@babylonjs/core 9.12.1 → 9.13.0

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Files changed (52) hide show
  1. package/Collisions/gpuPicker.d.ts +111 -4
  2. package/Collisions/gpuPicker.js +673 -106
  3. package/Collisions/gpuPicker.js.map +1 -1
  4. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  5. package/Engines/Native/nativeInterfaces.js.map +1 -1
  6. package/Engines/abstractEngine.pure.js +2 -2
  7. package/Engines/abstractEngine.pure.js.map +1 -1
  8. package/Engines/nullEngine.pure.js +5 -1
  9. package/Engines/nullEngine.pure.js.map +1 -1
  10. package/Engines/thinNativeEngine.pure.d.ts +3 -0
  11. package/Engines/thinNativeEngine.pure.js +43 -4
  12. package/Engines/thinNativeEngine.pure.js.map +1 -1
  13. package/Loading/sceneLoader.d.ts +5 -1
  14. package/Loading/sceneLoader.js +298 -401
  15. package/Loading/sceneLoader.js.map +1 -1
  16. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  17. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  18. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  19. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  20. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  21. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  22. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +3 -1
  23. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  24. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +27 -0
  25. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +44 -0
  26. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  27. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +2 -0
  28. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +195 -47
  29. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -1
  30. package/Misc/tools.pure.js +1 -1
  31. package/Misc/tools.pure.js.map +1 -1
  32. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -0
  33. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  34. package/Shaders/gaussianSplatting.fragment.js +17 -1
  35. package/Shaders/gaussianSplatting.fragment.js.map +1 -1
  36. package/Shaders/gaussianSplatting.vertex.js +1 -1
  37. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  38. package/Shaders/gaussianSplattingDepth.vertex.js +1 -1
  39. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  40. package/Shaders/picking.fragment.js +39 -3
  41. package/Shaders/picking.fragment.js.map +1 -1
  42. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
  43. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  44. package/ShadersWGSL/gaussianSplatting.fragment.js +14 -1
  45. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  46. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  47. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  48. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  49. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  50. package/ShadersWGSL/picking.fragment.js +22 -1
  51. package/ShadersWGSL/picking.fragment.js.map +1 -1
  52. package/package.json +1 -1
@@ -1 +1 @@
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(\"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"]}
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"]}
@@ -259,6 +259,17 @@ export interface PLYHeader {
259
259
  * @internal Use GaussianSplattingMesh instead; this class is an internal implementation detail.
260
260
  */
261
261
  export declare class GaussianSplattingMeshBase extends Mesh {
262
+ /**
263
+ * When true (default), the depth-sort worker uses the fast O(n) counting (radix) sort. Set to false to
264
+ * fall back to the legacy comparison sort (useful for A/B comparison or as a safety fallback). The change
265
+ * takes effect on the next sort.
266
+ */
267
+ static UseCountingSort: boolean;
268
+ /**
269
+ * When true, the depth-sort worker logs each sort's duration (ms) and active splat count to the console.
270
+ * Off by default; intended for performance investigation only.
271
+ */
272
+ static LogSortPerformance: boolean;
262
273
  /** @internal */
263
274
  _vertexCount: number;
264
275
  protected _worker: Nullable<Worker>;
@@ -484,6 +495,12 @@ export declare class GaussianSplattingMeshBase extends Mesh {
484
495
  * Get the compensation state
485
496
  */
486
497
  get compensation(): boolean;
498
+ /**
499
+ * Minimum projected splat size, in pixels, below which a splat is discarded (0 = disabled).
500
+ * Applied in real time; no rebuild required.
501
+ */
502
+ get minPixelSize(): number;
503
+ set minPixelSize(value: number);
487
504
  private _loadingPromise;
488
505
  /**
489
506
  * set rendering material
@@ -667,6 +684,16 @@ export declare class GaussianSplattingMeshBase extends Mesh {
667
684
  * Subclasses (e.g. compound) may override to additionally post part-index data.
668
685
  */
669
686
  protected _notifyWorkerNewData(): void;
687
+ /**
688
+ * Patches only a contiguous range of source-splat centers in the sort worker, instead of re-copying and
689
+ * transferring the entire position buffer (which is hundreds of MB for large streamed datasets and caused
690
+ * a multi-frame freeze on every LOD decode). The worker must already hold a full-size position buffer (from
691
+ * the initial {@link GaussianSplattingSortWorkerCommand.POSITIONS} message at worker creation). Marks the
692
+ * sort dirty so the new splats are sorted in; the caller is responsible for any interval/range refresh.
693
+ * @param splatOffset first splat index of the updated range
694
+ * @param splatCount number of splats in the updated range
695
+ */
696
+ protected _postWorkerPositionsRange(splatOffset: number, splatCount: number): void;
670
697
  private _updateData;
671
698
  /**
672
699
  * Update asynchronously the buffer
@@ -641,6 +641,18 @@ export class GaussianSplattingMeshBase extends Mesh {
641
641
  get compensation() {
642
642
  return this._material instanceof GaussianSplattingMaterial ? this._material.compensation : false;
643
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
+ }
644
656
  /**
645
657
  * set rendering material
646
658
  */
@@ -1040,6 +1052,8 @@ export class GaussianSplattingMeshBase extends Mesh {
1040
1052
  cameraId: camera.uniqueId,
1041
1053
  sortRequestId: cameraViewInfos.sortRequestId,
1042
1054
  rangeVersion: this._activeRangeVersion,
1055
+ useCountingSort: GaussianSplattingMeshBase.UseCountingSort,
1056
+ logSortPerformance: GaussianSplattingMeshBase.LogSortPerformance,
1043
1057
  }, [this._depthMix.buffer]);
1044
1058
  }
1045
1059
  else if (Native?.sortSplats) {
@@ -2216,6 +2230,25 @@ export class GaussianSplattingMeshBase extends Mesh {
2216
2230
  }
2217
2231
  this._sortIsDirty = true;
2218
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
+ }
2219
2252
  *_updateData(data, isAsync, sh, partIndices, { flipY = false, previousVertexCount = 0 } = {}, shDegree) {
2220
2253
  if (!this._covariancesATexture) {
2221
2254
  this._readyToDisplay = false;
@@ -2727,6 +2760,17 @@ export class GaussianSplattingMeshBase extends Mesh {
2727
2760
  return this;
2728
2761
  }
2729
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;
2730
2774
  GaussianSplattingMeshBase._RowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // Vector3 position, Vector3 scale, 1 u8 quaternion, 1 color with alpha
2731
2775
  GaussianSplattingMeshBase._SH_C0 = 0.28209479177387814;
2732
2776
  // batch size between 2 yield calls. This value is a tradeoff between updates overhead and framerate hiccups