@babylonjs/core 9.2.0 → 9.2.2

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Files changed (200) hide show
  1. package/Animations/animation.d.ts +9 -0
  2. package/Animations/animation.js +9 -0
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/runtimeAnimation.js +28 -0
  5. package/Animations/runtimeAnimation.js.map +1 -1
  6. package/Cameras/Inputs/geospatialCameraPointersInput.js +10 -8
  7. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  8. package/Cameras/geospatialCameraMovement.js +21 -21
  9. package/Cameras/geospatialCameraMovement.js.map +1 -1
  10. package/Debug/physicsViewer.js +2 -12
  11. package/Debug/physicsViewer.js.map +1 -1
  12. package/Engines/abstractEngine.js +2 -2
  13. package/Engines/abstractEngine.js.map +1 -1
  14. package/Engines/webgpuEngine.js +2 -0
  15. package/Engines/webgpuEngine.js.map +1 -1
  16. package/FlowGraph/Blocks/flowGraphBlockFactory.js +14 -1
  17. package/FlowGraph/Blocks/flowGraphBlockFactory.js.map +1 -1
  18. package/FlowGraph/flowGraph.js +6 -0
  19. package/FlowGraph/flowGraph.js.map +1 -1
  20. package/FlowGraph/flowGraphEventBlock.d.ts +10 -0
  21. package/FlowGraph/flowGraphEventBlock.js +24 -0
  22. package/FlowGraph/flowGraphEventBlock.js.map +1 -1
  23. package/FlowGraph/flowGraphParser.js +23 -4
  24. package/FlowGraph/flowGraphParser.js.map +1 -1
  25. package/FlowGraph/serialization.js +36 -14
  26. package/FlowGraph/serialization.js.map +1 -1
  27. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.d.ts +105 -0
  28. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js +318 -0
  29. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.js.map +1 -0
  30. package/FrameGraph/Node/Blocks/index.d.ts +1 -0
  31. package/FrameGraph/Node/Blocks/index.js +1 -0
  32. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  33. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +34 -0
  34. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +144 -0
  35. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -0
  36. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +26 -0
  37. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +82 -0
  38. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -0
  39. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +61 -0
  40. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +207 -0
  41. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -0
  42. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +104 -0
  43. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +218 -0
  44. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -0
  45. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +217 -0
  46. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +640 -0
  47. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -0
  48. package/FrameGraph/frameGraph.js +1 -0
  49. package/FrameGraph/frameGraph.js.map +1 -1
  50. package/FrameGraph/index.d.ts +1 -0
  51. package/FrameGraph/index.js +1 -0
  52. package/FrameGraph/index.js.map +1 -1
  53. package/Gizmos/boundingBoxGizmo.js +4 -0
  54. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  55. package/Layers/thinEffectLayer.js +8 -1
  56. package/Layers/thinEffectLayer.js.map +1 -1
  57. package/Lights/Clustered/clusteredLightContainer.js +8 -5
  58. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  59. package/Loading/Plugins/babylonFileLoader.js +26 -0
  60. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  61. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +15 -2
  62. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  63. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +3 -1
  64. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  65. package/Materials/PBR/openpbrMaterial.d.ts +13 -2
  66. package/Materials/PBR/openpbrMaterial.js +47 -16
  67. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  68. package/Materials/PBR/pbrBRDFConfiguration.js +1 -1
  69. package/Materials/PBR/pbrBRDFConfiguration.js.map +1 -1
  70. package/Materials/Textures/Filtering/hdrFiltering.js +6 -0
  71. package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
  72. package/Materials/Textures/envCubeTexture.js +13 -13
  73. package/Materials/Textures/envCubeTexture.js.map +1 -1
  74. package/Materials/materialHelper.functions.js +1 -1
  75. package/Materials/materialHelper.functions.js.map +1 -1
  76. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.d.ts +18 -4
  77. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js +29 -4
  78. package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.js.map +1 -1
  79. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +48 -8
  80. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +373 -84
  81. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  82. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.d.ts +39 -4
  83. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js +152 -47
  84. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js.map +1 -1
  85. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.d.ts +61 -7
  86. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js +94 -11
  87. package/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js.map +1 -1
  88. package/Meshes/mesh.d.ts +15 -0
  89. package/Meshes/mesh.js +40 -1
  90. package/Meshes/mesh.js.map +1 -1
  91. package/Meshes/transformNode.js +2 -2
  92. package/Meshes/transformNode.js.map +1 -1
  93. package/Misc/sceneSerializer.js +2 -1
  94. package/Misc/sceneSerializer.js.map +1 -1
  95. package/Misc/textureTools.d.ts +3 -1
  96. package/Misc/textureTools.js +74 -13
  97. package/Misc/textureTools.js.map +1 -1
  98. package/Misc/tools.js +1 -1
  99. package/Misc/tools.js.map +1 -1
  100. package/Particles/baseParticleSystem.d.ts +47 -1
  101. package/Particles/baseParticleSystem.js +88 -0
  102. package/Particles/baseParticleSystem.js.map +1 -1
  103. package/Particles/computeShaderParticleSystem.js +12 -0
  104. package/Particles/computeShaderParticleSystem.js.map +1 -1
  105. package/Particles/gpuParticleSystem.d.ts +61 -25
  106. package/Particles/gpuParticleSystem.js +249 -75
  107. package/Particles/gpuParticleSystem.js.map +1 -1
  108. package/Particles/particleSystem.d.ts +0 -6
  109. package/Particles/particleSystem.js +3 -14
  110. package/Particles/particleSystem.js.map +1 -1
  111. package/Particles/thinParticleSystem.d.ts +1 -17
  112. package/Particles/thinParticleSystem.js +1 -50
