@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.
Files changed (127) hide show
  1. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  2. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  3. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  4. package/Cameras/Inputs/flyCameraKeyboardInput.js +9 -1
  5. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  6. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
  7. package/Cameras/Inputs/flyCameraMouseInput.js +14 -2
  8. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  9. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +25 -5
  10. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  11. package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
  12. package/Cameras/Inputs/freeCameraMouseInput.js +26 -4
  13. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  14. package/Cameras/Inputs/freeCameraTouchInput.js +16 -5
  15. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  16. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +8 -1
  17. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  19. package/Cameras/flyCamera.pure.d.ts +8 -0
  20. package/Cameras/flyCamera.pure.js.map +1 -1
  21. package/Cameras/freeCamera.pure.d.ts +8 -0
  22. package/Cameras/freeCamera.pure.js.map +1 -1
  23. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  24. package/Cameras/geospatialCamera.pure.js +39 -14
  25. package/Cameras/geospatialCamera.pure.js.map +1 -1
  26. package/Cameras/geospatialCameraMovement.js +2 -2
  27. package/Cameras/geospatialCameraMovement.js.map +1 -1
  28. package/Cameras/index.d.ts +1 -0
  29. package/Cameras/index.js +1 -0
  30. package/Cameras/index.js.map +1 -1
  31. package/Cameras/pure.d.ts +1 -0
  32. package/Cameras/pure.js +1 -0
  33. package/Cameras/pure.js.map +1 -1
  34. package/Cameras/targetCamera.pure.d.ts +25 -0
  35. package/Cameras/targetCamera.pure.js +83 -25
  36. package/Cameras/targetCamera.pure.js.map +1 -1
  37. package/Cameras/targetCameraMovement.d.ts +56 -0
  38. package/Cameras/targetCameraMovement.js +63 -0
  39. package/Cameras/targetCameraMovement.js.map +1 -0
  40. package/Collisions/gpuPicker.d.ts +111 -4
  41. package/Collisions/gpuPicker.js +673 -106
  42. package/Collisions/gpuPicker.js.map +1 -1
  43. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  44. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  45. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  46. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  47. package/Engines/Native/nativeInterfaces.js.map +1 -1
  48. package/Engines/abstractEngine.pure.js +2 -2
  49. package/Engines/abstractEngine.pure.js.map +1 -1
  50. package/Engines/engine.d.ts +1 -0
  51. package/Engines/engine.js +1 -0
  52. package/Engines/engine.js.map +1 -1
  53. package/Engines/engine.pure.d.ts +0 -12
  54. package/Engines/engine.pure.js +0 -20
  55. package/Engines/engine.pure.js.map +1 -1
  56. package/Engines/nullEngine.pure.d.ts +66 -0
  57. package/Engines/nullEngine.pure.js +97 -0
  58. package/Engines/nullEngine.pure.js.map +1 -1
  59. package/Engines/pure.d.ts +1 -0
  60. package/Engines/pure.js +1 -0
  61. package/Engines/pure.js.map +1 -1
  62. package/Engines/thinEngine.scissor.d.ts +6 -0
  63. package/Engines/thinEngine.scissor.js +9 -0
  64. package/Engines/thinEngine.scissor.js.map +1 -0
  65. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  66. package/Engines/thinEngine.scissor.pure.js +24 -0
  67. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  68. package/Engines/thinNativeEngine.d.ts +0 -1
  69. package/Engines/thinNativeEngine.js +0 -1
  70. package/Engines/thinNativeEngine.js.map +1 -1
  71. package/Engines/thinNativeEngine.pure.d.ts +3 -0
  72. package/Engines/thinNativeEngine.pure.js +50 -4
  73. package/Engines/thinNativeEngine.pure.js.map +1 -1
  74. package/Engines/webgpuEngine.pure.js.map +1 -1
  75. package/Loading/sceneLoader.d.ts +5 -1
  76. package/Loading/sceneLoader.js +298 -401
  77. package/Loading/sceneLoader.js.map +1 -1
  78. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  79. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  80. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  81. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  82. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  83. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  84. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +10 -3
  85. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  86. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +3 -1
  87. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  88. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +18 -8
  89. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  90. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +77 -1
  91. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +243 -104
  92. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  93. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +39 -0
  94. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +308 -0
  95. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -0
  96. package/Meshes/geometry.js +30 -15
  97. package/Meshes/geometry.js.map +1 -1
  98. package/Meshes/mesh.pure.js +26 -14
  99. package/Meshes/mesh.pure.js.map +1 -1
