\r\n }\r\n }\r\n }\r\n\r\n return instance;\r\n}\r\n\r\n/**\r\n * Counts the number of points\r\n * @param allPoints Array of points [[x, y, z], [x, y, z], ...] or Array of points [x, y, z, x, y, z, ...]\r\n * @returns total number of points\r\n */\r\nexport function GetPointsCount(allPoints: number[][]) {\r\n let pointCount = 0;\r\n for (const points of allPoints) {\r\n pointCount += (<number[]>points).length / 3;\r\n }\r\n return pointCount;\r\n}\r\n\r\n/**\r\n * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh.\r\n * You can provide more points the widths when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...]\r\n * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU]\r\n * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values\r\n * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU]\r\n * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values\r\n * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU]\r\n * @param pointCount number of points of the line mesh\r\n * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point.\r\n * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount\r\n * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width\r\n * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width\r\n * @returns completed width table.\r\n */\r\nexport function CompleteGreasedLineWidthTable(\r\n pointCount: number,\r\n widths: number[],\r\n widthsDistribution: GreasedLineMeshWidthDistribution,\r\n defaultWidthUpper = 1,\r\n defaultWidthLower = 1\r\n): number[] {\r\n const missingCount = pointCount - widths.length / 2;\r\n\r\n const widthsData: number[] = [];\r\n if (missingCount < 0) {\r\n return widths.slice(0, pointCount * 2);\r\n }\r\n\r\n // is the width table shorter than the point table?\r\n if (missingCount > 0) {\r\n if (widths.length % 2 != 0) {\r\n widths.push(defaultWidthUpper);\r\n }\r\n // it is, fill in the missing elements\r\n if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(widths.length / 2);\r\n\r\n // start sector\r\n for (let i = 0, j = 0; i < halfCount - 1; i++) {\r\n widthsData.push(widths[j++]);\r\n widthsData.push(widths[j++]);\r\n }\r\n\r\n // middle sector\r\n const widthL = widths[halfCount / 2];\r\n const widthU = widths[halfCount / 2 + 1];\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(widthU);\r\n widthsData.push(widthL);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n widthsData.push(widths[i++]);\r\n widthsData.push(widths[i++]);\r\n\r\n if (i === widths.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const widthsectorLength = widths.length / ((pointCount - 1) * 2);\r\n for (let x = 0; x < pointCount; x++) {\r\n const i = Math.floor(j);\r\n\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n\r\n j += widthsectorLength;\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < widths.length; i++) {\r\n widthsData.push(widths[i]);\r\n }\r\n }\r\n\r\n return widthsData;\r\n}\r\n\r\n/**\r\n * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh.\r\n * You can provide more points the colors when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2]\r\n * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2]\r\n * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc]\r\n * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2]\r\n * @param pointCount number of points of the line mesh\r\n * @param colors array of Color3 for the color table\r\n * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount\r\n * @param defaultColor default color to be used to fill empty entries in the color table\r\n * @returns completed array of Color3s\r\n */\r\nexport function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[] {\r\n pointCount = Math.max(colors.length, pointCount);\r\n const missingCount = pointCount - colors.length;\r\n if (missingCount < 0) {\r\n return colors.slice(0, pointCount);\r\n }\r\n\r\n const colorsData: Color3[] = [];\r\n // is the color table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(colors.length / 2);\r\n\r\n // start sector\r\n for (let i = 0; i < halfCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // middle sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n colorsData.push(colors[i]);\r\n\r\n i++;\r\n\r\n if (i === colors.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const colorSectorLength = colors.length / (pointCount - 1);\r\n for (let x = 0; x < pointCount - 1; x++) {\r\n const i = Math.floor(j);\r\n\r\n colorsData.push(colors[i]);\r\n\r\n j += colorSectorLength;\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_NONE) {\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < pointCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n\r\n return colorsData;\r\n}\r\n"]}
|
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1
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{ StandardMaterial } from \"./../../Materials/standardMaterial\";\r\nimport { PBRMaterial } from \"../../Materials/PBR/pbrMaterial\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { GreasedLineMesh } from \"../GreasedLine/greasedLineMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { EngineStore } from \"../../Engines/engineStore\";\r\nimport type { Color3 } from \"../../Maths/math.color\";\r\nimport { GreasedLineSimpleMaterial } from \"../../Materials/GreasedLine/greasedLineSimpleMaterial\";\r\nimport { GreasedLineTools } from \"../../Misc/greasedLineTools\";\r\nimport type { GreasedLineMeshOptions } from \"../GreasedLine/greasedLineBaseMesh\";\r\nimport { GreasedLineRibbonAutoDirectionMode, GreasedLineRibbonFacesMode, GreasedLineRibbonPointsMode } from \"../GreasedLine/greasedLineBaseMesh\";\r\nimport { GreasedLineRibbonMesh } from \"../GreasedLine/greasedLineRibbonMesh\";\r\nimport type { GreasedLineMaterialOptions } from \"../../Materials/GreasedLine/greasedLineMaterialInterfaces\";\r\nimport { GreasedLineMeshMaterialType } from \"../../Materials/GreasedLine/greasedLineMaterialInterfaces\";\r\nimport { GreasedLinePluginMaterial } from \"../../Materials/GreasedLine/greasedLinePluginMaterial\";\r\nimport { GreasedLineMaterialDefaults } from \"../../Materials/GreasedLine/greasedLineMaterialDefaults\";\r\n\r\n/**\r\n * How are the colors distributed along the color table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#colors-and-colordistribution}\r\n */\r\nexport const enum GreasedLineMeshColorDistribution {\r\n /**\r\n * Do no modify the color table\r\n */\r\n COLOR_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the colors until the color table is full\r\n */\r\n COLOR_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the colors evenly through the color table\r\n */\r\n COLOR_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the colors to start of the color table a fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the colors to the end of the color table and fill the rest with the default color\r\n */\r\n COLOR_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the colors to start and to the end of the color table and fill the gap between with the default color\r\n */\r\n COLOR_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * How are the widths distributed along the width table\r\n * {@link https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param/greased_line#widths-and-widthdistribution}\r\n */\r\nexport const enum GreasedLineMeshWidthDistribution {\r\n /**\r\n * Do no modify the width table\r\n */\r\n WIDTH_DISTRIBUTION_NONE = 0,\r\n /**\r\n * Repeat the widths until the width table is full\r\n */\r\n WIDTH_DISTRIBUTION_REPEAT = 1,\r\n /**\r\n * Distribute the widths evenly through the width table\r\n */\r\n WIDTH_DISTRIBUTION_EVEN = 2,\r\n /**\r\n * Put the widths to start of the width table a fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START = 3,\r\n /**\r\n * Put the widths to the end of the width table and fill the rest with the default width\r\n */\r\n WIDTH_DISTRIBUTION_END = 4,\r\n /**\r\n * Put the widths to start and to the end of the width table and fill the gap between with the default width\r\n */\r\n WIDTH_DISTRIBUTION_START_END = 5,\r\n}\r\n\r\n/**\r\n * Material options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMaterialBuilderOptions extends GreasedLineMaterialOptions {\r\n /**\r\n * If set to true a new material will be created and a new material plugin will be attached\r\n * to the material. The material will be set on the mesh. If the instance option is specified in the mesh options,\r\n * no material will be created/assigned. Defaults to true.\r\n */\r\n createAndAssignMaterial?: boolean;\r\n /**\r\n * Distribution of the colors if the color table contains fewer entries than needed. Defaults to GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START\r\n * @see CompleteGreasedLineColorTable\r\n */\r\n colorDistribution?: GreasedLineMeshColorDistribution;\r\n}\r\n\r\n/**\r\n * Line mesh options for GreasedLineBuilder\r\n */\r\nexport interface GreasedLineMeshBuilderOptions extends GreasedLineMeshOptions {\r\n /**\r\n * Distribution of the widths if the width table contains fewer entries than needed. Defaults to GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START\r\n * @see CompleteGreasedLineWidthTable\r\n */\r\n widthDistribution?: GreasedLineMeshWidthDistribution;\r\n}\r\n\r\n/**\r\n * Builder functions for creating GreasedLineMeshes\r\n */\r\n\r\n/**\r\n * Creates a new @see GreasedLinePluginMaterial\r\n * @param name name of the material\r\n * @param options material options @see GreasedLineMaterialOptions\r\n * @param scene scene or null to use the last scene\r\n * @returns StandardMaterial or PBRMaterial with the @see GreasedLinePluginMaterial attached to it\r\n */\r\nexport function CreateGreasedLineMaterial(name: string, options: GreasedLineMaterialOptions, scene: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let material;\r\n switch (options.materialType) {\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_PBR:\r\n material = new PBRMaterial(name, scene, options.forceGLSL);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n case GreasedLineMeshMaterialType.MATERIAL_TYPE_SIMPLE:\r\n material = new GreasedLineSimpleMaterial(name, scene, options);\r\n break;\r\n default:\r\n material = new StandardMaterial(name, scene, options.forceGLSL);\r\n new GreasedLinePluginMaterial(material, scene, options);\r\n break;\r\n }\r\n\r\n return material;\r\n}\r\n\r\n/**\r\n * Creates a GreasedLine mesh\r\n * @param name name of the mesh\r\n * @param options options for the mesh\r\n * @param materialOptions material options for the mesh\r\n * @param scene scene where the mesh will be created\r\n * @returns instance of GreasedLineMesh\r\n */\r\nexport function CreateGreasedLine(name: string, options: GreasedLineMeshBuilderOptions, materialOptions?: Nullable<GreasedLineMaterialBuilderOptions>, scene?: Nullable<Scene>) {\r\n scene = <Scene>(scene ?? EngineStore.LastCreatedScene);\r\n\r\n let instance;\r\n const allPoints = GreasedLineTools.ConvertPoints(options.points, options.pointsOptions);\r\n\r\n options.widthDistribution = options.widthDistribution ?? GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START;\r\n if (options.ribbonOptions) {\r\n options.ribbonOptions.facesMode = options.ribbonOptions.facesMode ?? GreasedLineRibbonFacesMode.FACES_MODE_SINGLE_SIDED_NO_BACKFACE_CULLING;\r\n options.ribbonOptions.pointsMode = options.ribbonOptions.pointsMode ?? GreasedLineRibbonPointsMode.POINTS_MODE_POINTS;\r\n options.ribbonOptions.directionsAutoMode =\r\n options.ribbonOptions.directionsAutoMode ??