@babylonjs/core 9.12.0 → 9.13.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/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/Collisions/gpuPicker.d.ts +111 -4
- package/Collisions/gpuPicker.js +673 -106
- package/Collisions/gpuPicker.js.map +1 -1
- 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/Native/nativeInterfaces.d.ts +1 -0
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- 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 +97 -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.d.ts +3 -0
- package/Engines/thinNativeEngine.pure.js +50 -4
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/Loading/sceneLoader.d.ts +5 -1
- package/Loading/sceneLoader.js +298 -401
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
- package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +10 -3
- package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +3 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.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 +77 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +243 -104
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +39 -0
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +308 -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/ShadersInclude/gaussianSplatting.js +1 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.fragment.js +17 -1
- package/Shaders/gaussianSplatting.fragment.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +1 -1
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/greasedLine.vertex.js +19 -3
- package/Shaders/greasedLine.vertex.js.map +1 -1
- package/Shaders/picking.fragment.js +39 -3
- package/Shaders/picking.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js +14 -1
- package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/picking.fragment.js +22 -1
- package/ShadersWGSL/picking.fragment.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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@@ -1 +1 @@
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-
{"version":3,"file":"greasedLinePluginMaterialShadersGLSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE
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+
{"version":3,"file":"greasedLinePluginMaterialShadersGLSL.js","sourceRoot":"","sources":["../../../../../dev/core/src/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.ts"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,gBAAgB;AAChB,MAAM,UAAU,aAAa,CAAC,UAAkB,EAAE,YAAqB;IACnE,IAAI,UAAU,KAAK,QAAQ,EAAE,CAAC;QAC1B,MAAM,GAAG,GAAQ;YACb,yBAAyB,EAAE;;;;;;;;;;;;;;;;;;;;;;iBAsBtB;YACL,6BAA6B,EAAE;;;;;;;;;;;;iBAY1B;YACL,sBAAsB,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;iBA8CnB;SACR,CAAC;QACF,IAAI,YAAY,EAAE,CAAC;YACf,GAAG,CAAC,2CAA2C,CAAC,GAAG,IAAI,CAAC,CAAC,mCAAmC;QAChG,CAAC;QACD,OAAO,GAAG,CAAC;IACf,CAAC;IAED,IAAI,UAAU,KAAK,UAAU,EAAE,CAAC;QAC5B,OAAO;YACH,2BAA2B,EAAE;;;;;;;;;;iBAUxB;YACL,gCAAgC,EAAE;;;;;;;;;;;;;;;;;;;;8CAoBA,+CAAuC;;qDAEhC,+CAAuC;;qDAEvC,oDAA4C;;;;;;;;;;;kDAW/C,+CAAuC;;yDAEhC,+CAAuC;;yDAEvC,oDAA4C;;;;;iBAKpF;SACR,CAAC;IACN,CAAC;IAED,OAAO,IAAI,CAAC;AAChB,CAAC","sourcesContent":["import { type Nullable } from \"../../types\";\nimport { GreasedLineMeshColorMode } from \"./greasedLineMaterialInterfaces\";\n\n/**\n * Returns GLSL custom shader code\n * @param shaderType vertex or fragment\n * @param cameraFacing is in camera facing mode?\n * @returns GLSL custom shader code\n */\n/** @internal */\nexport function GetCustomCode(shaderType: string, cameraFacing: boolean): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n const obj: any = {\n CUSTOM_VERTEX_DEFINITIONS: `\n attribute float grl_widths;\n #ifdef GREASED_LINE_USE_OFFSETS\n attribute vec3 grl_offsets;\n #endif\n attribute float grl_colorPointers;\n varying float grlCounters;\n varying float grlColorPointer;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n attribute vec4 grl_previousAndSide;\n attribute vec4 grl_nextAndCounters;\n\n vec2 grlFix( vec4 i, float aspect ) {\n vec2 res = i.xy / i.w;\n res.x *= aspect;\n return res;\n }\n #else\n attribute vec3 grl_slopes;\n attribute float grl_counters;\n #endif\n `,\n CUSTOM_VERTEX_UPDATE_POSITION: `\n #ifdef GREASED_LINE_USE_OFFSETS\n vec3 grlPositionOffset = grl_offsets;\n #else\n vec3 grlPositionOffset = vec3(0.);\n #endif\n\n #ifdef GREASED_LINE_CAMERA_FACING\n positionUpdated += grlPositionOffset;\n #else\n positionUpdated = (positionUpdated + grlPositionOffset) + (grl_slopes * grl_widths);\n #endif\n `,\n CUSTOM_VERTEX_MAIN_END: `\n grlColorPointer = grl_colorPointers;\n\n #ifdef GREASED_LINE_CAMERA_FACING\n\n float grlAspect = grl_aspect_resolution_lineWidth.x;\n float grlBaseWidth = grl_aspect_resolution_lineWidth.w;\n\n vec3 grlPrevious = grl_previousAndSide.xyz;\n float grlSide = grl_previousAndSide.w;\n\n vec3 grlNext = grl_nextAndCounters.xyz;\n grlCounters = grl_nextAndCounters.w;\n float grlWidth = grlBaseWidth * grl_widths;\n \n vec3 worldDir = normalize(grlNext - grlPrevious);\n vec3 nearPosition = positionUpdated + (worldDir * 0.01);\n mat4 grlMatrix = viewProjection * finalWorld;\n vec4 grlFinalPosition = grlMatrix * vec4(positionUpdated , 1.0);\n vec4 screenNearPos = grlMatrix * vec4(nearPosition, 1.0);\n vec2 grlLinePosition = grlFix(grlFinalPosition, grlAspect);\n vec2 grlLineNearPosition = grlFix(screenNearPos, grlAspect);\n vec2 grlDir = normalize(grlLineNearPosition - grlLinePosition);\n\n vec4 grlNormal = vec4(-grlDir.y, grlDir.x, 0., 1.);\n\n #ifdef GREASED_LINE_RIGHT_HANDED_COORDINATE_SYSTEM\n grlNormal.xy *= -.5 * grlWidth;\n #else\n grlNormal.xy *= .5 * grlWidth;\n #endif\n\n grlNormal *= grl_projection;\n\n #ifdef GREASED_LINE_SIZE_ATTENUATION\n grlNormal.xy *= grlFinalPosition.w;\n grlNormal.xy /= (vec4(grl_aspect_resolution_lineWidth.yz, 0., 1.) * grl_projection).xy;\n #endif\n\n grlFinalPosition.xy += grlNormal.xy * grlSide;\n gl_Position = grlFinalPosition;\n\n vPositionW = vec3(grlFinalPosition);\n #else\n grlCounters = grl_counters;\n #endif\n `,\n };\n if (cameraFacing) {\n obj[\"!gl_Position\\\\=viewProjection\\\\*worldPos;\"] = \"//\"; // not needed for camera facing GRL\n }\n return obj;\n }\n\n if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n #ifdef PBR\n #define grlFinalColor finalColor\n #else\n #define grlFinalColor color\n #endif\n\n varying float grlCounters;\n varying float grlColorPointer;\n uniform sampler2D grl_colors;\n `,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n float grlColorMode = grl_colorMode_visibility_colorsWidth_useColors.x;\n float grlVisibility = grl_colorMode_visibility_colorsWidth_useColors.y;\n float grlColorsWidth = grl_colorMode_visibility_colorsWidth_useColors.z;\n float grlUseColors = grl_colorMode_visibility_colorsWidth_useColors.w;\n\n float grlUseDash = grl_dashOptions.x;\n float grlDashArray = grl_dashOptions.y;\n float grlDashOffset = grl_dashOptions.z;\n float grlDashRatio = grl_dashOptions.w;\n\n grlFinalColor.a *= step(grlCounters, grlVisibility);\n if(grlFinalColor.a == 0.) discard;\n\n if(grlUseDash == 1.){\n grlFinalColor.a *= ceil(mod(grlCounters + grlDashOffset, grlDashArray) - (grlDashArray * grlDashRatio));\n if (grlFinalColor.a == 0.) discard;\n }\n\n #ifdef GREASED_LINE_HAS_COLOR\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor.rgb = grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor.rgb += grl_singleColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor.rgb *= grl_singleColor;\n }\n #else\n if (grlUseColors == 1.) {\n #ifdef GREASED_LINE_COLOR_DISTRIBUTION_TYPE_LINE\n vec4 grlColor = texture2D(grl_colors, vec2(grlCounters, 0.), 0.);\n #else\n vec2 lookup = vec2(fract(grlColorPointer / grl_textureSize.x), 1.0 - floor(grlColorPointer / grl_textureSize.x) / max(grl_textureSize.y - 1.0, 1.0));\n vec4 grlColor = texture2D(grl_colors, lookup, 0.0);\n #endif\n if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_SET}.) {\n grlFinalColor = grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_ADD}.) {\n grlFinalColor += grlColor;\n } else if (grlColorMode == ${GreasedLineMeshColorMode.COLOR_MODE_MULTIPLY}.) {\n grlFinalColor *= grlColor;\n }\n }\n #endif\n `,\n };\n }\n\n return null;\n}\n"]}
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@@ -80,6 +80,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
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state._excludeVariableName("focal");
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state._excludeVariableName("invViewport");
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state._excludeVariableName("kernelSize");
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state._excludeVariableName("minPixelSize");
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state._excludeVariableName("eyePosition");
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// eslint-disable-next-line @typescript-eslint/no-floating-promises
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this._initShaderSourceAsync(state.shaderLanguage);
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@@ -130,6 +131,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
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state._emitUniformFromString("focal", NodeMaterialBlockConnectionPointTypes.Vector2);
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state._emitUniformFromString("invViewport", NodeMaterialBlockConnectionPointTypes.Vector2);
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state._emitUniformFromString("kernelSize", NodeMaterialBlockConnectionPointTypes.Float);
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state._emitUniformFromString("minPixelSize", NodeMaterialBlockConnectionPointTypes.Float);
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state._emitUniformFromString("eyePosition", NodeMaterialBlockConnectionPointTypes.Vector3);