  100. package/Misc/tools.pure.js +1 -1
  101. package/Misc/tools.pure.js.map +1 -1
  102. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -0
  103. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  104. package/Shaders/gaussianSplatting.fragment.js +17 -1
  105. package/Shaders/gaussianSplatting.fragment.js.map +1 -1
  106. package/Shaders/gaussianSplatting.vertex.js +1 -1
  107. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  108. package/Shaders/gaussianSplattingDepth.vertex.js +1 -1
  109. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  110. package/Shaders/greasedLine.vertex.js +19 -3
  111. package/Shaders/greasedLine.vertex.js.map +1 -1
  112. package/Shaders/picking.fragment.js +39 -3
  113. package/Shaders/picking.fragment.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
  115. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  116. package/ShadersWGSL/gaussianSplatting.fragment.js +14 -1
  117. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  118. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  119. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  120. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  121. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  122. package/ShadersWGSL/picking.fragment.js +22 -1
  123. package/ShadersWGSL/picking.fragment.js.map +1 -1
  124. package/package.json +3 -2
  125. package/scene.pure.d.ts +12 -0
  126. package/scene.pure.js +36 -0
  127. package/scene.pure.js.map +1 -1
@@ -40,6 +40,19 @@ interface IUpdateOptions {
40
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  /** @internal When set, skips reprocessing splats [0, previousVertexCount) and copies from cached arrays instead. */
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  previousVertexCount?: number;
42
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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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+ }
43
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  interface ITextureDataUpdateCapableEngine {
44
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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;
@@ -246,6 +259,17 @@ export interface PLYHeader {
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  * @internal Use GaussianSplattingMesh instead; this class is an internal implementation detail.
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  */
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  export declare class GaussianSplattingMeshBase extends Mesh {
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+ /**
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+ * When true (default), the depth-sort worker uses the fast O(n) counting (radix) sort. Set to false to
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+ * fall back to the legacy comparison sort (useful for A/B comparison or as a safety fallback). The change
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+ * takes effect on the next sort.
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+ */
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+ static UseCountingSort: boolean;
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+ /**
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+ * When true, the depth-sort worker logs each sort's duration (ms) and active splat count to the console.
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+ * Off by default; intended for performance investigation only.
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+ */
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+ static LogSortPerformance: boolean;
249
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  /** @internal */
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  _vertexCount: number;
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  protected _worker: Nullable<Worker>;
@@ -254,6 +278,7 @@ 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>;
@@ -286,6 +311,9 @@ 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;
@@ -317,6 +345,7 @@ 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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  /**
321
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  * Cosine value of the angle threshold to update view dependent splat sorting. Default is 0.0001.
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  */
@@ -346,6 +375,38 @@ 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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+ */
388
+ 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;
349
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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
@@ -434,6 +495,12 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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  * Get the compensation state
435
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  */
436
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  get compensation(): boolean;
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+ /**
499
+ * Minimum projected splat size, in pixels, below which a splat is discarded (0 = disabled).
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+ * Applied in real time; no rebuild required.