\r\n (options.ribbonOptions.directions ? GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_NONE : GreasedLineRibbonAutoDirectionMode.AUTO_DIRECTIONS_FROM_FIRST_SEGMENT);\r\n }\r\n\r\n materialOptions = materialOptions ?? {\r\n color: GreasedLineMaterialDefaults.DEFAULT_COLOR,\r\n };\r\n materialOptions.createAndAssignMaterial = materialOptions.createAndAssignMaterial ?? true;\r\n materialOptions.colorDistribution = materialOptions?.colorDistribution ?? GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START;\r\n materialOptions.materialType = materialOptions.materialType ?? GreasedLineMeshMaterialType.MATERIAL_TYPE_STANDARD;\r\n\r\n const pointsCount = GetPointsCount(allPoints);\r\n const widths = CompleteGreasedLineWidthTable(pointsCount, options.widths ?? [], options.widthDistribution);\r\n\r\n const colors = materialOptions?.colors\r\n ? CompleteGreasedLineColorTable(pointsCount, materialOptions.colors, materialOptions.colorDistribution, materialOptions.color ?? GreasedLineMaterialDefaults.DEFAULT_COLOR)\r\n : undefined;\r\n\r\n // create new mesh if instance is not defined\r\n const initialGreasedLineOptions: GreasedLineMeshOptions = {\r\n points: allPoints,\r\n updatable: options.updatable,\r\n widths,\r\n lazy: options.lazy,\r\n ribbonOptions: options.ribbonOptions,\r\n uvs: options.uvs,\r\n colorPointers: options.colorPointers,\r\n };\r\n\r\n if (initialGreasedLineOptions.ribbonOptions) {\r\n if (initialGreasedLineOptions.ribbonOptions.pointsMode === GreasedLineRibbonPointsMode.POINTS_MODE_POINTS) {\r\n initialGreasedLineOptions.ribbonOptions.width = materialOptions.width ?? initialGreasedLineOptions.ribbonOptions.width ?? GreasedLineMaterialDefaults.DEFAULT_WIDTH;\r\n }\r\n }\r\n\r\n if (!options.instance) {\r\n instance = initialGreasedLineOptions.ribbonOptions\r\n ? new GreasedLineRibbonMesh(name, scene, initialGreasedLineOptions)\r\n : new GreasedLineMesh(name, scene, initialGreasedLineOptions);\r\n\r\n if (materialOptions) {\r\n const initialMaterialOptions: GreasedLineMaterialOptions = {\r\n materialType: materialOptions.materialType,\r\n dashCount: materialOptions.dashCount,\r\n dashOffset: materialOptions.dashOffset,\r\n dashRatio: materialOptions.dashRatio,\r\n resolution: materialOptions.resolution,\r\n sizeAttenuation: materialOptions.sizeAttenuation,\r\n useColors: materialOptions.useColors,\r\n useDash: materialOptions.useDash,\r\n visibility: materialOptions.visibility,\r\n width: materialOptions.width,\r\n color: materialOptions.color,\r\n colorMode: materialOptions.colorMode,\r\n colorsSampling: materialOptions.colorsSampling,\r\n colorDistributionType: materialOptions.colorDistributionType,\r\n colors,\r\n cameraFacing: !options.ribbonOptions,\r\n colorsTexture: materialOptions.colorsTexture,\r\n };\r\n\r\n if (materialOptions.createAndAssignMaterial) {\r\n const material = CreateGreasedLineMaterial(name, initialMaterialOptions, scene);\r\n instance.material = material;\r\n\r\n if (options.ribbonOptions?.facesMode === GreasedLineRibbonFacesMode.FACES_MODE_SINGLE_SIDED_NO_BACKFACE_CULLING) {\r\n material.backFaceCulling = false;\r\n }\r\n }\r\n }\r\n } else {\r\n // update the data on the mesh instance\r\n instance = options.instance;\r\n if (instance instanceof GreasedLineRibbonMesh) {\r\n instance.addPoints(allPoints, initialGreasedLineOptions);\r\n } else {\r\n // add widths\r\n const currentWidths = instance.widths;\r\n if (currentWidths) {\r\n const newWidths = currentWidths.slice();\r\n for (const w of widths) {\r\n newWidths.push(w);\r\n }\r\n instance.widths = newWidths;\r\n } else {\r\n instance.widths = widths;\r\n }\r\n\r\n instance.addPoints(allPoints);\r\n\r\n // add UVs\r\n if (options.uvs) {\r\n const currentUVs = instance.uvs;\r\n if (currentUVs) {\r\n const newUVs = new Float32Array(currentUVs.length + options.uvs.length);\r\n newUVs.set(currentUVs, 0);\r\n newUVs.set(options.uvs, currentUVs.length);\r\n instance.uvs = newUVs;\r\n } else {\r\n instance.uvs = options.uvs;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // add colors\r\n // it will merge if any colors already on the instance\r\n if (colors && options.instance) {\r\n if (options.instance.greasedLineMaterial) {\r\n const currentColors = options.instance.greasedLineMaterial.colors;\r\n if (currentColors) {\r\n const newColors = currentColors.concat(colors);\r\n options.instance.greasedLineMaterial.setColors(newColors, instance.isLazy());\r\n }\r\n }\r\n }\r\n\r\n return instance;\r\n}\r\n\r\n/**\r\n * Counts the number of points\r\n * @param allPoints Array of points [[x, y, z], [x, y, z], ...] or Array of points [x, y, z, x, y, z, ...]\r\n * @returns total number of points\r\n */\r\nexport function GetPointsCount(allPoints: number[][]) {\r\n let pointCount = 0;\r\n for (const points of allPoints) {\r\n pointCount += (<number[]>points).length / 3;\r\n }\r\n return pointCount;\r\n}\r\n\r\n/**\r\n * Completes the width table/fills the missing entries. It means it creates a width entry for every point of the line mesh.\r\n * You can provide more points the widths when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMeshWidthDistribution.REPEAT - the width table will be repeatedly copied to the empty values [wL, wU] = [wL, wU, wL, wU, wL, wU, wL, wU, ...]\r\n * GreasedLineMeshWidthDistribution.EVEN - the width table will be evenly copied to the empty values [wL, wU] = [wL, wL, wL, wL, wU, wU, wU, wU]\r\n * GreasedLineMeshWidthDistribution.START - the width table will be copied at the start of the empty values\r\n * and rest will be filled width the default width upper and default width lower values [wU, wL] = [wL, wU, dwL, dwU, dwL, dwU, dwL, dwU]\r\n * GreasedLineMeshWidthDistribution.END - the width table will be copied at the end of the empty values\r\n * and rest will be filled width the default values [wL, wU] = [wL, wU, dwL, dwU, dwL, dwU, wL, wU]\r\n * @param pointCount number of points of the line mesh\r\n * @param widths array of widths [widhtLower, widthUpper, widthLower, widthUpper ...]