  113. package/Particles/thinParticleSystem.js.map +1 -1
  114. package/Particles/webgl2ParticleSystem.d.ts +1 -0
  115. package/Particles/webgl2ParticleSystem.js +18 -2
  116. package/Particles/webgl2ParticleSystem.js.map +1 -1
  117. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js +1 -1
  118. package/Rendering/IBLShadows/iblShadowsAccumulationPass.js.map +1 -1
  119. package/Rendering/IBLShadows/iblShadowsPluginMaterial.d.ts +3 -1
  120. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js +11 -1
  121. package/Rendering/IBLShadows/iblShadowsPluginMaterial.js.map +1 -1
  122. package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -19
  123. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +21 -65
  124. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  125. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +15 -52
  126. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +129 -220
  127. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  128. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js +3 -0
  129. package/Rendering/IBLShadows/iblShadowsVoxelTracingPass.js.map +1 -1
  130. package/Rendering/depthRenderer.js +6 -0
  131. package/Rendering/depthRenderer.js.map +1 -1
  132. package/Rendering/geometryBufferRenderer.d.ts +14 -5
  133. package/Rendering/geometryBufferRenderer.js +6 -2
  134. package/Rendering/geometryBufferRenderer.js.map +1 -1
  135. package/Rendering/geometryBufferRendererSceneComponent.d.ts +4 -6
  136. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  137. package/Rendering/iblCdfGenerator.d.ts +10 -0
  138. package/Rendering/iblCdfGenerator.js +52 -17
  139. package/Rendering/iblCdfGenerator.js.map +1 -1
  140. package/Rendering/index.d.ts +0 -6
  141. package/Rendering/index.js +0 -6
  142. package/Rendering/index.js.map +1 -1
  143. package/Shaders/ShadersInclude/gaussianSplatting.js +25 -4
  144. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  145. package/Shaders/ShadersInclude/openpbrDirectLighting.js +6 -1
  146. package/Shaders/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  147. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  148. package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  149. package/Shaders/gaussianSplatting.vertex.js +3 -0
  150. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  151. package/Shaders/gpuRenderParticles.vertex.js +14 -2
  152. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  153. package/Shaders/gpuUpdateParticles.vertex.js +24 -6
  154. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  155. package/Shaders/iblShadowVoxelTracing.fragment.js +5 -1
  156. package/Shaders/iblShadowVoxelTracing.fragment.js.map +1 -1
  157. package/Shaders/iblVoxelGrid.fragment.d.ts +1 -0
  158. package/Shaders/iblVoxelGrid.fragment.js +33 -5
  159. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  160. package/Shaders/{iblVoxelSlabDebug.fragment.d.ts → lod3D.fragment.d.ts} +1 -1
  161. package/Shaders/lod3D.fragment.js +13 -0
  162. package/Shaders/lod3D.fragment.js.map +1 -0
  163. package/Shaders/openpbr.fragment.js +5 -0
  164. package/Shaders/openpbr.fragment.js.map +1 -1
  165. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +37 -5
  166. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  167. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js +6 -1
  168. package/ShadersWGSL/ShadersInclude/openpbrDirectLighting.js.map +1 -1
  169. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +1 -1
  170. package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
  171. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -0
  172. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  173. package/ShadersWGSL/gpuUpdateParticles.compute.js +29 -8
  174. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  175. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js +5 -1
  176. package/ShadersWGSL/iblShadowVoxelTracing.fragment.js.map +1 -1
  177. package/ShadersWGSL/iblVoxelGrid.fragment.js +1 -1
  178. package/ShadersWGSL/iblVoxelGrid.fragment.js.map +1 -1
  179. package/{Shaders/iblVoxelSlabDebug.vertex.d.ts → ShadersWGSL/lod3D.fragment.d.ts} +1 -1
  180. package/ShadersWGSL/lod3D.fragment.js +13 -0
  181. package/ShadersWGSL/lod3D.fragment.js.map +1 -0
  182. package/ShadersWGSL/openpbr.fragment.js +5 -0
  183. package/ShadersWGSL/openpbr.fragment.js.map +1 -1
  184. package/package.json +1 -1
  185. package/Shaders/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
  186. package/Shaders/iblVoxelGrid3dDebug.fragment.js +0 -24
  187. package/Shaders/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  188. package/Shaders/iblVoxelSlabDebug.fragment.js +0 -13
  189. package/Shaders/iblVoxelSlabDebug.fragment.js.map +0 -1
  190. package/Shaders/iblVoxelSlabDebug.vertex.js +0 -11
  191. package/Shaders/iblVoxelSlabDebug.vertex.js.map +0 -1
  192. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.d.ts +0 -5
  193. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js +0 -23
  194. package/ShadersWGSL/iblVoxelGrid3dDebug.fragment.js.map +0 -1
  195. package/ShadersWGSL/iblVoxelSlabDebug.fragment.d.ts +0 -5
  196. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js +0 -14
  197. package/ShadersWGSL/iblVoxelSlabDebug.fragment.js.map +0 -1
  198. package/ShadersWGSL/iblVoxelSlabDebug.vertex.d.ts +0 -5
  199. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +0 -12
  200. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +0 -1
@@ -3,8 +3,56 @@ import { GetGaussianSplattingMaxPartCount } from "../../Materials/GaussianSplatt
3
3
  import { GaussianSplattingMeshBase } from "./gaussianSplattingMeshBase.js";
4
4
  import { RawTexture } from "../../Materials/Textures/rawTexture.js";
5
5
 
6
+ import { DecodeBase64ToBinary, EncodeArrayBufferToBase64 } from "../../Misc/stringTools.js";
7
+ import { Mesh } from "../mesh.js";
6
8
  import "../thinInstanceMesh.js";
7
9
  import { GaussianSplattingPartProxyMesh } from "./gaussianSplattingPartProxyMesh.js";
10
+ const _GaussianSplattingBytesPerSplat = 32;
11
+ const _GaussianSplattingBytesPerShTexel = 16;
12
+ /**
13
+ * Run-Length Encoding (RLE) compression for serialization
14
+ * Compressed Uint32Array can be parsed using {@link ParsePartIndices}
15
+ * Some notes for devs: We do not expect Uint8Array larger than 4GB,
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+ * so it should be safe to use Uint32Array.