501
+ */
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+ get minPixelSize(): number;
503
+ set minPixelSize(value: number);
437
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  private _loadingPromise;
438
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  /**
439
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  * set rendering material
@@ -559,7 +626,6 @@ export declare class GaussianSplattingMeshBase extends Mesh {
559
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  * @returns a new Gaussian Splatting Mesh
560
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  */
561
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  clone(name?: string): GaussianSplattingMeshBase;
562
- private static _CreateWorker;
563
629
  protected _makeEmptySplat(index: number, covA: Uint16Array, covB: Uint16Array, colorArray: Uint8Array): void;
564
630
  /**
565
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  * Processes a single splat from the source buffer (at srcIndex) and writes the result into
@@ -618,6 +684,16 @@ export declare class GaussianSplattingMeshBase extends Mesh {
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  * Subclasses (e.g. compound) may override to additionally post part-index data.
619
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  */
620
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  protected _notifyWorkerNewData(): void;
687
+ /**
688
+ * Patches only a contiguous range of source-splat centers in the sort worker, instead of re-copying and
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+ * transferring the entire position buffer (which is hundreds of MB for large streamed datasets and caused
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+ * a multi-frame freeze on every LOD decode). The worker must already hold a full-size position buffer (from
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+ * the initial {@link GaussianSplattingSortWorkerCommand.POSITIONS} message at worker creation). Marks the
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+ * sort dirty so the new splats are sorted in; the caller is responsible for any interval/range refresh.
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+ * @param splatOffset first splat index of the updated range
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+ * @param splatCount number of splats in the updated range
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+ */
696
+ protected _postWorkerPositionsRange(splatOffset: number, splatCount: number): void;
621
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  private _updateData;
622
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  /**
623
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  * Update asynchronously the buffer
@@ -13,6 +13,7 @@ import { Scalar } from "../../Maths/math.scalar.js";
13
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  import { runCoroutineSync, runCoroutineAsync, createYieldingScheduler } from "../../Misc/coroutine.js";
14
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  import { EngineStore } from "../../Engines/engineStore.js";
15
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  import { ImportMeshAsync } from "../../Loading/sceneLoader.js";
16
+ import { GaussianSplattingSortWorker, GaussianSplattingSortWorkerCommand } from "./gaussianSplattingSortWorker.js";
16
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  const IsNative = typeof _native !== "undefined";
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  const Native = IsNative ? _native : null;
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  // @internal
@@ -273,6 +274,27 @@ export class GaussianSplattingMeshBase extends Mesh {
273
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  }
274
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  return new Float32Array(bytes.buffer, bytes.byteOffset, bytes.byteLength / floatSize);
275
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  }
277
+ static _BuildSplatRangeData(ranges, vertexCount) {
278
+ if (ranges === null) {
279
+ return { ranges: null, count: vertexCount, key: "" };
280
+ }
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+ const rangePairs = [];
282
+ let totalCount = 0;
283
+ let key = "";
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+ for (const range of ranges) {
285
+ 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);
289
+ if (rangeCount === 0) {
290
+ continue;
291
+ }
292
+ rangePairs.push(start, rangeCount);
293
+ totalCount += rangeCount;
294
+ key += `${start}:${rangeCount};`;
295
+ }
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+ return { ranges: new Uint32Array(rangePairs), count: totalCount, key };
297
+ }
276
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  /**
277
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  * If true, disables depth sorting of the splats (default: false)
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  */
@@ -326,6 +348,100 @@ export class GaussianSplattingMeshBase extends Mesh {
326
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  get splatCount() {
327
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  return this._splatIndex?.length;
328
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  }
351
+ /**
352
+ * 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;
357
+ }
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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;
369
+ if (isSameRangeSet) {
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+ return;
371
+ }
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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) {
378
+ // 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
381
+ // 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;
386
+ this._postToWorker(true);
387
+ }
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+ else {
389
+ // 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);
392
+ }
393
+ }
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+ // (Re)allocates the worker depth buffer to the given padded size. A fresh array is allocated when the
395
+ // 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.