. Two widths (lower/upper) per point.\r\n * @param widthsDistribution how to distribute widths if the widths array has fewer entries than pointCount\r\n * @param defaultWidthUpper the default value which will be used to fill empty width entries - upper width\r\n * @param defaultWidthLower the default value which will be used to fill empty width entries - lower width\r\n * @returns completed width table.\r\n */\r\nexport function CompleteGreasedLineWidthTable(\r\n pointCount: number,\r\n widths: number[],\r\n widthsDistribution: GreasedLineMeshWidthDistribution,\r\n defaultWidthUpper = 1,\r\n defaultWidthLower = 1\r\n): number[] {\r\n const missingCount = pointCount - widths.length / 2;\r\n\r\n const widthsData: number[] = [];\r\n if (missingCount < 0) {\r\n return widths.slice(0, pointCount * 2);\r\n }\r\n\r\n // is the width table shorter than the point table?\r\n if (missingCount > 0) {\r\n if (widths.length % 2 != 0) {\r\n widths.push(defaultWidthUpper);\r\n }\r\n // it is, fill in the missing elements\r\n if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(widths.length / 2);\r\n\r\n // start sector\r\n for (let i = 0, j = 0; i < halfCount - 1; i++) {\r\n widthsData.push(widths[j++]);\r\n widthsData.push(widths[j++]);\r\n }\r\n\r\n // middle sector\r\n const widthL = widths[halfCount / 2];\r\n const widthU = widths[halfCount / 2 + 1];\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(widthU);\r\n widthsData.push(widthL);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount; i++) {\r\n widthsData.push(defaultWidthUpper);\r\n widthsData.push(defaultWidthLower);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < widths.length; i += 2) {\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n widthsData.push(widths[i++]);\r\n widthsData.push(widths[i++]);\r\n\r\n if (i === widths.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (widthsDistribution === GreasedLineMeshWidthDistribution.WIDTH_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const widthsectorLength = widths.length / ((pointCount - 1) * 2);\r\n for (let x = 0; x < pointCount; x++) {\r\n const i = Math.floor(j);\r\n\r\n widthsData.push(widths[i]);\r\n widthsData.push(widths[i + 1]);\r\n\r\n j += widthsectorLength;\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < widths.length; i++) {\r\n widthsData.push(widths[i]);\r\n }\r\n }\r\n\r\n return widthsData;\r\n}\r\n\r\n/**\r\n * Completes the color table/fill the missing color entries. It means it creates a color entry for every point of the line mesh.\r\n * You can provide more points the colors when creating the mesh. This function will fill the empty entries.\r\n * The algorithm used to fill the empty entries can be\r\n * GreasedLineMesColorhDistribution.REPEAT - the color table will be repeatedly copied to the empty values [c1, c2] = [c1, c2, c1, c2, c1, c2, c1, c2]\r\n * GreasedLineMesColorhDistribution.EVEN - the color table will be evenly copied to the empty values [c1, c2] = [c1, c1, c1, c1, c2, c2, c2, c2]\r\n * GreasedLineMesColorhDistribution.START - the color table will be copied at the start of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, dc, dc]\r\n * GreasedLineMesColorhDistribution.START_END - the color table will be copied at the start and the end of the empty values\r\n * and rest will be filled color the default color value [c1, c2] = [c1, c2, dc, dc, dc, dc, c1, c2]\r\n * @param pointCount number of points of the line mesh\r\n * @param colors array of Color3 for the color table\r\n * @param colorDistribution how to distribute colors if the colors array has fewer entries than pointCount\r\n * @param defaultColor default color to be used to fill empty entries in the color table\r\n * @returns completed array of Color3s\r\n */\r\nexport function CompleteGreasedLineColorTable(pointCount: number, colors: Color3[], colorDistribution: GreasedLineMeshColorDistribution, defaultColor: Color3): Color3[] {\r\n pointCount = Math.max(colors.length, pointCount);\r\n const missingCount = pointCount - colors.length;\r\n if (missingCount < 0) {\r\n return colors.slice(0, pointCount);\r\n }\r\n\r\n const colorsData: Color3[] = [];\r\n // is the color table shorter than the point table?\r\n if (missingCount > 0) {\r\n // it is, fill in the missing elements\r\n if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START_END) {\r\n const halfCount = Math.floor(colors.length / 2);\r\n\r\n // start sector\r\n for (let i = 0; i < halfCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // middle sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = halfCount; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_START) {\r\n // start sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < missingCount; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_END) {\r\n // start sector\r\n for (let i = 0; i < missingCount - 1; i++) {\r\n colorsData.push(defaultColor);\r\n }\r\n\r\n // end sector\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_REPEAT) {\r\n let i = 0;\r\n for (let x = 0; x < pointCount; x++) {\r\n colorsData.push(colors[i]);\r\n\r\n i++;\r\n\r\n if (i === colors.length) {\r\n i = 0;\r\n }\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_EVEN) {\r\n let j = 0;\r\n const colorSectorLength = colors.length / (pointCount - 1);\r\n for (let x = 0; x < pointCount - 1; x++) {\r\n const i = Math.floor(j);\r\n\r\n colorsData.push(colors[i]);\r\n\r\n j += colorSectorLength;\r\n }\r\n } else if (colorDistribution === GreasedLineMeshColorDistribution.COLOR_DISTRIBUTION_NONE) {\r\n for (let i = 0; i < colors.length; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < pointCount; i++) {\r\n colorsData.push(colors[i]);\r\n }\r\n }\r\n\r\n return colorsData;\r\n}\r\n"]}
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updateData(data: ArrayBuffer): void;
