@babylonjs/core 9.12.0 → 9.12.1
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/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
- package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +9 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
- package/Cameras/Inputs/flyCameraMouseInput.js +14 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +25 -5
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
- package/Cameras/Inputs/freeCameraMouseInput.js +26 -4
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +16 -5
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +8 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/flyCamera.pure.d.ts +8 -0
- package/Cameras/flyCamera.pure.js.map +1 -1
- package/Cameras/freeCamera.pure.d.ts +8 -0
- package/Cameras/freeCamera.pure.js.map +1 -1
- package/Cameras/geospatialCamera.pure.d.ts +30 -7
- package/Cameras/geospatialCamera.pure.js +39 -14
- package/Cameras/geospatialCamera.pure.js.map +1 -1
- package/Cameras/geospatialCameraMovement.js +2 -2
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Cameras/index.d.ts +1 -0
- package/Cameras/index.js +1 -0
- package/Cameras/index.js.map +1 -1
- package/Cameras/pure.d.ts +1 -0
- package/Cameras/pure.js +1 -0
- package/Cameras/pure.js.map +1 -1
- package/Cameras/targetCamera.pure.d.ts +25 -0
- package/Cameras/targetCamera.pure.js +83 -25
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Cameras/targetCameraMovement.d.ts +56 -0
- package/Cameras/targetCameraMovement.js +63 -0
- package/Cameras/targetCameraMovement.js.map +1 -0
- package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
- package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
- package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.d.ts +1 -0
- package/Engines/engine.js +1 -0
- package/Engines/engine.js.map +1 -1
- package/Engines/engine.pure.d.ts +0 -12
- package/Engines/engine.pure.js +0 -20
- package/Engines/engine.pure.js.map +1 -1
- package/Engines/nullEngine.pure.d.ts +66 -0
- package/Engines/nullEngine.pure.js +93 -0
- package/Engines/nullEngine.pure.js.map +1 -1
- package/Engines/pure.d.ts +1 -0
- package/Engines/pure.js +1 -0
- package/Engines/pure.js.map +1 -1
- package/Engines/thinEngine.scissor.d.ts +6 -0
- package/Engines/thinEngine.scissor.js +9 -0
- package/Engines/thinEngine.scissor.js.map +1 -0
- package/Engines/thinEngine.scissor.pure.d.ts +6 -0
- package/Engines/thinEngine.scissor.pure.js +24 -0
- package/Engines/thinEngine.scissor.pure.js.map +1 -0
- package/Engines/thinNativeEngine.d.ts +0 -1
- package/Engines/thinNativeEngine.js +0 -1
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinNativeEngine.pure.js +7 -0
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +10 -3
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +18 -8
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +50 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +199 -104
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +37 -0
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +160 -0
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -0
- package/Meshes/geometry.js +30 -15
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/mesh.pure.js +26 -14
- package/Meshes/mesh.pure.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +19 -3
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/package.json +3 -2
- package/scene.pure.d.ts +12 -0
- package/scene.pure.js +36 -0
- package/scene.pure.js.map +1 -1
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@@ -40,6 +40,19 @@ interface IUpdateOptions {
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/** @internal When set, skips reprocessing splats [0, previousVertexCount) and copies from cached arrays instead. */
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previousVertexCount?: number;
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}
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/**
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* Defines a contiguous source-splat range to render from a GaussianSplattingMesh.
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*/
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export interface IGaussianSplattingSplatRange {
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/**
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* First source splat index to render.
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*/
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offset: number;
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/**
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* Number of source splats to render.
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*/
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count: number;
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}
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interface ITextureDataUpdateCapableEngine {
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updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex?: number, lod?: number, generateMipMaps?: boolean): void;
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updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression?: Nullable<string>, type?: number, useSRGBBuffer?: boolean): void;
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@@ -254,6 +267,7 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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protected _canPostToWorker: boolean;
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private _readyToDisplay;
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private _sortRequestId;
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private _activeRangeVersion;
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private _hasRenderedOnce;
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protected _covariancesATexture: Nullable<BaseTexture>;
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protected _covariancesBTexture: Nullable<BaseTexture>;
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@@ -286,6 +300,9 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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private _splatSizeMin;
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private _splatSizeMax;
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private _sortIsDirty;
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private _activeSplatRanges;
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private _activeSplatRangeKey;
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private _activeSplatRenderCount;
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protected _cachedBoundingMin: Nullable<Vector3>;
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protected _cachedBoundingMax: Nullable<Vector3>;
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private static _RowOutputLength;
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@@ -317,6 +334,7 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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* @internal
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*/
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protected static _GetSplatDataFloats(data: ArrayBuffer | ArrayBufferView): Float32Array;
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private static _BuildSplatRangeData;
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/**
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* Cosine value of the angle threshold to update view dependent splat sorting. Default is 0.0001.