397
+ _ensureDepthMixSize(paddedCount) {
398
+ if (IsNative) {
399
+ return;
400
+ }
401
+ if (!this._depthMix || this._depthMix.length !== paddedCount || this._depthMix.buffer.byteLength === 0) {
402
+ this._depthMix = new BigInt64Array(paddedCount);
403
+ }
404
+ }
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+ /**
406
+ * Sends the active source-splat intervals to the sort worker. When no range filter is active,
407
+ * a single interval covering all source splats is sent so the worker never assumes the full set.
408
+ */
409
+ _postIntervalsToWorker() {
410
+ if (!this._worker) {
411
+ return;
412
+ }
413
+ const intervals = this._activeSplatRanges ? new Uint32Array(this._activeSplatRanges) : new Uint32Array([0, this._vertexCount]);
414
+ this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.INTERVALS, intervals }, [intervals.buffer]);
415
+ }
416
+ /**
417
+ * Initializes this mesh to render from an externally-provided, GPU-decoded work buffer, bypassing the
418
+ * CPU `updateData` path. The four textures must hold the standard decoded GS layout addressed by linear
419
+ * splat index over a square texture: centers (x,y,z,1), covariance A (Sigma00,01,02,11) and B
420
+ * (Sigma12,22,*,*) as full covariance (so `center.w` is 1), and RGBA color. `splatPositions` are the
421
+ * stride-4 CPU centers consumed by the depth-sort worker.
422
+ * @param centers centers texture
423
+ * @param covariancesA covariance A texture
424
+ * @param covariancesB covariance B texture
425
+ * @param colors color texture
426
+ * @param splatPositions stride-4 CPU centers for depth sorting (length vertexCount*4)
427
+ * @param vertexCount number of splats addressable in the work buffer
428
+ */
429
+ _setExternalWorkBuffer(centers, covariancesA, covariancesB, colors, splatPositions, vertexCount) {
430
+ this._covariancesATexture = covariancesA;
431
+ this._covariancesBTexture = covariancesB;
432
+ this._centersTexture = centers;
433
+ this._colorsTexture = colors;
434
+ 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
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  /**
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
@@ -525,6 +641,18 @@ export class GaussianSplattingMeshBase extends Mesh {
525
641
  get compensation() {
526
642
  return this._material instanceof GaussianSplattingMaterial ? this._material.compensation : false;
527
643
  }
644
+ /**
645
+ * Minimum projected splat size, in pixels, below which a splat is discarded (0 = disabled).
646
+ * Applied in real time; no rebuild required.
647
+ */
648
+ get minPixelSize() {
649
+ return this._material instanceof GaussianSplattingMaterial ? this._material.minPixelSize : 0;
650
+ }
651
+ set minPixelSize(value) {
652
+ if (this._material instanceof GaussianSplattingMaterial) {
653
+ this._material.minPixelSize = Math.max(0, value);
654
+ }
655
+ }
528
656
  /**
529
657
  * set rendering material
530
658
  */
@@ -577,6 +705,9 @@ export class GaussianSplattingMeshBase extends Mesh {
577
705
  this._canPostToWorker = true;
578
706
  this._readyToDisplay = false;
579
707
  this._sortRequestId = 0;
708
+ // Incremented on every active-range change. A worker sort result is only applied when it was computed
709
+ // for the current range version (and size), so a sort for stale ranges is never rendered.