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* Class used to render a gaussian splatting mesh
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get shTextures() {
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}
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this._colorsTexture = null;
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this._shTextures = null;
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this._material = null;
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this._tmpCovariances = [0, 0, 0, 0, 0, 0];
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this._shDegree = 0;
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// Use an intanced quad or triangle. Triangle might be a bit faster because of less shader invocation but I didn't see any difference.
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@@ -694,10 +709,16 @@ export class GaussianSplattingMesh extends Mesh {
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this._covariancesBTexture?.dispose();
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this._colorsTexture?.dispose();
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if (this._shTextures) {
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this._shTextures.forEach((shTexture) => {
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shTexture.dispose();
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});
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}
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@@ -707,6 +728,12 @@ export class GaussianSplattingMesh extends Mesh {
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this._covariancesBTexture = source.covariancesBTexture?.clone();
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this._centersTexture = source.centersTexture?.clone();
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this._colorsTexture = source.colorsTexture?.clone();
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if (source._shTextures) {
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this._shTextures = [];
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this._shTextures.forEach((shTexture) => {
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this._shTextures?.push(shTexture.clone());
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});
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}
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}
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/**
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@@ -772,7 +799,7 @@ export class GaussianSplattingMesh extends Mesh {
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colorArray[destinationIndex * 4 + 2] = uBuffer[32 * sourceIndex + 24 + 2];
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colorArray[destinationIndex * 4 + 3] = uBuffer[32 * sourceIndex + 24 + 3];
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}
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-
_updateTextures(covA, covB, colorArray) {
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+
_updateTextures(covA, covB, colorArray, sh) {
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const textureSize = this._getTextureSize(this._vertexCount);
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// Update the textures
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const createTextureFromData = (data, width, height, format) => {
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@@ -781,6 +808,9 @@ export class GaussianSplattingMesh extends Mesh {
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781
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const createTextureFromDataU8 = (data, width, height, format) => {
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782
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return new RawTexture(data, width, height, format, this._scene, false, false, 2, 0);
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783
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};
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811
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+
const createTextureFromDataU32 = (data, width, height, format) => {
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812
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return new RawTexture(data, width, height, format, this._scene, false, false, 1, 7);
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813
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};
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const createTextureFromDataF16 = (data, width, height, format) => {
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return new RawTexture(data, width, height, format, this._scene, false, false, 2, 2);
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};
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@@ -788,9 +818,12 @@ export class GaussianSplattingMesh extends Mesh {
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this._covariancesA = covA;
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this._covariancesB = covB;
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790
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this._colors = colorArray;
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821
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+
if (sh) {
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822
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this._sh = sh;
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823
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}
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}
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if (this._covariancesATexture) {
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793