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state.attributes.push(VertexBuffer.PositionKind);
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state.attributes.push("splatIndex0");
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@@ -153,7 +155,7 @@ export class GaussianSplattingBlock extends NodeMaterialBlock {
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let uniforms = "";
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if (state.shaderLanguage === 1 /* ShaderLanguage.WGSL */) {
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input = "input.position";
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uniforms = ", uniforms.focal, uniforms.invViewport, uniforms.kernelSize";
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uniforms = ", uniforms.focal, uniforms.invViewport, uniforms.kernelSize, uniforms.minPixelSize";
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}
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if (this.SH.isConnected) {
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state.compilationString += `#if SH_DEGREE > 0\n`;
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { type GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh.pure\";\r\nimport { type NodeMaterial, type NodeMaterialDefines } from \"../../nodeMaterial.pure\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/gaussianSplatting\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/gaussianSplattingVertexDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/gaussianSplatting\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param defines defines the material defines to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param mesh defines the mesh to be rendered\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.attributes.push(\"splatIndex0\");\r\n state.attributes.push(\"splatIndex1\");\r\n state.attributes.push(\"splatIndex2\");\r\n state.attributes.push(\"splatIndex3\");\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var eyeToSplatLocalSpace: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 eyeToSplatLocalSpace = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, eyeToSplatLocalSpace);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}.xy, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for gaussianSplattingBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGaussianSplattingBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n}\r\n"]}
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1
|
+
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This file must only contain pure code and pure imports */\r\n\r\nimport { NodeMaterialBlock } from \"../../nodeMaterialBlock\";\r\nimport { NodeMaterialBlockConnectionPointTypes } from \"../../Enums/nodeMaterialBlockConnectionPointTypes\";\r\nimport { type NodeMaterialBuildState } from \"../../nodeMaterialBuildState\";\r\nimport { NodeMaterialBlockTargets } from \"../../Enums/nodeMaterialBlockTargets\";\r\nimport { type NodeMaterialConnectionPoint } from \"../../nodeMaterialBlockConnectionPoint\";\r\nimport { VertexBuffer } from \"core/Meshes/buffer\";\r\nimport { type GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh.pure\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh.pure\";\r\nimport { type NodeMaterial, type NodeMaterialDefines } from \"../../nodeMaterial.pure\";\r\nimport { RegisterClass } from \"../../../../Misc/typeStore\";\r\n\r\n/**\r\n * Block used for the Gaussian Splatting\r\n */\r\nexport class GaussianSplattingBlock extends NodeMaterialBlock {\r\n /**\r\n * Create a new GaussianSplattingBlock\r\n * @param name defines the block name\r\n */\r\n public constructor(name: string) {\r\n super(name, NodeMaterialBlockTargets.Vertex);\r\n\r\n this._isUnique = true;\r\n\r\n this.registerInput(\"splatPosition\", NodeMaterialBlockConnectionPointTypes.Vector3, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"splatScale\", NodeMaterialBlockConnectionPointTypes.Vector2, true, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"world\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"view\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n this.registerInput(\"projection\", NodeMaterialBlockConnectionPointTypes.Matrix, false, NodeMaterialBlockTargets.Vertex);\r\n\r\n this.registerOutput(\"splatVertex\", NodeMaterialBlockConnectionPointTypes.Vector4, NodeMaterialBlockTargets.Vertex);\r\n this.registerOutput(\"SH\", NodeMaterialBlockConnectionPointTypes.Color3, NodeMaterialBlockTargets.Vertex);\r\n }\r\n\r\n /**\r\n * Gets the current class name\r\n * @returns the class name\r\n */\r\n public override getClassName() {\r\n return \"GaussianSplattingBlock\";\r\n }\r\n\r\n /**\r\n * Gets the position input component\r\n */\r\n public get splatPosition(): NodeMaterialConnectionPoint {\r\n return this._inputs[0];\r\n }\r\n\r\n /**\r\n * Gets the scale input