710
+ this._activeRangeVersion = 0;
580
711
  this._hasRenderedOnce = false;
581
712
  this._covariancesATexture = null;
582
713
  this._covariancesBTexture = null;
@@ -609,6 +740,9 @@ export class GaussianSplattingMeshBase extends Mesh {
609
740
  this._splatSizeMin = Infinity;
610
741
  this._splatSizeMax = -Infinity;
611
742
  this._sortIsDirty = false;
743
+ this._activeSplatRanges = null;
744
+ this._activeSplatRangeKey = "";
745
+ this._activeSplatRenderCount = 0;
612
746
  // Cached bounding box for incremental addPart updates (O(1) vs O(N) scan of positions)
613
747
  this._cachedBoundingMin = null;
614
748
  this._cachedBoundingMax = null;
@@ -910,16 +1044,26 @@ export class GaussianSplattingMeshBase extends Mesh {
910
1044
  this._canPostToWorker = false;
911
1045
  if (this._worker) {
912
1046
  this._worker.postMessage({
1047
+ command: GaussianSplattingSortWorkerCommand.SORT,
913
1048
  worldMatrix: worldMatrix.m,
914
1049
  cameraForward: [cameraViewMatrix.m[2], cameraViewMatrix.m[6], cameraViewMatrix.m[10]],
915
1050
  cameraPosition: [camera.globalPosition.x, camera.globalPosition.y, camera.globalPosition.z],
916
1051
  depthMix: this._depthMix,
917
1052
  cameraId: camera.uniqueId,
918
1053
  sortRequestId: cameraViewInfos.sortRequestId,
1054
+ rangeVersion: this._activeRangeVersion,
1055
+ useCountingSort: GaussianSplattingMeshBase.UseCountingSort,
1056
+ logSortPerformance: GaussianSplattingMeshBase.LogSortPerformance,
919
1057
  }, [this._depthMix.buffer]);
920
1058
  }
921
1059
  else if (Native?.sortSplats) {
922
- Native.sortSplats(this._modelViewProjectionMatrix, this._splatPositions, this._splatIndex, this._scene.useRightHandedSystem);
1060
+ if (this._activeSplatRanges) {
1061
+ // Native sort can't filter ranges: fall back to the (already range-filtered) identity index buffer.
1062
+ this._updateSplatIndexBuffer(this._vertexCount);
1063
+ }
1064
+ else {
1065
+ Native.sortSplats(this._modelViewProjectionMatrix, this._splatPositions, this._splatIndex, this._scene.useRightHandedSystem);
1066
+ }
923
1067
  if (cameraViewInfos.splatIndexBufferSet) {
924
1068
  cameraViewInfos.mesh.thinInstanceBufferUpdated("splatIndex");
925
1069
  }
@@ -1960,7 +2104,9 @@ export class GaussianSplattingMeshBase extends Mesh {
1960
2104
  const positions = Float32Array.from(this._splatPositions);
1961
2105
  const vertexCount = this._vertexCount;
1962
2106
  if (this._worker) {
1963
- this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
2107
+ this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions, vertexCount }, [positions.buffer]);
2108
+ // Re-sync the active interval set in case the source splat count changed.
2109
+ this._postIntervalsToWorker();
1964
2110
  }
1965
2111
  // Handle SH textures in update path - create if they don't exist
1966
2112
  if (sh && !this._shTextures) {
@@ -2038,7 +2184,9 @@ export class GaussianSplattingMeshBase extends Mesh {
2038
2184
  if (this._worker) {
2039
2185
  const positions = Float32Array.from(this._splatPositions);
2040
2186
  const vertexCount = this._vertexCount;
2041
- this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
2187
+ this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions, vertexCount }, [positions.buffer]);
2188
+ // Re-sync the active interval set in case the source splat count changed.
2189
+ this._postIntervalsToWorker();
2042
2190
  }
2043
2191
  this._postToWorker(true);
2044
2192
  }
@@ -2075,10 +2223,32 @@ export class GaussianSplattingMeshBase extends Mesh {
2075
2223
  if (this._worker) {
2076
2224
  const positions = Float32Array.from(this._splatPositions);
2077
2225
  const vertexCount = this._vertexCount;
2078
- this._worker.postMessage({ positions, vertexCount }, [positions.buffer]);
2226
+ this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions, vertexCount }, [positions.buffer]);
2227
+ // The source splat count may have changed (e.g. addPart): re-sync the worker's active
2228
+ // interval set so it covers the current splats instead of a stale (smaller) range.