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-
this._delayedTextureUpdate = { covA: covA, covB: covB, colors: colorArray, centers: this._splatPositions };
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+
this._delayedTextureUpdate = { covA: covA, covB: covB, colors: colorArray, centers: this._splatPositions, sh: sh };
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const positions = Float32Array.from(this._splatPositions);
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const vertexCount = this._vertexCount;
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this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
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@@ -801,10 +834,20 @@ export class GaussianSplattingMesh extends Mesh {
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this._covariancesBTexture = createTextureFromDataF16(covB, textureSize.x, textureSize.y, this._useRGBACovariants ? 5 : 7);
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this._centersTexture = createTextureFromData(this._splatPositions, textureSize.x, textureSize.y, 5);
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this._colorsTexture = createTextureFromDataU8(colorArray, textureSize.x, textureSize.y, 5);
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837
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if (sh) {
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838
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this._shTextures = [];
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839
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sh.forEach((shData) => {
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840
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const buffer = new Uint32Array(shData.buffer);
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841
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const shTexture = createTextureFromDataU32(buffer, textureSize.x, textureSize.y, 11);
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842
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+
shTexture.wrapU = 0;
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843
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shTexture.wrapV = 0;
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this._shTextures.push(shTexture);
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});
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}
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this._instanciateWorker();
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}
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}
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807
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-
*_updateData(data, isAsync) {
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850
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+
*_updateData(data, isAsync, sh) {
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808
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// if a covariance texture is present, then it's not a creation but an update
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if (!this._covariancesATexture) {
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this._readyToDisplay = false;
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@@ -817,6 +860,8 @@ export class GaussianSplattingMesh extends Mesh {
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this._updateSplatIndexBuffer(vertexCount);
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}
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this._vertexCount = vertexCount;
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863
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+
// degree == 1 for 1 texture (3 terms), 2 for 2 textures(8 terms) and 3 for 3 textures (15 terms)
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864
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+
this._shDegree = sh ? sh.length : 0;
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const textureSize = this._getTextureSize(vertexCount);
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const textureLength = textureSize.x * textureSize.y;
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const lineCountUpdate = GaussianSplattingMesh.ProgressiveUpdateAmount ?? textureSize.y;
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@@ -829,7 +874,7 @@ export class GaussianSplattingMesh extends Mesh {
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const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
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if (GaussianSplattingMesh.ProgressiveUpdateAmount) {
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// create textures with not filled-yet array, then update directly portions of it
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832
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-
this._updateTextures(covA, covB, colorArray);
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877
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+
this._updateTextures(covA, covB, colorArray, sh);
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this.setEnabled(true);
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const partCount = Math.ceil(textureSize.y / lineCountUpdate);
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for (let partIndex = 0; partIndex < partCount; partIndex++) {
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@@ -859,7 +904,7 @@ export class GaussianSplattingMesh extends Mesh {
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}
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}
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// textures
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862
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-