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*/
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@@ -346,6 +364,38 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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* Number of splats in the mesh
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*/
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get splatCount(): number | undefined;
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/**
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* Number of source splats currently selected for rendering.
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* When no range filter is active, this is the mesh's full source splat count.
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*/
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get renderedSplatCount(): number;
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/**
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* Restricts rendering to the provided source splat ranges.
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* Passing `null` clears the range filter and renders the full source splat set.
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* @param ranges contiguous source ranges to render, or null to render all splats
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*/
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setSplatIndexRanges(ranges: Nullable<readonly IGaussianSplattingSplatRange[]>): void;
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private _setSplatIndexRanges;
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private _ensureDepthMixSize;
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/**
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* Sends the active source-splat intervals to the sort worker. When no range filter is active,
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* a single interval covering all source splats is sent so the worker never assumes the full set.
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*/
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private _postIntervalsToWorker;
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/**
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* Initializes this mesh to render from an externally-provided, GPU-decoded work buffer, bypassing the
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* CPU `updateData` path. The four textures must hold the standard decoded GS layout addressed by linear
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* splat index over a square texture: centers (x,y,z,1), covariance A (Sigma00,01,02,11) and B
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* (Sigma12,22,*,*) as full covariance (so `center.w` is 1), and RGBA color. `splatPositions` are the
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* stride-4 CPU centers consumed by the depth-sort worker.
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* @param centers centers texture
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* @param covariancesA covariance A texture
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* @param covariancesB covariance B texture
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* @param colors color texture
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* @param splatPositions stride-4 CPU centers for depth sorting (length vertexCount*4)
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* @param vertexCount number of splats addressable in the work buffer
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*/
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protected _setExternalWorkBuffer(centers: BaseTexture, covariancesA: BaseTexture, covariancesB: BaseTexture, colors: BaseTexture, splatPositions: Float32Array, vertexCount: number): void;
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/**
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* returns the splats data array buffer that contains in order : postions (3 floats), size (3 floats), color (4 bytes), orientation quaternion (4 bytes)
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* Only available if the mesh was created with keepInRam: true
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@@ -559,7 +609,6 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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* @returns a new Gaussian Splatting Mesh
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*/
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clone(name?: string): GaussianSplattingMeshBase;
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private static _CreateWorker;
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protected _makeEmptySplat(index: number, covA: Uint16Array, covB: Uint16Array, colorArray: Uint8Array): void;
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/**
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* Processes a single splat from the source buffer (at srcIndex) and writes the result into
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@@ -13,6 +13,7 @@ import { Scalar } from "../../Maths/math.scalar.js";
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import { runCoroutineSync, runCoroutineAsync, createYieldingScheduler } from "../../Misc/coroutine.js";
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import { EngineStore } from "../../Engines/engineStore.js";
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import { ImportMeshAsync } from "../../Loading/sceneLoader.js";
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import { GaussianSplattingSortWorker, GaussianSplattingSortWorkerCommand } from "./gaussianSplattingSortWorker.js";
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const IsNative = typeof _native !== "undefined";
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const Native = IsNative ? _native : null;
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// @internal
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}
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return new Float32Array(bytes.buffer, bytes.byteOffset, bytes.byteLength / floatSize);
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}
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static _BuildSplatRangeData(ranges, vertexCount) {
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if (ranges === null) {
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return { ranges: null, count: vertexCount, key: "" };
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}
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const rangePairs = [];
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let totalCount = 0;
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let key = "";
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for (const range of ranges) {
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const start = Math.max(0, Math.floor(range.offset));
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const count = Math.max(0, Math.floor(range.count));
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const end = Math.min(vertexCount, start + count);
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const rangeCount = Math.max(0, end - start);
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if (rangeCount === 0) {
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continue;
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}
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rangePairs.push(start, rangeCount);
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totalCount += rangeCount;
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key += `${start}:${rangeCount};`;
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}
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return { ranges: new Uint32Array(rangePairs), count: totalCount, key };
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}
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/**
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* If true, disables depth sorting of the splats (default: false)
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*/
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get splatCount() {
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return this._splatIndex?.length;
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}
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/**
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* Number of source splats currently selected for rendering.