2229
+ this._postIntervalsToWorker();
2079
2230
  }
2080
2231
  this._sortIsDirty = true;
2081
2232
  }
2233
+ /**
2234
+ * Patches only a contiguous range of source-splat centers in the sort worker, instead of re-copying and
2235
+ * transferring the entire position buffer (which is hundreds of MB for large streamed datasets and caused
2236
+ * a multi-frame freeze on every LOD decode). The worker must already hold a full-size position buffer (from
2237
+ * the initial {@link GaussianSplattingSortWorkerCommand.POSITIONS} message at worker creation). Marks the
2238
+ * sort dirty so the new splats are sorted in; the caller is responsible for any interval/range refresh.
2239
+ * @param splatOffset first splat index of the updated range
2240
+ * @param splatCount number of splats in the updated range
2241
+ */
2242
+ _postWorkerPositionsRange(splatOffset, splatCount) {
2243
+ if (!this._worker || !this._splatPositions || splatCount <= 0) {
2244
+ return;
2245
+ }
2246
+ const floatOffset = splatOffset * 4;
2247
+ // Copy just the changed region (stride 4) so the main thread keeps its own _splatPositions intact.
2248
+ const data = this._splatPositions.slice(floatOffset, floatOffset + splatCount * 4);
2249
+ this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS_UPDATE, offset: floatOffset, data }, [data.buffer]);
2250
+ this._sortIsDirty = true;
2251
+ }
2082
2252
  *_updateData(data, isAsync, sh, partIndices, { flipY = false, previousVertexCount = 0 } = {}, shDegree) {
2083
2253
  if (!this._covariancesATexture) {
2084
2254
  this._readyToDisplay = false;
@@ -2100,6 +2270,11 @@ export class GaussianSplattingMeshBase extends Mesh {
2100
2270
  }
2101
2271
  const vertexCount = uBuffer.length / GaussianSplattingMeshBase._RowOutputLength;
2102
2272
  if (vertexCount != this._vertexCount) {
2273
+ // The source set changed: drop any active range filter so the buffers resize to the full
2274
+ // set. Callers (e.g. streaming LOD) re-apply their ranges after the data is committed.
2275
+ this._activeSplatRanges = null;
2276
+ this._activeSplatRangeKey = "";
2277
+ this._activeSplatRenderCount = 0;
2103
2278
  this._updateSplatIndexBuffer(vertexCount);
2104
2279
  }
2105
2280
  this._vertexCount = vertexCount;
@@ -2241,19 +2416,40 @@ export class GaussianSplattingMeshBase extends Mesh {
2241
2416
  }
2242
2417
  // in case size is different
2243
2418
  _updateSplatIndexBuffer(vertexCount) {
2244
- const paddedVertexCount = (vertexCount + 15) & ~0xf;
2245
- if (!this._splatIndex || vertexCount != this._splatIndex.length) {
2419
+ const renderedSplatCount = this._activeSplatRanges ? this._activeSplatRenderCount : vertexCount;
2420
+ const paddedVertexCount = Math.max((renderedSplatCount + 15) & ~0xf, 16);
2421
+ const previousIndex = this._splatIndex;
2422
+ if (!previousIndex || paddedVertexCount !== previousIndex.length) {
2246
2423
  this._splatIndex = new Float32Array(paddedVertexCount);
2247
- for (let i = 0; i < paddedVertexCount; i++) {
2248
- this._splatIndex[i] = i;
2249
- }
2250
2424
  // update meshes for knowns cameras
2251
2425
  this._cameraViewInfos.forEach((cameraViewInfos) => {
2252
2426
  cameraViewInfos.mesh.thinInstanceSetBuffer("splatIndex", this._splatIndex, 16, false);
2253
2427
  });
2254
2428
  }
2429
+ const splatIndex = this._splatIndex;
2430
+ // Populate the buffer with the current active source indices (identity when unfiltered) so every
2431
+ // rendered slot points at a valid splat. This is the synchronous (no async sort worker) path; the
2432
+ // worker path instead defers the index-buffer swap until a matching sort lands (see _onWorkerCreated).