this._updateTextures(covA, covB, colorArray);
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907
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+
this._updateTextures(covA, covB, colorArray, sh);
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// Update the binfo
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864
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this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());
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this.setEnabled(true);
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@@ -869,18 +914,20 @@ export class GaussianSplattingMesh extends Mesh {
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869
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/**
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870
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* Update asynchronously the buffer
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871
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* @param data array buffer containing center, color, orientation and scale of splats
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917
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+
* @param sh optional array of uint8 array for SH data
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872
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* @returns a promise
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873
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*/
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874
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-
async updateDataAsync(data) {
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875
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-
return runCoroutineAsync(this._updateData(data, true), createYieldingScheduler());
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920
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+
async updateDataAsync(data, sh) {
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921
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+
return runCoroutineAsync(this._updateData(data, true, sh), createYieldingScheduler());
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}
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877
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/**
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* @experimental
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879
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* Update data from GS (position, orientation, color, scaling)
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880
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* @param data array that contain all the datas
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927
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+
* @param sh optional array of uint8 array for SH data
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881
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*/
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882
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-
updateData(data) {
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883
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-
runCoroutineSync(this._updateData(data, false));
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929
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+
updateData(data, sh) {
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930
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+
runCoroutineSync(this._updateData(data, false, sh));
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}
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// in case size is different
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_updateSplatIndexBuffer(vertexCount) {
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@@ -890,16 +937,10 @@ export class GaussianSplattingMesh extends Mesh {
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890
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}
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this.forcedInstanceCount = vertexCount;
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892
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}
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893
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-
_updateSubTextures(centers, covA, covB, colors, lineStart, lineCount) {
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940
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+
_updateSubTextures(centers, covA, covB, colors, lineStart, lineCount, sh) {
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894
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const updateTextureFromData = (texture, data, width, lineStart, lineCount) => {
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this.getEngine().updateTextureData(texture.getInternalTexture(), data, 0, lineStart, width, lineCount, 0, 0, false);
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896
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};
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897
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-
const updateTextureFromDataU8 = (texture, data, width, lineStart, lineCount) => {
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898
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-
this.getEngine().updateTextureData(texture.getInternalTexture(), data, 0, lineStart, width, lineCount, 0, 0, false);
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899
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-
};
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900
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-