17
+ * @param partIndices A view of partIndices from GaussianSplattingMesh
18
+ * @returns A compressed Uint32Array of [count, value, ...]
19
+ */
20
+ function CompressPartIndices(partIndices) {
21
+ const runs = [];
22
+ const length = partIndices.length;
23
+ let i = 0;
24
+ while (i < length) {
25
+ const value = partIndices[i];
26
+ let count = 1;
27
+ while (i + count < length && partIndices[i + count] === value) {
28
+ count++;
29
+ }
30
+ runs.push(count, value);
31
+ i += count;
32
+ }
33
+ return new Uint32Array(runs);
34
+ }
35
+ /**
36
+ * Parse partIndices compressed by {@link CompressPartIndices} to runtime array
37
+ * @param compressed The compressed partIndices of [count, value, ...]
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+ * @returns runtime Uint8Array for GaussianSplattingMesh
39
+ */
40
+ function ParsePartIndices(compressed) {
41
+ let totalCount = 0;
42
+ const length = compressed.length;
43
+ for (let i = 0; i < length; i += 2) {
44
+ totalCount += compressed[i];
45
+ }
46
+ const partIndices = new Uint8Array(totalCount);
47
+ let offset = 0;
48
+ for (let i = 0; i < length; i += 2) {
49
+ const count = compressed[i];
50
+ const value = compressed[i + 1];
51
+ partIndices.fill(value, offset, offset + count);
52
+ offset += count;
53
+ }
54
+ return partIndices;
55
+ }
8
56
  /**
9
57
  * Class used to render a Gaussian Splatting mesh. Supports both single-cloud and compound
10
58
  * (multi-part) rendering. In compound mode, multiple Gaussian Splatting source meshes are
@@ -290,10 +338,88 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
290
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  this._worker.postMessage({ partIndices: partIndices ?? null });
291
339
  }
292
340
  }
341
+ _appendPartSourceToArrays(source, dstOffset, covA, covB, colorArray, sh, minimum, maximum) {
342
+ this._appendSourceToArrays(source, dstOffset, covA, covB, colorArray, sh, minimum, maximum);
343
+ }
344
+ _createRetainedPartSource(proxy) {
345
+ if (!this._splatsData || (this._shDegree > 0 && !this._shData)) {
346
+ return null;
347
+ }
348
+ const splatByteOffset = proxy._splatsDataOffset * _GaussianSplattingBytesPerSplat;
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+ const splatByteLength = proxy._vertexCount * _GaussianSplattingBytesPerSplat;
350
+ const shByteOffset = proxy._shDataOffset * _GaussianSplattingBytesPerShTexel;
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+ const shByteLength = proxy._vertexCount * _GaussianSplattingBytesPerShTexel;
352
+ return {
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+ name: proxy.name,
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+ _vertexCount: proxy._vertexCount,
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+ _splatsData: this._splatsData.slice(splatByteOffset, splatByteOffset + splatByteLength),
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+ _shData: this._shData?.map((texture) => texture.slice(shByteOffset, shByteOffset + shByteLength)) ?? null,
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+ _shDegree: this._shData?.length ?? 0,
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+ isCompound: false,
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+ getWorldMatrix: () => proxy.getWorldMatrix(),
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+ getBoundingInfo: () => proxy.getBoundingInfo(),
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+ dispose: () => { },
362
+ };
363
+ }
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+ _retainMergedPartData(existingVertexCount, totalCount, others, shDegree) {
365
+ if (!this._keepInRam && !this._alwaysRetainSplatsData) {
366
+ this._splatsData = null;
367
+ this._shData = null;
368
+ return;
369
+ }
370
+ const getSourceBuffer = (data) => {
371
+ return data instanceof ArrayBuffer ? data : data.buffer;
372
+ };
373
+ const mergedSplatsData = new Uint8Array(totalCount * _GaussianSplattingBytesPerSplat);
374
+ let splatByteOffset = 0;
375
+ if (this._splatsData && existingVertexCount > 0) {
376
+ mergedSplatsData.set(new Uint8Array(getSourceBuffer(this._splatsData), 0, existingVertexCount * _GaussianSplattingBytesPerSplat), splatByteOffset);
377