component\r\n */\r\n public get splatScale(): NodeMaterialConnectionPoint {\r\n return this._inputs[1];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get world(): NodeMaterialConnectionPoint {\r\n return this._inputs[2];\r\n }\r\n\r\n /**\r\n * Gets the View matrix input component\r\n */\r\n public get view(): NodeMaterialConnectionPoint {\r\n return this._inputs[3];\r\n }\r\n\r\n /**\r\n * Gets the projection matrix input component\r\n */\r\n public get projection(): NodeMaterialConnectionPoint {\r\n return this._inputs[4];\r\n }\r\n\r\n /**\r\n * Gets the splatVertex output component\r\n */\r\n public get splatVertex(): NodeMaterialConnectionPoint {\r\n return this._outputs[0];\r\n }\r\n\r\n /**\r\n * Gets the SH output contribution\r\n */\r\n public get SH(): NodeMaterialConnectionPoint {\r\n return this._outputs[1];\r\n }\r\n\r\n /**\r\n * Initialize the block and prepare the context for build\r\n * @param state defines the state that will be used for the build\r\n */\r\n public override initialize(state: NodeMaterialBuildState) {\r\n state._excludeVariableName(\"focal\");\r\n state._excludeVariableName(\"invViewport\");\r\n state._excludeVariableName(\"kernelSize\");\r\n state._excludeVariableName(\"minPixelSize\");\r\n state._excludeVariableName(\"eyePosition\");\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this._initShaderSourceAsync(state.shaderLanguage);\r\n }\r\n\r\n private async _initShaderSourceAsync(shaderLanguage: ShaderLanguage) {\r\n this._codeIsReady = false;\r\n\r\n if (shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([\r\n import(\"../../../../ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/gaussianSplatting\"),\r\n import(\"../../../../ShadersWGSL/ShadersInclude/helperFunctions\"),\r\n ]);\r\n } else {\r\n await Promise.all([\r\n import(\"../../../../Shaders/ShadersInclude/gaussianSplattingVertexDeclaration\"),\r\n import(\"../../../../Shaders/ShadersInclude/gaussianSplatting\"),\r\n import(\"../../../../Shaders/ShadersInclude/helperFunctions\"),\r\n ]);\r\n }\r\n\r\n this._codeIsReady = true;\r\n this.onCodeIsReadyObservable.notifyObservers(this);\r\n }\r\n /**\r\n * Update defines for shader compilation\r\n * @param defines defines the material defines to update\r\n * @param nodeMaterial defines the node material requesting the update\r\n * @param mesh defines the mesh to be rendered\r\n */\r\n public override prepareDefines(defines: NodeMaterialDefines, nodeMaterial: NodeMaterial, mesh?: AbstractMesh) {\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n if (mesh.getClassName() == \"GaussianSplattingMesh\") {\r\n defines.setValue(\"SH_DEGREE\", (<GaussianSplattingMesh>mesh).shDegree, true);\r\n }\r\n }\r\n\r\n protected override _buildBlock(state: NodeMaterialBuildState) {\r\n super._buildBlock(state);\r\n\r\n if (state.target === NodeMaterialBlockTargets.Fragment) {\r\n return;\r\n }\r\n\r\n state.sharedData.blocksWithDefines.push(this);\r\n\r\n const comments = `//${this.name}`;\r\n state._emitFunctionFromInclude(\"gaussianSplattingVertexDeclaration\", comments);\r\n state._emitFunctionFromInclude(\"gaussianSplatting\", comments);\r\n state._emitFunctionFromInclude(\"helperFunctions\", comments);\r\n state._emitUniformFromString(\"focal\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"invViewport\", NodeMaterialBlockConnectionPointTypes.Vector2);\r\n state._emitUniformFromString(\"kernelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"minPixelSize\", NodeMaterialBlockConnectionPointTypes.Float);\r\n state._emitUniformFromString(\"eyePosition\", NodeMaterialBlockConnectionPointTypes.Vector3);\r\n state.attributes.push(VertexBuffer.PositionKind);\r\n state.attributes.push(\"splatIndex0\");\r\n state.attributes.push(\"splatIndex1\");\r\n state.attributes.push(\"splatIndex2\");\r\n state.attributes.push(\"splatIndex3\");\r\n state.sharedData.nodeMaterial.backFaceCulling = false;\r\n\r\n const splatPosition = this.splatPosition;\r\n const splatScale = this.splatScale;\r\n const world = this.world;\r\n const view = this.view;\r\n const projection = this.projection;\r\n const output = this.splatVertex;\r\n const sh = this.SH;\r\n\r\n const addF = state.fSuffix;\r\n let splatScaleParameter = `vec2${addF}(1.,1.)