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* When no range filter is active, this is the mesh's full source splat count.
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*/
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get renderedSplatCount() {
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return this._activeSplatRanges ? this._activeSplatRenderCount : this._vertexCount;
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}
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/**
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* Restricts rendering to the provided source splat ranges.
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* Passing `null` clears the range filter and renders the full source splat set.
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* @param ranges contiguous source ranges to render, or null to render all splats
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*/
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setSplatIndexRanges(ranges) {
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this._setSplatIndexRanges(ranges);
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}
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_setSplatIndexRanges(ranges) {
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const rangeData = GaussianSplattingMeshBase._BuildSplatRangeData(ranges, this._vertexCount);
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const isSameRangeSet = this._activeSplatRanges === null ? rangeData.ranges === null : rangeData.ranges !== null && this._activeSplatRangeKey === rangeData.key;
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if (isSameRangeSet) {
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return;
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}
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this._activeSplatRanges = rangeData.ranges;
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this._activeSplatRangeKey = rangeData.key;
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this._activeSplatRenderCount = rangeData.count;
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this._activeRangeVersion++;
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this._postIntervalsToWorker();
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if (this._worker) {
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// Defer swapping the rendered index buffer until the worker returns a depth sort computed for
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// this exact range set (see the worker `onmessage` handler). Until then we keep rendering the
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// previous fully-sorted state, so a range/LOD change never shows an unsorted flash nor a stale
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// index buffer (rendering indices that belong to a different active set, which caused the
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// disappear/reappear flicker). Only the worker's depth buffer is resized here so the next sort
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// produces the right number of entries.
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this._ensureDepthMixSize(Math.max((this._activeSplatRenderCount + 15) & ~0xf, 16));
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this._sortIsDirty = true;
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this._postToWorker(true);
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}
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else {
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// Synchronous sort paths (disabled depth sort / Native): swap the index buffer immediately.
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this._updateSplatIndexBuffer(this._vertexCount);
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this._postToWorker(true);
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}
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}
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// (Re)allocates the worker depth buffer to the given padded size. A fresh array is allocated when the
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// size differs or the current buffer is detached (in-flight in the worker), so a queued sort can be
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// re-posted with a correctly-sized buffer without disturbing the in-flight one.
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_ensureDepthMixSize(paddedCount) {
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if (IsNative) {
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return;
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}
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if (!this._depthMix || this._depthMix.length !== paddedCount || this._depthMix.buffer.byteLength === 0) {
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this._depthMix = new BigInt64Array(paddedCount);
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}
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}
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/**
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* Sends the active source-splat intervals to the sort worker. When no range filter is active,
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* a single interval covering all source splats is sent so the worker never assumes the full set.
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*/
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_postIntervalsToWorker() {
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if (!this._worker) {
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return;
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}
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const intervals = this._activeSplatRanges ? new Uint32Array(this._activeSplatRanges) : new Uint32Array([0, this._vertexCount]);
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this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.INTERVALS, intervals }, [intervals.buffer]);
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}
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/**
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* Initializes this mesh to render from an externally-provided, GPU-decoded work buffer, bypassing the
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* CPU `updateData` path. The four textures must hold the standard decoded GS layout addressed by linear
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* splat index over a square texture: centers (x,y,z,1), covariance A (Sigma00,01,02,11) and B
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* (Sigma12,22,*,*) as full covariance (so `center.w` is 1), and RGBA color. `splatPositions` are the
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* stride-4 CPU centers consumed by the depth-sort worker.
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* @param centers centers texture
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* @param covariancesA covariance A texture
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* @param covariancesB covariance B texture
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* @param colors color texture
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* @param splatPositions stride-4 CPU centers for depth sorting (length vertexCount*4)
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* @param vertexCount number of splats addressable in the work buffer
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*/
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_setExternalWorkBuffer(centers, covariancesA, covariancesB, colors, splatPositions, vertexCount) {
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this._covariancesATexture = covariancesA;
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this._covariancesBTexture = covariancesB;
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this._centersTexture = centers;
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this._colorsTexture = colors;
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|
+
this._splatPositions = splatPositions;
|
|
435
|
+
this._vertexCount = vertexCount;
|
|
436
|
+
this._activeSplatRanges = null;
|
|
437
|
+
this._activeSplatRangeKey = "";
|
|
438
|
+
this._activeSplatRenderCount = 0;
|
|
439
|
+
this._readyToDisplay = false;
|
|
440
|
+
// Sizes _splatIndex/_depthMix, starts the sort worker, and posts positions + intervals.