+ splatByteOffset += existingVertexCount * _GaussianSplattingBytesPerSplat;
378
+ }
379
+ for (const other of others) {
380
+ if (!other._splatsData) {
381
+ continue;
382
+ }
383
+ const splatByteLength = other._vertexCount * _GaussianSplattingBytesPerSplat;
384
+ mergedSplatsData.set(new Uint8Array(getSourceBuffer(other._splatsData), 0, splatByteLength), splatByteOffset);
385
+ splatByteOffset += splatByteLength;
386
+ }
387
+ this._splatsData = mergedSplatsData.buffer;
388
+ if (shDegree <= 0) {
389
+ this._shData = null;
390
+ return;
391
+ }
392
+ const mergedShData = [];
393
+ for (let textureIndex = 0; textureIndex < shDegree; textureIndex++) {
394
+ mergedShData.push(new Uint8Array(totalCount * _GaussianSplattingBytesPerShTexel));
395
+ }
396
+ let shByteOffset = 0;
397
+ if (this._shData && existingVertexCount > 0) {
398
+ const existingShByteLength = existingVertexCount * _GaussianSplattingBytesPerShTexel;
399
+ for (let textureIndex = 0; textureIndex < mergedShData.length; textureIndex++) {
400
+ if (textureIndex < this._shData.length) {
401
+ mergedShData[textureIndex].set(this._shData[textureIndex].subarray(0, existingShByteLength), shByteOffset);
402
+ }
403
+ }
404
+ shByteOffset += existingShByteLength;
405
+ }
406
+ for (const other of others) {
407
+ const otherShByteLength = other._vertexCount * _GaussianSplattingBytesPerShTexel;
408
+ if (other._shData) {
409
+ for (let textureIndex = 0; textureIndex < mergedShData.length; textureIndex++) {
410
+ if (textureIndex < other._shData.length) {
411
+ mergedShData[textureIndex].set(other._shData[textureIndex].subarray(0, otherShByteLength), shByteOffset);
412
+ }
413
+ }
414
+ }
415
+ shByteOffset += otherShByteLength;
416
+ }
417
+ this._shData = mergedShData;
418
+ }
293
419
  /**
294
- * Core implementation for adding one or more external GaussianSplattingMesh objects as new
295
- * parts. Writes directly into texture-sized CPU arrays and uploads in one pass — no merged
296
- * CPU splat buffer is ever constructed.
420
+ * Core implementation for adding one or more source parts as new
421
+ * parts. Writes directly into texture-sized CPU arrays, updates the retained merged source
422
+ * buffers, and uploads in one pass.
297
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  *
298
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  * @param others - Source meshes to append (must each be non-compound and fully loaded)
299
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  * @param disposeOthers - Dispose source meshes after appending
@@ -355,6 +481,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
355
481
  this._partIndices = new Uint8Array(textureLength);
356
482
  this._partIndices.set(partIndicesA.subarray(0, splatCountA));
357
483
  const assignedPartIndices = [];
484
+ const assignedSplatsDataOffsets = [];
358
485
  let dstOffset = splatCountA;
359
486
  const maxPartCount = GetGaussianSplattingMaxPartCount(this._scene.getEngine());
360
487
  for (const other of others) {
@@ -363,6 +490,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
363
490
  }
364
491
  const newPartIndex = nextPartIndex++;
365
492
  assignedPartIndices.push(newPartIndex);
493
+ assignedSplatsDataOffsets.push(dstOffset);
366
494
  this._partIndices.fill(newPartIndex, dstOffset, dstOffset + other._vertexCount);
367
495
  dstOffset += other._vertexCount;
368
496
  }
@@ -394,7 +522,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
394
522
  // Rebuild the compound's legacy "own" data at part 0 (scenario A only).
395
523
  // Skipped in the preferred empty-composer path (scenario B).
396
524
  if (!this._partProxies[0] && this._splatsData) {
397
- const proxyVertexCount = this._partProxies.reduce((sum, proxy) => sum + (proxy ? proxy.proxiedMesh._vertexCount : 0), 0);
525
+ const proxyVertexCount = this._partProxies.reduce((sum, proxy) => sum + (proxy ? proxy._vertexCount : 0), 0);
398
526
  const part0Count = splatCountA - proxyVertexCount;
399
527
  if (part0Count > 0) {
400
528
  const uBufA = new Uint8Array(this._splatsData);
@@ -417,11 +545,15 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
417
545
  // scenario B, part 0 is itself a proxied part with no implicit "own" data.