2433
+ if (this._activeSplatRanges) {
2434
+ let index = 0;
2435
+ for (let rangeIndex = 0; rangeIndex < this._activeSplatRanges.length; rangeIndex += 2) {
2436
+ const start = this._activeSplatRanges[rangeIndex];
2437
+ const count = this._activeSplatRanges[rangeIndex + 1];
2438
+ for (let sourceIndex = start; sourceIndex < start + count; sourceIndex++) {
2439
+ splatIndex[index++] = sourceIndex;
2440
+ }
2441
+ }
2442
+ for (; index < paddedVertexCount; index++) {
2443
+ splatIndex[index] = 0;
2444
+ }
2445
+ }
2446
+ else {
2447
+ for (let i = 0; i < paddedVertexCount; i++) {
2448
+ splatIndex[i] = i;
2449
+ }
2450
+ }
2255
2451
  // Update depthMix
2256
- if ((!this._depthMix || vertexCount != this._depthMix.length) && !IsNative) {
2452
+ if ((!this._depthMix || paddedVertexCount !== this._depthMix.length) && !IsNative) {
2257
2453
  this._depthMix = new BigInt64Array(paddedVertexCount);
2258
2454
  }
2259
2455
  this.forcedInstanceCount = Math.max(paddedVertexCount >> 4, 1);
@@ -2349,21 +2545,28 @@ export class GaussianSplattingMeshBase extends Mesh {
2349
2545
  // If the previous worker was terminated mid-sort it would never have set _canPostToWorker
2350
2546
  // back to true, leaving the sort permanently frozen on the new worker.
2351
2547
  this._canPostToWorker = true;
2352
- this._worker = new Worker(URL.createObjectURL(new Blob(["(", GaussianSplattingMeshBase._CreateWorker.toString(), ")(self)"], {
2548
+ this._worker = new Worker(URL.createObjectURL(new Blob(["(", GaussianSplattingSortWorker.toString(), ")(self)"], {
2353
2549
  type: "application/javascript",
2354
2550
  })));
2355
2551
  const positions = Float32Array.from(this._splatPositions);
2356
- this._worker.postMessage({ positions }, [positions.buffer]);
2552
+ this._worker.postMessage({ command: GaussianSplattingSortWorkerCommand.POSITIONS, positions }, [positions.buffer]);
2553
+ // The main thread owns the active interval set: send it explicitly (covering all indices when
2554
+ // no LOD filter is active) rather than letting the worker assume the full source set.
2555
+ this._postIntervalsToWorker();
2357
2556
  this._onWorkerCreated(this._worker);
2358
2557
  this._worker.onerror = () => {
2359
2558
  // If the worker throws an unhandled error, unlock the posting gate so the next frame can retry the sort.
2360
2559
  this._canPostToWorker = true;
2361
2560
  };
2362
2561
  this._worker.onmessage = (e) => {
2363
- // Recompute vertexCountPadded in case _vertexCount has changed since the last update
2364
- const vertexCountPadded = (this._vertexCount + 15) & ~0xf;
2365
- // If the vertex count changed, we discard this result and trigger a new sort
2366
- if (e.data.depthMix.length != vertexCountPadded) {
2562
+ // Size the result against the active (rendered) splat count, which may be a subset of the
2563
+ // full source set when an interval/LOD filter is active.
2564
+ const renderedPadded = Math.max((this.renderedSplatCount + 15) & ~0xf, 16);
2565
+ // Discard the result and trigger a fresh sort if it no longer matches the current active set:
2566
+ // either the active count changed since it was posted, or it was computed for a stale range
2567
+ // version (the active ranges changed while it was in flight). Applying it would render indices
2568
+ // that belong to a different active set.
2569
+ if (e.data.depthMix.length != renderedPadded || e.data.rangeVersion !== this._activeRangeVersion) {
2367
2570
  // Only re-enable posting and trigger a re-sort if the buffer is available.