const updateTextureFromDataF16 = (texture, data, width, lineStart, lineCount) => {
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901
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-
this.getEngine().updateTextureData(texture.getInternalTexture(), data, 0, lineStart, width, lineCount, 0, 0, false);
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902
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-
};
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903
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const textureSize = this._getTextureSize(this._vertexCount);
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904
945
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const covBSItemSize = this._useRGBACovariants ? 4 : 2;
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905
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const texelStart = lineStart * textureSize.x;
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@@ -908,10 +949,17 @@ export class GaussianSplattingMesh extends Mesh {
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908
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const covBView = new Uint16Array(covB.buffer, texelStart * covBSItemSize * Uint16Array.BYTES_PER_ELEMENT, texelCount * covBSItemSize);
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909
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const colorsView = new Uint8Array(colors.buffer, texelStart * 4, texelCount * 4);
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const centersView = new Float32Array(centers.buffer, texelStart * 4 * Float32Array.BYTES_PER_ELEMENT, texelCount * 4);
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911
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-
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912
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-
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952
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+
updateTextureFromData(this._covariancesATexture, covAView, textureSize.x, lineStart, lineCount);
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953
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+
updateTextureFromData(this._covariancesBTexture, covBView, textureSize.x, lineStart, lineCount);
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913
954
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updateTextureFromData(this._centersTexture, centersView, textureSize.x, lineStart, lineCount);
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914
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-
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955
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+
updateTextureFromData(this._colorsTexture, colorsView, textureSize.x, lineStart, lineCount);
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956
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+
if (sh) {
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957
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+
for (let i = 0; i < sh.length; i++) {
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958
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+
const componentCount = 4;
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959
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+
const shView = new Uint8Array(this._sh[i].buffer, texelStart * componentCount, texelCount * componentCount);
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960
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+
updateTextureFromData(this._shTextures[i], shView, textureSize.x, lineStart, lineCount);
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961
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+
}
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962
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+
}
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915
963
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}
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916
964
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_instanciateWorker() {
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917
965
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if (!this._vertexCount) {
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@@ -937,7 +985,7 @@ export class GaussianSplattingMesh extends Mesh {
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937
985
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}
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938
986
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if (this._delayedTextureUpdate) {
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939
987
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const textureSize = this._getTextureSize(vertexCount);
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940
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-
this._updateSubTextures(this._delayedTextureUpdate.centers, this._delayedTextureUpdate.covA, this._delayedTextureUpdate.covB, this._delayedTextureUpdate.colors, 0, textureSize.y);
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988
|
+
this._updateSubTextures(this._delayedTextureUpdate.centers, this._delayedTextureUpdate.covA, this._delayedTextureUpdate.covB, this._delayedTextureUpdate.colors, 0, textureSize.y, this._delayedTextureUpdate.sh);
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941
989
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this._delayedTextureUpdate = null;
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942
990
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}
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943
991
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this.thinInstanceBufferUpdated("splatIndex");
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