418
546
  for (let partIndex = 0; partIndex < this._partProxies.length; partIndex++) {
419
547
  const proxy = this._partProxies[partIndex];
420
- if (!proxy || !proxy.proxiedMesh) {
548
+ if (!proxy) {
421
549
  continue;
422
550
  }
423
- this._appendSourceToArrays(proxy.proxiedMesh, rebuildOffset, covA, covB, colorArray, sh, minimum, maximum);
424
- rebuildOffset += proxy.proxiedMesh._vertexCount;
551
+ const source = this._createRetainedPartSource(proxy);
552
+ if (!source) {
553
+ throw new Error(`Cannot rebuild compound part "${proxy.name}": the retained compound source data is not available.`);
554
+ }
555
+ this._appendPartSourceToArrays(source, rebuildOffset, covA, covB, colorArray, sh, minimum, maximum);
556
+ rebuildOffset += source._vertexCount;
425
557
  }
426
558
  }
427
559
  else {
@@ -474,7 +606,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
474
606
  // Handles both layouts (see full-rebuild comment above):
475
607
  // A) LEGACY: _partProxies[0] absent → seed lookup[0] with this._splatsData
476
608
  // B) PREFERRED: _partProxies[0] present → all entries filled from proxies
477
- const proxyTotal = this._partProxies.reduce((s, p) => s + (p ? p.proxiedMesh._vertexCount : 0), 0);
609
+ const proxyTotal = this._partProxies.reduce((s, p) => s + (p ? p._vertexCount : 0), 0);
478
610
  const part0Count = splatCountA - proxyTotal; // > 0 only in legacy scenario A
479
611
  const srcUBufs = new Array(this._partProxies.length).fill(null);
480
612
  const srcFBufs = new Array(this._partProxies.length).fill(null);
@@ -489,14 +621,17 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
489
621
  let cumOffset = part0Count;
490
622
  for (let pi = 0; pi < this._partProxies.length; pi++) {
491
623
  const proxy = this._partProxies[pi];
492
- if (!proxy?.proxiedMesh) {
624
+ if (!proxy) {
493
625
  continue;
494
626
  }
495
- const srcData = proxy.proxiedMesh._splatsData ?? null;
496
- srcUBufs[pi] = srcData ? new Uint8Array(srcData) : null;
497
- srcFBufs[pi] = srcData ? new Float32Array(srcData) : null;
627
+ const source = this._createRetainedPartSource(proxy);
628
+ if (!source || !source._splatsData) {
629
+ throw new Error(`Cannot rebuild compound part "${proxy.name}": the retained compound source data is not available.`);
630
+ }
631
+ srcUBufs[pi] = new Uint8Array(source._splatsData);
632
+ srcFBufs[pi] = new Float32Array(source._splatsData);
498
633
  partStarts[pi] = cumOffset;
499
- cumOffset += proxy.proxiedMesh._vertexCount;
634
+ cumOffset += source._vertexCount;
500
635
  }
501
636
  for (let splatIdx = firstNewTexel; splatIdx < splatCountA; splatIdx++) {
502
637
  const partIdx = this._partIndices ? this._partIndices[splatIdx] : 0;
@@ -512,7 +647,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
512
647
  // Append each new source
513
648
  dstOffset = splatCountA;
514
649
  for (const other of others) {
515
- this._appendSourceToArrays(other, dstOffset, covA, covB, colorArray, sh, minimum, maximum);
650
+ this._appendPartSourceToArrays(other, dstOffset, covA, covB, colorArray, sh, minimum, maximum);
516
651
  dstOffset += other._vertexCount;
517
652
  }
518
653
  // Pad empty splats to texture boundary
@@ -524,50 +659,82 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
524
659
  if (totalCount !== this._vertexCount) {
525
660
  this._updateSplatIndexBuffer(totalCount);
526
661
  }
662
+ this._retainMergedPartData(splatCountA, totalCount, others, shDegreeNew);
527
663
  this._vertexCount = totalCount;
528
664
  this._shDegree = shDegreeNew;
529
- // --- Upload to GPU ---
530
- if (incremental) {
531
- // Update the part-indices texture (handles both create and update-in-place).
532
- // _ensurePartIndicesTexture is a no-op when the texture already exists, so on the
533
- // second+ addPart the partIndices would be stale without this call.
534
- this._onUpdateTextures(textureSize);
535
- this._updateSubTextures(this._splatPositions, covA, covB, colorArray, firstNewLine, textureSize.y - firstNewLine, sh);
536
- }
537
- else {
538
- this._updateTextures(covA, covB, colorArray, sh);
539
- }
540
- this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());
541
- this.setEnabled(true);
542
- this._cachedBoundingMin = minimum.clone();
543
- this._cachedBoundingMax = maximum.clone();
544
- this._notifyWorkerNewData();
545
- // --- Create proxy meshes ---
546
- const proxyMeshes = [];
547
- for (let i = 0; i < others.length; i++) {
548
- const other = others[i];
549
- const newPartIndex = assignedPartIndices[i];
550
- const partWorldMatrix = other.getWorldMatrix();
551
- this.setWorldMatrixForPart(newPartIndex, partWorldMatrix);
552
- const proxyMesh = new GaussianSplattingPartProxyMesh(other.name, this.getScene(), this, other, newPartIndex);
553
- if (disposeOthers) {
554
- other.dispose();
665
+ // Gate the sort worker for the duration of this operation. _updateTextures (below) may create the worker and fire an
666
+ // immediate sort via _postToWorker. At that point partMatrices has not yet been updated for the incoming parts, so the
667
+ // worker would compute depthCoeffs for fewer parts than partIndices references — crashing with
668
+ // "Cannot read properties of undefined (reading '0')".
669
+ // When called from removePart, _rebuilding is already true and _canPostToWorker is already false, so the gate is a
670
+ // no-op — removePart handles the final post+sort.
671
+ const needsWorkerGate = !this._rebuilding;
672
+ if (needsWorkerGate) {
673
+ this._canPostToWorker = false;
674
+ this._rebuilding = true;
675
+ }
676
+ try {
677
+ // --- Upload to GPU ---
678
+ if (incremental) {
679
+ // Update the part-indices texture (handles both create and update-in-place).
680
+ // _ensurePartIndicesTexture is a no-op when the texture already exists, so on the
681
+ // second+ addPart the partIndices would be stale without this call.