2368
2571
  // If byteLength === 0 the buffer is already in-flight for a newer sort;
2369
2572
  // that sort's onmessage will handle things when it returns.
@@ -2377,13 +2580,25 @@ export class GaussianSplattingMeshBase extends Mesh {
2377
2580
  this._depthMix = e.data.depthMix;
2378
2581
  const cameraId = e.data.cameraId;
2379
2582
  const sortRequestId = e.data.sortRequestId;
2583
+ // The index buffer swap is deferred to here so the previous fully-sorted state stays on screen
2584
+ // until this matching sort lands. Resize it now (the active count may have grown/shrunk since the
2585
+ // last applied sort) and rebind it for every known camera.
2586
+ if (!this._splatIndex || this._splatIndex.length !== renderedPadded) {
2587
+ this._splatIndex = new Float32Array(renderedPadded);
2588
+ this._cameraViewInfos.forEach((info) => {
2589
+ info.mesh.thinInstanceSetBuffer("splatIndex", this._splatIndex, 16, false);
2590
+ info.splatIndexBufferSet = true;
2591
+ });
2592
+ }
2380
2593
  const indexMix = new Uint32Array(e.data.depthMix.buffer);
2381
2594
  if (this._splatIndex) {
2382
- for (let j = 0; j < vertexCountPadded; j++) {
2595
+ for (let j = 0; j < renderedPadded; j++) {
2383
2596
  this._splatIndex[j] = indexMix[2 * j];
2384
2597
  }
2385
2598
  }
2599
+ this.forcedInstanceCount = Math.max(renderedPadded >> 4, 1);
2386
2600
  if (this._delayedTextureUpdate) {
2601
+ const vertexCountPadded = (this._vertexCount + 15) & ~0xf;
2387
2602
  const textureSize = this._getTextureSize(vertexCountPadded);
2388
2603
  this._updateSubTextures(this._delayedTextureUpdate.centers, this._delayedTextureUpdate.covA, this._delayedTextureUpdate.covB, this._delayedTextureUpdate.colors, 0, textureSize.y, this._delayedTextureUpdate.sh);
2389
2604
  this._delayedTextureUpdate = null;
@@ -2545,6 +2760,17 @@ export class GaussianSplattingMeshBase extends Mesh {
2545
2760
  return this;
2546
2761
  }
2547
2762
  }
2763
+ /**
2764
+ * When true (default), the depth-sort worker uses the fast O(n) counting (radix) sort. Set to false to
2765
+ * fall back to the legacy comparison sort (useful for A/B comparison or as a safety fallback). The change
2766
+ * takes effect on the next sort.
2767
+ */
2768
+ GaussianSplattingMeshBase.UseCountingSort = true;
2769
+ /**
2770
+ * When true, the depth-sort worker logs each sort's duration (ms) and active splat count to the console.
2771
+ * Off by default; intended for performance investigation only.
2772
+ */
2773
+ GaussianSplattingMeshBase.LogSortPerformance = false;
2548
2774
  GaussianSplattingMeshBase._RowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // Vector3 position, Vector3 scale, 1 u8 quaternion, 1 color with alpha
2549
2775
  GaussianSplattingMeshBase._SH_C0 = 0.28209479177387814;
2550
2776
  // batch size between 2 yield calls. This value is a tradeoff between updates overhead and framerate hiccups
@@ -2559,93 +2785,6 @@ GaussianSplattingMeshBase._DefaultViewUpdateThreshold = 1e-4;
2559
2785
  * A value of 0 (default) means display update will not happens before splat is ready.
2560
2786
  */
2561
2787
  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
2788
  /**
2650
2789
  * Allocates SH texture buffers pre-filled with 128 (the neutral encoding of ~0.0 in the
2651
2790
  * shader's decompose() function). Padding bytes beyond the actual coefficients in the last