|
|
441
|
+
this._instantiateWorker();
|
|
442
|
+
// updateData (bypassed here) normally enables the mesh; do it explicitly for the work-buffer path.
|
|
443
|
+
this.setEnabled(true);
|
|
444
|
+
}
|
|
329
445
|
/**
|
|
330
446
|
* returns the splats data array buffer that contains in order : postions (3 floats), size (3 floats), color (4 bytes), orientation quaternion (4 bytes)
|
|
331
447
|
* Only available if the mesh was created with keepInRam: true
|
|
@@ -577,6 +693,9 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
577
693
|
this._canPostToWorker = true;
|
|
578
694
|
this._readyToDisplay = false;
|
|
579
695
|
this._sortRequestId = 0;
|
|
696
|
+
// Incremented on every active-range change. A worker sort result is only applied when it was computed
|
|
697
|
+
// for the current range version (and size), so a sort for stale ranges is never rendered.
|
|
698
|
+
this._activeRangeVersion = 0;
|
|
580
699
|
this._hasRenderedOnce = false;
|
|
581
700
|
this._covariancesATexture = null;
|
|
582
701
|
this._covariancesBTexture = null;
|
|
@@ -609,6 +728,9 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
609
728
|
this._splatSizeMin = Infinity;
|
|
610
729
|
this._splatSizeMax = -Infinity;
|
|
611
730
|
this._sortIsDirty = false;
|
|
731
|
+
this._activeSplatRanges = null;
|
|
732
|
+
this._activeSplatRangeKey = "";
|
|
733
|
+
this._activeSplatRenderCount = 0;
|
|
612
734
|
// Cached bounding box for incremental addPart updates (O(1) vs O(N) scan of positions)
|
|
613
735
|
this._cachedBoundingMin = null;
|
|
614
736
|
this._cachedBoundingMax = null;
|
|
@@ -910,16 +1032,24 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
910
1032
|
this._canPostToWorker = false;
|
|
911
1033
|
if (this._worker) {
|
|
912
1034
|
this._worker.postMessage({
|
|
1035
|
+
command: GaussianSplattingSortWorkerCommand.SORT,
|
|
913
1036
|
worldMatrix: worldMatrix.m,
|
|
914
1037
|
cameraForward: [cameraViewMatrix.m[2], cameraViewMatrix.m[6], cameraViewMatrix.m[10]],
|
|
915
1038
|
cameraPosition: [camera.globalPosition.x, camera.globalPosition.y, camera.globalPosition.z],
|
|
916
1039
|
depthMix: this._depthMix,
|
|
917
1040
|
cameraId: camera.uniqueId,
|
|
918
1041
|
sortRequestId: cameraViewInfos.sortRequestId,
|
|
1042
|
+
rangeVersion: this._activeRangeVersion,
|
|
919
1043
|
}, [this._depthMix.buffer]);
|
|
920
1044
|
}
|
|
921
1045
|
else if (Native?.sortSplats) {
|
|
922
|
-
|
|
1046
|
+
if (this._activeSplatRanges) {
|
|
1047
|
+
// Native sort can't filter ranges: fall back to the (already range-filtered) identity index buffer.
|
|
1048
|
+
this._updateSplatIndexBuffer(this._vertexCount);
|
|
1049
|
+
}
|
|
1050
|
+
else {
|
|
1051
|
+
Native.sortSplats(this._modelViewProjectionMatrix, this._splatPositions, this._splatIndex, this._scene.useRightHandedSystem);
|
|
1052
|
+
}
|
|
923
1053
|
if (cameraViewInfos.splatIndexBufferSet) {
|
|
924
1054
|
cameraViewInfos.mesh.thinInstanceBufferUpdated("splatIndex");
|
|
925
1055
|
}
|
|
@@ -1960,7 +2090,9 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
1960
2090
|
const positions = Float32Array.from(this._splatPositions);
|
|
1961
2091
|
const vertexCount = this._vertexCount;
|
|
1962
2092
|
if (this._worker) {
|
|
1963
|
-
this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
|
|
2093
|
+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions, vertexCount }, [positions.buffer]);
|
|
2094
|
+
// Re-sync the active interval set in case the source splat count changed.