682
+ this._onUpdateTextures(textureSize);
683
+ this._updateSubTextures(this._splatPositions, covA, covB, colorArray, firstNewLine, textureSize.y - firstNewLine, sh);
555
684
  }
556
- const quaternion = new Quaternion();
557
- partWorldMatrix.decompose(proxyMesh.scaling, quaternion, proxyMesh.position);
558
- proxyMesh.rotationQuaternion = quaternion;
559
- proxyMesh.computeWorldMatrix(true);
560
- this._partProxies[newPartIndex] = proxyMesh;
561
- proxyMeshes.push(proxyMesh);
685
+ else {
686
+ this._updateTextures(covA, covB, colorArray, sh);
687
+ }
688
+ this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());
689
+ this.setEnabled(true);
690
+ this._cachedBoundingMin = minimum.clone();
691
+ this._cachedBoundingMax = maximum.clone();
692
+ this._notifyWorkerNewData();
693
+ // --- Create proxy meshes ---
694
+ const proxyMeshes = [];
695
+ for (let i = 0; i < others.length; i++) {
696
+ const other = others[i];
697
+ const newPartIndex = assignedPartIndices[i];
698
+ const partWorldMatrix = other.getWorldMatrix();
699
+ this.setWorldMatrixForPart(newPartIndex, partWorldMatrix);
700
+ const proxyMesh = new GaussianSplattingPartProxyMesh(other.name, this.getScene(), this, newPartIndex, other.getBoundingInfo(), other._vertexCount, assignedSplatsDataOffsets[i], assignedSplatsDataOffsets[i]);
701
+ if (disposeOthers) {
702
+ other.dispose();
703
+ }
704
+ const quaternion = new Quaternion();
705
+ partWorldMatrix.decompose(proxyMesh.scaling, quaternion, proxyMesh.position);
706
+ proxyMesh.rotationQuaternion = quaternion;
707
+ proxyMesh.computeWorldMatrix(true);
708
+ this._partProxies[newPartIndex] = proxyMesh;
709
+ proxyMeshes.push(proxyMesh);
710
+ }
711
+ // Restore the rebuild gate and post the now-complete partMatrices in one message, then trigger a single sort pass.
712
+ // This ensures the worker sees a consistent partMatrices array that matches the partIndices for every splat.
713
+ if (needsWorkerGate) {
714
+ this._rebuilding = false;
715
+ if (this._worker) {
716
+ this._worker.postMessage({ partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)) });
717
+ }
718
+ this._canPostToWorker = true;
719
+ this._postToWorker(true);
720
+ }
721
+ return { proxyMeshes, assignedPartIndices };
722
+ }
723
+ catch (e) {
724
+ // Ensure the gates are always restored so sorting is not permanently frozen.
725
+ if (needsWorkerGate) {
726
+ this._rebuilding = false;
727
+ this._canPostToWorker = true;
728
+ }
729
+ throw e;
562
730
  }
563
- return { proxyMeshes, assignedPartIndices };
564
731
  }
565
732
  // ---------------------------------------------------------------------------
566
733
  // Public compound API
567
734
  // ---------------------------------------------------------------------------
568
735
  /**
569
736
  * Add another mesh to this mesh, as a new part. This makes the current mesh a compound, if not already.
570
- * The source mesh's splat data is read directly no merged CPU buffer is constructed.
737
+ * The source mesh's splat data is read directly and copied into the compound's retained source buffers.
571
738
  * @param other - The other mesh to add. Must be fully loaded before calling this method.
572
739
  * @param disposeOther - Whether to dispose the other mesh after adding it to the current mesh.
573
740
  * @returns a placeholder mesh that can be used to manipulate the part transform
@@ -579,9 +746,9 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
579
746
  }
580
747
  /**
581
748
  * Remove a part from this compound mesh.
582
- * The remaining parts are rebuilt directly from their stored source mesh references
583
- * no merged CPU splat buffer is read back. The current mesh is reset to a plain (single-part)
584
- * state and then each remaining source is re-added via addParts.
749
+ * The remaining parts are rebuilt directly from the compound mesh's retained source buffers.
750
+ * The current mesh is reset to a plain (single-part) state and then each remaining source is
751
+ * re-added via addParts.
585
752
  * @param index - The index of the part to remove
586
753
  * @deprecated Use {@link GaussianSplattingCompoundMesh.removePart} instead.
587
754
  */
@@ -593,15 +760,23 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
593
760
  const survivors = [];
594
761
  for (let proxyIndex = 0; proxyIndex < this._partProxies.length; proxyIndex++) {
595
762
  const proxy = this._partProxies[proxyIndex];
596
- if (proxy && proxyIndex !== index) {
597
- survivors.push({ proxyMesh: proxy, oldIndex: proxyIndex, worldMatrix: proxy.getWorldMatrix().clone(), visibility: this._partVisibility[proxyIndex] ?? 1.0 });
763
+ if (!proxy || proxyIndex === index) {
764
+ continue;
765
+ }
766
+ const source = this._createRetainedPartSource(proxy);
767
+ if (!source) {
768
+ throw new Error(`Cannot remove part: the retained compound source data is not available for part "${proxy.name}".`);
598
769
  }
770
+ survivors.push({ proxyMesh: proxy, source, oldIndex: proxyIndex, worldMatrix: proxy.getWorldMatrix().clone(), visibility: this._partVisibility[proxyIndex] ?? 1.0 });
599
771
  }
600
772
  survivors.sort((a, b) => a.oldIndex - b.oldIndex);
601
773
  // Validate every survivor still has its source data. If even one is missing we cannot rebuild.