`;\r\n if (splatScale.isConnected) {\r\n splatScaleParameter = splatScale.associatedVariableName;\r\n }\r\n\r\n let input = \"position\";\r\n let uniforms = \"\";\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n input = \"input.position\";\r\n uniforms = \", uniforms.focal, uniforms.invViewport, uniforms.kernelSize, uniforms.minPixelSize\";\r\n }\r\n if (this.SH.isConnected) {\r\n state.compilationString += `#if SH_DEGREE > 0\\n`;\r\n\r\n if (state.shaderLanguage === ShaderLanguage.WGSL) {\r\n state.compilationString += `let worldRot: mat3x3f = mat3x3f(${world.associatedVariableName}[0].xyz, ${world.associatedVariableName}[1].xyz, ${world.associatedVariableName}[2].xyz);`;\r\n state.compilationString += `let normWorldRot: mat3x3f = inverseMat3(worldRot);`;\r\n state.compilationString += `var eyeToSplatLocalSpace: vec3f = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - uniforms.eyePosition));\\n`;\r\n } else {\r\n state.compilationString += `mat3 worldRot = mat3(${world.associatedVariableName});`;\r\n state.compilationString += `mat3 normWorldRot = inverseMat3(worldRot);`;\r\n state.compilationString += `vec3 eyeToSplatLocalSpace = normalize(normWorldRot * (${splatPosition.associatedVariableName}.xyz - eyePosition));\\n`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(sh)} = computeSH(splat, eyeToSplatLocalSpace);\\n`;\r\n state.compilationString += `#else\\n`;\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);\\n`;\r\n state.compilationString += `#endif;\\n`;\r\n } else {\r\n state.compilationString += `${state._declareOutput(sh)} = vec3${addF}(0.,0.,0.);`;\r\n }\r\n\r\n state.compilationString += `${state._declareOutput(output)} = gaussianSplatting(${input}.xy, ${splatPosition.associatedVariableName}, ${splatScaleParameter}, covA, covB, ${world.associatedVariableName}, ${view.associatedVariableName}, ${projection.associatedVariableName}${uniforms});\\n`;\r\n return this;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for gaussianSplattingBlock.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterGaussianSplattingBlock(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.GaussianSplattingBlock\", GaussianSplattingBlock);\r\n}\r\n"]}
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@@ -2,6 +2,7 @@
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import { Matrix, Quaternion, Vector3 } from "../../Maths/math.vector.pure.js";
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3
3
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import { GetGaussianSplattingMaxPartCount } from "../../Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js";
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import { GaussianSplattingMeshBase, AllocateShBuffers } from "./gaussianSplattingMeshBase.pure.js";
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5
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+
import { GaussianSplattingSortWorkerCommand } from "./gaussianSplattingSortWorker.js";
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import { RawTexture } from "../../Materials/Textures/rawTexture.js";
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import { DecodeBase64ToBinary, EncodeArrayBufferToBase64 } from "../../Misc/stringTools.js";
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@@ -249,8 +250,8 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
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* @param worker the newly created sort worker
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*/
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_onWorkerCreated(worker) {
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-
worker.postMessage({ partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)) });
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-
worker.postMessage({ partIndices: this._partIndices ? new Uint8Array(this._partIndices) : null });
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+
worker.postMessage({ command: GaussianSplattingSortWorkerCommand.PART_MATRICES, partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)) });
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+
worker.postMessage({ command: GaussianSplattingSortWorkerCommand.PART_INDICES, partIndices: this._partIndices ? new Uint8Array(this._partIndices) : null });
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}
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/**
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* Stores the raw part index array, padded to texture length, so the worker and GPU texture
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@@ -304,7 +305,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
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_notifyWorkerNewData() {
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super._notifyWorkerNewData();
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if (this._worker) {
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-
this._worker.postMessage({ partIndices: this._partIndices ?? null });
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+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.PART_INDICES, partIndices: this._partIndices ?? null });
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}
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309
310
|
}
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|
310
311
|
/**
|
|
@@ -371,7 +372,10 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
|
|
|
371
372
|
// once the full rebuild completes (at the end of removePart).