|
|
2095
|
+
this._postIntervalsToWorker();
|
|
1964
2096
|
}
|
|
1965
2097
|
// Handle SH textures in update path - create if they don't exist
|
|
1966
2098
|
if (sh && !this._shTextures) {
|
|
@@ -2038,7 +2170,9 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
2038
2170
|
if (this._worker) {
|
|
2039
2171
|
const positions = Float32Array.from(this._splatPositions);
|
|
2040
2172
|
const vertexCount = this._vertexCount;
|
|
2041
|
-
this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
|
|
2173
|
+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions, vertexCount }, [positions.buffer]);
|
|
2174
|
+
// Re-sync the active interval set in case the source splat count changed.
|
|
2175
|
+
this._postIntervalsToWorker();
|
|
2042
2176
|
}
|
|
2043
2177
|
this._postToWorker(true);
|
|
2044
2178
|
}
|
|
@@ -2075,7 +2209,10 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
2075
2209
|
if (this._worker) {
|
|
2076
2210
|
const positions = Float32Array.from(this._splatPositions);
|
|
2077
2211
|
const vertexCount = this._vertexCount;
|
|
2078
|
-
this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
|
|
2212
|
+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions, vertexCount }, [positions.buffer]);
|
|
2213
|
+
// The source splat count may have changed (e.g. addPart): re-sync the worker's active
|
|
2214
|
+
// interval set so it covers the current splats instead of a stale (smaller) range.
|
|
2215
|
+
this._postIntervalsToWorker();
|
|
2079
2216
|
}
|
|
2080
2217
|
this._sortIsDirty = true;
|
|
2081
2218
|
}
|
|
@@ -2100,6 +2237,11 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
2100
2237
|
}
|
|
2101
2238
|
const vertexCount = uBuffer.length / GaussianSplattingMeshBase._RowOutputLength;
|
|
2102
2239
|
if (vertexCount != this._vertexCount) {
|
|
2240
|
+
// The source set changed: drop any active range filter so the buffers resize to the full
|
|
2241
|
+
// set. Callers (e.g. streaming LOD) re-apply their ranges after the data is committed.
|
|
2242
|
+
this._activeSplatRanges = null;
|
|
2243
|
+
this._activeSplatRangeKey = "";
|
|
2244
|
+
this._activeSplatRenderCount = 0;
|
|
2103
2245
|
this._updateSplatIndexBuffer(vertexCount);
|
|
2104
2246
|
}
|
|
2105
2247
|
this._vertexCount = vertexCount;
|
|
@@ -2241,19 +2383,40 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
2241
2383
|
}
|
|
2242
2384
|
// in case size is different
|
|
2243
2385
|
_updateSplatIndexBuffer(vertexCount) {
|
|
2244
|
-
const
|
|
2245
|
-
|
|
2386
|
+
const renderedSplatCount = this._activeSplatRanges ? this._activeSplatRenderCount : vertexCount;
|
|
2387
|
+
const paddedVertexCount = Math.max((renderedSplatCount + 15) & ~0xf, 16);
|
|
2388
|
+
const previousIndex = this._splatIndex;
|
|
2389
|
+
if (!previousIndex || paddedVertexCount !== previousIndex.length) {
|
|
2246
2390
|
this._splatIndex = new Float32Array(paddedVertexCount);
|
|
2247
|
-
for (let i = 0; i < paddedVertexCount; i++) {
|
|
2248
|
-
this._splatIndex[i] = i;
|
|
2249
|
-
}
|
|
2250
2391
|
// update meshes for knowns cameras
|
|
2251
2392
|
this._cameraViewInfos.forEach((cameraViewInfos) => {
|
|
2252
2393
|
cameraViewInfos.mesh.thinInstanceSetBuffer("splatIndex", this._splatIndex, 16, false);
|
|
2253
2394
|
});
|
|
2254
2395
|
}
|
|
2396
|
+
const splatIndex = this._splatIndex;
|
|
2397
|
+
// Populate the buffer with the current active source indices (identity when unfiltered) so every
|
|
2398
|
+
// rendered slot points at a valid splat. This is the synchronous (no async sort worker) path; the
|
|
2399
|
+
// worker path instead defers the index-buffer swap until a matching sort lands (see _onWorkerCreated).