602
- for (const { proxyMesh } of survivors) {
603
- if (!proxyMesh.proxiedMesh._splatsData) {
604
- throw new Error(`Cannot remove part: the source mesh for part "${proxyMesh.name}" no longer has its splat data available.`);
774
+ for (const { proxyMesh, source } of survivors) {
775
+ if (!source._splatsData) {
776
+ throw new Error(`Cannot remove part: the source data for part "${proxyMesh.name}" is not available.`);
777
+ }
778
+ if (source._shDegree > 0 && !source._shData) {
779
+ throw new Error(`Cannot remove part: the SH data for part "${proxyMesh.name}" is not available.`);
605
780
  }
606
781
  }
607
782
  // --- Reset this mesh to an empty state ---
@@ -641,6 +816,9 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
641
816
  this._partVisibility = [];
642
817
  this._cachedBoundingMin = null;
643
818
  this._cachedBoundingMax = null;
819
+ this._splatsData = null;
820
+ this._shData = null;
821
+ this._shDegree = 0;
644
822
  // Remove the proxy for the removed part and dispose it
645
823
  const proxyToRemove = this._partProxies[index];
646
824
  if (proxyToRemove) {
@@ -657,34 +835,145 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
657
835
  // Gate the sort worker: suppress any sort request until the full rebuild is committed.
658
836
  this._rebuilding = true;
659
837
  this._canPostToWorker = false;
660
- const sources = survivors.map((s) => s.proxyMesh.proxiedMesh);
661
- const { proxyMeshes: newProxies } = this._addPartsInternal(sources, false);
662
- // Restore world matrices and re-map proxies
663
- for (let i = 0; i < survivors.length; i++) {
664
- const oldProxy = survivors[i].proxyMesh;
665
- const newProxy = newProxies[i];
666
- const newPartIndex = newProxy.partIndex;
667
- // Restore the world matrix and visibility the user had set on the old proxy
668
- this.setWorldMatrixForPart(newPartIndex, survivors[i].worldMatrix);
669
- this.setPartVisibility(newPartIndex, survivors[i].visibility);
670
- const quaternion = new Quaternion();
671
- survivors[i].worldMatrix.decompose(newProxy.scaling, quaternion, newProxy.position);
672
- newProxy.rotationQuaternion = quaternion;
673
- newProxy.computeWorldMatrix(true);
674
- // Update the old proxy's index so any existing user references still work
675
- oldProxy.updatePartIndex(newPartIndex);
676
- this._partProxies[newPartIndex] = oldProxy;
677
- // newProxy is redundant — it was created inside _addPartsInternal; dispose it
678
- newProxy.dispose();
679
- }
680
- // Rebuild is complete: all partMatrices are now set correctly.
681
- // Post the final complete set and fire one sort.
682
- this._rebuilding = false;
683
- // Break TypeScript's flow narrowing _addPartsInternal may have reinstantiated _worker.
684
- const workerAfterRebuild = this._worker;
685
- workerAfterRebuild?.postMessage({ partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)) });
686
- this._canPostToWorker = true;
687
- this._postToWorker(true);
838
+ try {
839
+ const sources = survivors.map((s) => s.source);
840
+ const { proxyMeshes: newProxies } = this._addPartsInternal(sources, false);
841
+ // Restore world matrices and re-map proxies
842
+ for (let i = 0; i < survivors.length; i++) {
843
+ const oldProxy = survivors[i].proxyMesh;
844
+ const newProxy = newProxies[i];
845
+ const newPartIndex = newProxy.partIndex;
846
+ // Restore the world matrix and visibility the user had set on the old proxy
847
+ this.setWorldMatrixForPart(newPartIndex, survivors[i].worldMatrix);
848
+ this.setPartVisibility(newPartIndex, survivors[i].visibility);
849
+ const quaternion = new Quaternion();
850
+ survivors[i].worldMatrix.decompose(newProxy.scaling, quaternion, newProxy.position);
851
+ newProxy.rotationQuaternion = quaternion;
852
+ newProxy.computeWorldMatrix(true);
853
+ // Update the old proxy's index and metadata so existing user references still work.
854
+ oldProxy.updatePartIndex(newPartIndex);
855
+ oldProxy.updatePartMetadata(newProxy._vertexCount, newProxy._splatsDataOffset, newProxy._shDataOffset);
856
+ this._partProxies[newPartIndex] = oldProxy;
857
+ // newProxy is redundant — it was created inside _addPartsInternal; dispose it
858
+ newProxy.dispose();
859
+ }
860
+ // Rebuild is complete: all partMatrices are now set correctly.
861
+ // Post the final complete set and fire one sort.
862
+ this._rebuilding = false;
863
+ // Break TypeScript's flow narrowing — _addPartsInternal may have reinstantiated _worker.
864
+ const workerAfterRebuild = this._worker;
865
+ workerAfterRebuild?.postMessage({ partMatrices: this._partMatrices.map((matrix) => new Float32Array(matrix.m)) });
866
+ this._canPostToWorker = true;
867
+ this._postToWorker(true);
868
+ }
869
+ catch (e) {
870
+ // Ensure the gates are always restored so sorting is not permanently frozen.