|
|
372
373
|
if (!this._rebuilding) {
|
|
373
374
|
if (this._worker) {
|
|
374
|
-
this._worker.postMessage({
|
|
375
|
+
this._worker.postMessage({
|
|
376
|
+
command: GaussianSplattingSortWorkerCommand.PART_MATRICES,
|
|
377
|
+
partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)),
|
|
378
|
+
});
|
|
375
379
|
}
|
|
376
380
|
this._postToWorker(true);
|
|
377
381
|
}
|
|
@@ -444,7 +448,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
|
|
|
444
448
|
const partIndicesView = new Uint8Array(partIndices.buffer, texelStart, texelCount);
|
|
445
449
|
this._updateTextureFromData(this._partIndicesTexture, partIndicesView, textureSize.x, lineStart, lineCount);
|
|
446
450
|
if (this._worker) {
|
|
447
|
-
this._worker.postMessage({ partIndices: partIndices });
|
|
451
|
+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.PART_INDICES, partIndices: partIndices });
|
|
448
452
|
}
|
|
449
453
|
}
|
|
450
454
|
}
|
|
@@ -466,7 +470,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
|
|
|
466
470
|
this._partIndicesTexture.wrapU = 0;
|
|
467
471
|
this._partIndicesTexture.wrapV = 0;
|
|
468
472
|
if (this._worker) {
|
|
469
|
-
this._worker.postMessage({ partIndices: partIndices ?? null });
|
|
473
|
+
this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.PART_INDICES, partIndices: partIndices ?? null });
|
|
470
474
|
}
|
|
471
475
|
}
|
|
472
476
|
_appendPartSourceToArrays(source, dstOffset, covA, covB, colorArray, sh, minimum, maximum) {
|
|
@@ -896,7 +900,10 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
|
|
|
896
900
|
if (needsWorkerGate) {
|
|
897
901
|
this._rebuilding = false;
|
|
898
902
|
if (this._worker) {
|
|
899
|
-
this._worker.postMessage({
|
|
903
|
+
this._worker.postMessage({
|
|
904
|
+
command: GaussianSplattingSortWorkerCommand.PART_MATRICES,
|
|
905
|
+
partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)),
|
|
906
|
+
});
|
|
900
907
|
}
|
|
901
908
|
this._canPostToWorker = true;
|
|
902
909
|
this._postToWorker(true);
|
|
@@ -1057,7 +1064,10 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
|
|
|
1057
1064
|
this._rebuilding = false;
|
|
1058
1065
|
// Break TypeScript's flow narrowing — _addPartsInternal may have reinstantiated _worker.
|
|
1059
1066
|
const workerAfterRebuild = this._worker;
|
|
1060
|
-
workerAfterRebuild?.postMessage({
|
|
1067
|
+
workerAfterRebuild?.postMessage({
|
|
1068
|
+
command: GaussianSplattingSortWorkerCommand.PART_MATRICES,
|
|
1069
|
+
partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)),
|
|
1070
|
+
});
|
|
1061
1071
|
this._canPostToWorker = true;
|
|
1062
1072
|
this._postToWorker(true);
|
|
1063
1073
|
}
|