|
|
2400
|
+
if (this._activeSplatRanges) {
|
|
2401
|
+
let index = 0;
|
|
2402
|
+
for (let rangeIndex = 0; rangeIndex < this._activeSplatRanges.length; rangeIndex += 2) {
|
|
2403
|
+
const start = this._activeSplatRanges[rangeIndex];
|
|
2404
|
+
const count = this._activeSplatRanges[rangeIndex + 1];
|
|
2405
|
+
for (let sourceIndex = start; sourceIndex < start + count; sourceIndex++) {
|
|
2406
|
+
splatIndex[index++] = sourceIndex;
|
|
2407
|
+
}
|
|
2408
|
+
}
|
|
2409
|
+
for (; index < paddedVertexCount; index++) {
|
|
2410
|
+
splatIndex[index] = 0;
|
|
2411
|
+
}
|
|
2412
|
+
}
|
|
2413
|
+
else {
|
|
2414
|
+
for (let i = 0; i < paddedVertexCount; i++) {
|
|
2415
|
+
splatIndex[i] = i;
|
|
2416
|
+
}
|
|
2417
|
+
}
|
|
2255
2418
|
// Update depthMix
|
|
2256
|
-
if ((!this._depthMix ||
|
|
2419
|
+
if ((!this._depthMix || paddedVertexCount !== this._depthMix.length) && !IsNative) {
|
|
2257
2420
|
this._depthMix = new BigInt64Array(paddedVertexCount);
|
|
2258
2421
|
}
|
|
2259
2422
|
this.forcedInstanceCount = Math.max(paddedVertexCount >> 4, 1);
|
|
@@ -2349,21 +2512,28 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
2349
2512
|
// If the previous worker was terminated mid-sort it would never have set _canPostToWorker
|
|
2350
2513
|
// back to true, leaving the sort permanently frozen on the new worker.
|
|
2351
2514
|
this._canPostToWorker = true;
|
|
2352
|
-
this._worker = new Worker(URL.createObjectURL(new Blob(["(",
|
|
2515
|
+
this._worker = new Worker(URL.createObjectURL(new Blob(["(", GaussianSplattingSortWorker.toString(), ")(self)"], {
|
|
2353
2516
|
type: "application/javascript",
|
|
2354
2517
|
})));
|
|
2355
2518
|
const positions = Float32Array.from(this._splatPositions);
|
|
2356
|
-
this._worker.postMessage({ positions }, [positions.buffer]);
|
|
2519
|
+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions }, [positions.buffer]);
|
|
2520
|
+
// The main thread owns the active interval set: send it explicitly (covering all indices when
|
|
2521
|
+
// no LOD filter is active) rather than letting the worker assume the full source set.
|
|
2522
|
+
this._postIntervalsToWorker();
|
|
2357
2523
|
this._onWorkerCreated(this._worker);
|
|
2358
2524
|
this._worker.onerror = () => {
|
|
2359
2525
|
// If the worker throws an unhandled error, unlock the posting gate so the next frame can retry the sort.
|
|
2360
2526
|
this._canPostToWorker = true;
|
|
2361
2527
|
};
|
|
2362
2528
|
this._worker.onmessage = (e) => {
|
|
2363
|
-
//
|
|
2364
|
-
|
|
2365
|
-
|
|
2366
|
-
if
|
|
2529
|
+
// Size the result against the active (rendered) splat count, which may be a subset of the
|
|
2530
|
+
// full source set when an interval/LOD filter is active.
|
|
2531
|
+
const renderedPadded = Math.max((this.renderedSplatCount + 15) & ~0xf, 16);
|
|
2532
|
+
// Discard the result and trigger a fresh sort if it no longer matches the current active set:
|
|
2533
|
+
// either the active count changed since it was posted, or it was computed for a stale range
|
|
2534
|
+
// version (the active ranges changed while it was in flight). Applying it would render indices
|
|
2535
|
+
// that belong to a different active set.
|
|
2536
|
+
if (e.data.depthMix.length != renderedPadded || e.data.rangeVersion !== this._activeRangeVersion) {
|
|
2367
2537
|
// Only re-enable posting and trigger a re-sort if the buffer is available.
|
|
2368
2538
|
// If byteLength === 0 the buffer is already in-flight for a newer sort;
|
|
2369
2539
|
// that sort's onmessage will handle things when it returns.
|
|
@@ -2377,13 +2547,25 @@ export class GaussianSplattingMeshBase extends Mesh {
|
|
|
2377
2547
|
this._depthMix = e.data.depthMix;
|
|
2378
2548
|
const cameraId = e.data.cameraId;
|
|
2379
2549
|
const sortRequestId = e.data.sortRequestId;
|
|
2550
|
+
// The index buffer swap is deferred to here so the previous fully-sorted state stays on screen
|
|
2551
|
+
// until this matching sort lands. Resize it now (the active count may have grown/shrunk since the
|
|
2552
|
+
// last applied sort) and rebind it for every known camera.