871
+ this._rebuilding = false;
872
+ this._canPostToWorker = true;
873
+ throw e;
874
+ }
875
+ }
876
+ /**
877
+ * Serialize current GaussianSplattingMesh
878
+ * @param serializationObject defines the object which will receive the serialization data
879
+ * @param encoding the encoding of binary data, defaults to base64 for json serialize,
880
+ * kept for future internal use like cloning where base64 encoding wastes cycles and memory
881
+ * @returns the serialized object
882
+ */
883
+ serialize(serializationObject = {}, encoding = "base64") {
884
+ serializationObject = super.serialize(serializationObject);
885
+ serializationObject.subMeshes = [];
886
+ serializationObject.geometryUniqueId = undefined;
887
+ serializationObject.geometryId = undefined;
888
+ serializationObject.materialUniqueId = undefined;
889
+ serializationObject.materialId = undefined;
890
+ serializationObject.instances = [];
891
+ serializationObject.actions = undefined;
892
+ serializationObject.type = this.getClassName();
893
+ serializationObject.keepInRam = this._keepInRam;
894
+ serializationObject.disableDepthSort = this._disableDepthSort;
895
+ serializationObject.viewUpdateThreshold = this.viewUpdateThreshold;
896
+ serializationObject._flipY = this._flipY;
897
+ if (this._splatsData) {
898
+ serializationObject.splatsData = encoding === "base64" ? EncodeArrayBufferToBase64(this._splatsData) : this._splatsData;
899
+ }
900
+ if (this._shData) {
901
+ serializationObject.shData = encoding === "base64" ? this._shData.map(EncodeArrayBufferToBase64) : this._shData;
902
+ }
903
+ if (this._partIndices) {
904
+ const compressedIndices = CompressPartIndices(this._partIndices.subarray(0, this._vertexCount));
905
+ serializationObject.partIndices = encoding === "base64" ? EncodeArrayBufferToBase64(compressedIndices) : compressedIndices;
906
+ }
907
+ if (this._partProxies.length) {
908
+ serializationObject.partProxies = this._partProxies.filter((proxy) => !!proxy).map((proxy) => proxy.serialize());
909
+ }
910
+ return serializationObject;
911
+ }
912
+ /**
913
+ * Internal helper to parses a serialized GaussianSplattingMesh or GaussianSplattingCompoundMesh
914
+ * @param parsedMesh the serialized mesh
915
+ * @param scene the scene to create the GaussianSplattingMesh or GaussianSplattingCompoundMesh in
916
+ * @param ctor the constructor of the mesh to create
917
+ * @returns the created GaussianSplattingMesh
918
+ * @internal
919
+ */
920
+ static _ParseInternal(parsedMesh, scene, ctor) {
921
+ const mesh = new ctor(parsedMesh.name, null, scene, parsedMesh.keepInRam);
922
+ mesh.disableDepthSort = parsedMesh.disableDepthSort ?? false;
923
+ mesh.viewUpdateThreshold = parsedMesh.viewUpdateThreshold ?? GaussianSplattingMeshBase._DefaultViewUpdateThreshold;
924
+ let splatsData = parsedMesh.splatsData;
925
+ if (typeof splatsData === "string") {
926
+ splatsData = DecodeBase64ToBinary(splatsData);
927
+ }
928
+ const shData = parsedMesh.shData;
929
+ let parsedShData;
930
+ if (Array.isArray(shData) && shData.length) {
931
+ const newData = [];
932
+ for (let i = 0, length = shData.length; i < length; i++) {
933
+ const data = shData[i];
934
+ if (typeof data === "string") {
935
+ newData[i] = new Uint8Array(DecodeBase64ToBinary(data));
936
+ }
937
+ else {
938
+ newData[i] = data;
939
+ }
940
+ }
941
+ parsedShData = newData;
942
+ }
943
+ let partIndices = parsedMesh.partIndices;
944
+ let parsedPartIndices;
945
+ if (typeof partIndices === "string") {
946
+ partIndices = new Uint32Array(DecodeBase64ToBinary(partIndices));
947
+ }
948
+ if (partIndices) {
949
+ parsedPartIndices = ParsePartIndices(partIndices);
950
+ }
951
+ if (splatsData) {
952
+ const flipY = parsedMesh._flipY ?? false;
953
+ mesh.updateData(splatsData, parsedShData, { flipY }, parsedPartIndices);
954
+ }
955
+ if (parsedMesh.partProxies) {
956
+ for (const serializedPart of parsedMesh.partProxies) {
957
+ const part = Object.assign({}, serializedPart);
958
+ part.compoundSplatMesh = mesh;
959
+ const proxyMesh = Mesh.Parse(part, scene, "");
960
+ const newPartIndex = proxyMesh.partIndex;
961
+ mesh._partProxies[newPartIndex] = proxyMesh;
962
+ mesh.setWorldMatrixForPart(newPartIndex, proxyMesh.getWorldMatrix());
963
+ mesh.setPartVisibility(newPartIndex, proxyMesh.visibility);
964
+ }
965
+ }
966
+ return mesh;
967
+ }
968
+ /**
969
+ * Parses a serialized GaussianSplattingMesh
970
+ * @param parsedMesh the serialized mesh
971
+ * @param scene the scene to create the GaussianSplattingMesh in
972
+ * @returns the created GaussianSplattingMesh
973
+ */
974
+ static Parse(parsedMesh, scene) {
975
+ return GaussianSplattingMesh._ParseInternal(parsedMesh, scene, GaussianSplattingMesh);
688
976
  }
689
977
  }
978
+ Mesh._GaussianSplattingMeshParser = GaussianSplattingMesh.Parse;
690
979
  //# sourceMappingURL=gaussianSplattingMesh.js.map