|
|
2553
|
+
if (!this._splatIndex || this._splatIndex.length !== renderedPadded) {
|
|
2554
|
+
this._splatIndex = new Float32Array(renderedPadded);
|
|
2555
|
+
this._cameraViewInfos.forEach((info) => {
|
|
2556
|
+
info.mesh.thinInstanceSetBuffer("splatIndex", this._splatIndex, 16, false);
|
|
2557
|
+
info.splatIndexBufferSet = true;
|
|
2558
|
+
});
|
|
2559
|
+
}
|
|
2380
2560
|
const indexMix = new Uint32Array(e.data.depthMix.buffer);
|
|
2381
2561
|
if (this._splatIndex) {
|
|
2382
|
-
for (let j = 0; j <
|
|
2562
|
+
for (let j = 0; j < renderedPadded; j++) {
|
|
2383
2563
|
this._splatIndex[j] = indexMix[2 * j];
|
|
2384
2564
|
}
|
|
2385
2565
|
}
|
|
2566
|
+
this.forcedInstanceCount = Math.max(renderedPadded >> 4, 1);
|
|
2386
2567
|
if (this._delayedTextureUpdate) {
|
|
2568
|
+
const vertexCountPadded = (this._vertexCount + 15) & ~0xf;
|
|
2387
2569
|
const textureSize = this._getTextureSize(vertexCountPadded);
|
|
2388
2570
|
this._updateSubTextures(this._delayedTextureUpdate.centers, this._delayedTextureUpdate.covA, this._delayedTextureUpdate.covB, this._delayedTextureUpdate.colors, 0, textureSize.y, this._delayedTextureUpdate.sh);
|
|
2389
2571
|
this._delayedTextureUpdate = null;
|
|
@@ -2559,93 +2741,6 @@ GaussianSplattingMeshBase._DefaultViewUpdateThreshold = 1e-4;
|
|
|
2559
2741
|
* A value of 0 (default) means display update will not happens before splat is ready.
|
|
2560
2742
|
*/
|
|
2561
2743
|
GaussianSplattingMeshBase.ProgressiveUpdateAmount = 0;
|
|
2562
|
-
GaussianSplattingMeshBase._CreateWorker = function (self) {
|
|
2563
|
-
let positions;
|
|
2564
|
-
let depthMix;
|
|
2565
|
-
let indices;
|
|
2566
|
-
let floatMix;
|
|
2567
|
-
let partIndices;
|
|
2568
|
-
let partMatrices;
|
|
2569
|
-
self.onmessage = (e) => {
|
|
2570
|
-
// updated on init
|
|
2571
|
-
if (e.data.positions) {
|
|
2572
|
-
positions = e.data.positions;
|
|
2573
|
-
}
|
|
2574
|
-
// update on rig node changed
|
|
2575
|
-
else if (e.data.partMatrices) {
|
|
2576
|
-
partMatrices = e.data.partMatrices;
|
|
2577
|
-
}
|
|
2578
|
-
// update on rig node indices changed
|
|
2579
|
-
else if (e.data.partIndices !== undefined) {
|
|
2580
|
-
partIndices = e.data.partIndices;
|
|
2581
|
-
}
|
|
2582
|
-
// update on view changed
|
|
2583
|
-
else {
|
|
2584
|
-
const cameraId = e.data.cameraId;
|
|
2585
|
-
const sortRequestId = e.data.sortRequestId;
|
|
2586
|
-
const globalWorldMatrix = e.data.worldMatrix;
|
|
2587
|
-
const cameraForward = e.data.cameraForward;
|
|
2588
|
-
const cameraPosition = e.data.cameraPosition;
|
|
2589
|
-
depthMix = e.data.depthMix;
|
|
2590
|
-
if (!positions || !cameraForward) {
|
|
2591
|
-
// Sort request arrived before positions were initialized — return the buffer unchanged so the main thread can unlock _canPostToWorker.
|
|
2592
|
-
self.postMessage({ depthMix, cameraId, sortRequestId }, [depthMix.buffer]);
|
|
2593
|
-
return;
|
|
2594
|
-
}
|
|
2595
|
-
const vertexCountPadded = (positions.length / 4 + 15) & ~0xf;
|
|
2596
|
-
indices = new Uint32Array(depthMix.buffer);
|
|
2597
|
-
floatMix = new Float32Array(depthMix.buffer);
|
|
2598
|
-
// Sort
|
|
2599
|
-
for (let j = 0; j < vertexCountPadded; j++) {
|
|
2600
|
-
indices[2 * j] = j;
|
|
2601
|
-
}
|
|
2602
|
-
// depth = dot(cameraForward, worldPos - cameraPos)
|
|
2603
|
-
const camDot = cameraForward[0] * cameraPosition[0] + cameraForward[1] * cameraPosition[1] + cameraForward[2] * cameraPosition[2];
|
|
2604
|
-
const computeDepthCoeffs = (m) => {
|
|
2605
|
-
return [
|
|
2606
|
-
cameraForward[0] * m[0] + cameraForward[1] * m[1] + cameraForward[2] * m[2],
|
|
2607
|
-
cameraForward[0] * m[4] + cameraForward[1] * m[5] + cameraForward[2] * m[6],
|
|
2608
|
-
cameraForward[0] * m[8] + cameraForward[1] * m[9] + cameraForward[2] * m[10],
|
|
2609
|
-
cameraForward[0] * m[12] + cameraForward[1] * m[13] + cameraForward[2] * m[14] - camDot,
|
|
2610
|
-
];
|
|
2611
|
-
};
|
|
2612
|
-
try {
|
|
2613
|
-
if (partMatrices && partIndices) {
|
|
2614
|
-
// Precompute depth coefficients for each rig node
|
|
2615
|
-
const depthCoeffs = partMatrices.map((m) => computeDepthCoeffs(m));
|
|
2616
|
-
// NB: For performance reasons, we assume that part indices are valid
|
|
2617
|
-
const length = partIndices.length;
|
|
2618
|
-
for (let j = 0; j < vertexCountPadded; j++) {
|
|
2619
|
-
// NB: We need this 'min' because vertex array is padded, not partIndices
|
|
2620
|
-
const partIndex = partIndices[Math.min(j, length - 1)];
|
|
2621
|
-
const coeff = depthCoeffs[partIndex];
|
|
2622
|
-
floatMix[2 * j + 1] = coeff[0] * positions[4 * j + 0] + coeff[1] * positions[4 * j + 1] + coeff[2] * positions[4 * j + 2] + coeff[3];
|
|
2623
|
-
// instead of using minus to sort back to front, we use bitwise not operator to invert the order of indices
|
|
2624
|
-
// might not be faster but a minus sign implies a reference value that may not be enough and will decrease floatting precision
|
|
2625
|
-
indices[2 * j + 1] = ~indices[2 * j + 1];
|
|
2626
|
-
}
|
|
2627
|
-
}
|
|
2628
|
-
else {
|
|
2629
|
-
// Compute depth coefficients from global world matrix
|
|
2630
|
-
const [a, b, c, d] = computeDepthCoeffs(globalWorldMatrix);
|
|
2631
|
-
for (let j = 0; j < vertexCountPadded; j++) {
|
|
2632
|
-
floatMix[2 * j + 1] = a * positions[4 * j + 0] + b * positions[4 * j + 1] + c * positions[4 * j + 2] + d;
|
|
2633
|
-
indices[2 * j + 1] = ~indices[2 * j + 1];
|
|
2634
|
-
}
|
|
2635
|
-
}
|
|
2636
|
-
depthMix.sort();
|
|
2637
|
-
}
|
|
2638
|
-
catch (sortError) {
|
|
2639
|
-
// Transient data inconsistency (e.g. partIndices/partMatrices mismatch during addPart/removePart rebuild).
|
|
2640
|
-
// Return the buffer unsorted so the main thread can unlock _canPostToWorker and retry next frame.
|
|
2641
|
-
// Logger is unavailable inside the worker — console is the only option.
|
|
2642
|
-
// eslint-disable-next-line no-console
|
|
2643
|
-
console.error("Gaussian splat sort worker encountered an error (will retry next frame):", sortError);
|
|
2644
|
-
}
|
|
2645
|
-
self.postMessage({ depthMix, cameraId, sortRequestId }, [depthMix.buffer]);
|
|
2646
|
-
}
|
|
2647
|
-
};
|
|
2648
|
-
};
|
|
2649
2744
|
/**
|
|
2650
2745
|
* Allocates SH texture buffers pre-filled with 128 (the neutral encoding of ~0.0 in the
|
|
2651
2746
|
* shader's decompose() function). Padding bytes beyond the actual coefficients in the last
|