@babylonjs/core 9.9.1 → 9.9.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/audioEngineV2.d.ts +34 -1
- package/AudioV2/abstractAudio/audioEngineV2.js +54 -0
- package/AudioV2/abstractAudio/audioEngineV2.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.d.ts +12 -0
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +18 -0
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/index.d.ts +1 -0
- package/AudioV2/abstractAudio/index.js +1 -0
- package/AudioV2/abstractAudio/index.js.map +1 -1
- package/AudioV2/abstractAudio/pure.d.ts +1 -0
- package/AudioV2/abstractAudio/pure.js +1 -0
- package/AudioV2/abstractAudio/pure.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +7 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +12 -0
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +14 -0
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +4 -0
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js +12 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.d.ts +2 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js +4 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +2 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.d.ts +3 -0
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +16 -1
- package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.d.ts +2 -1
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js +5 -2
- package/FrameGraph/Tasks/Layers/selectionOutlineTask.js.map +1 -1
- package/Gizmos/index.d.ts +1 -0
- package/Gizmos/index.js +1 -0
- package/Gizmos/index.js.map +1 -1
- package/Gizmos/pure.d.ts +1 -0
- package/Gizmos/pure.js +1 -0
- package/Gizmos/pure.js.map +1 -1
- package/Gizmos/spatialAudioGizmo.d.ts +55 -0
- package/Gizmos/spatialAudioGizmo.js +151 -0
- package/Gizmos/spatialAudioGizmo.js.map +1 -0
- package/Layers/selectionOutlineLayer.pure.d.ts +9 -2
- package/Layers/selectionOutlineLayer.pure.js +29 -6
- package/Layers/selectionOutlineLayer.pure.js.map +1 -1
- package/Layers/thinEffectLayer.d.ts +1 -0
- package/Layers/thinEffectLayer.js +7 -4
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +17 -3
- package/Layers/thinSelectionOutlineLayer.js +82 -17
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +5 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +54 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.pure.d.ts +13 -0
- package/Materials/PBR/openpbrMaterial.pure.js +17 -0
- package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.pure.d.ts +2 -1
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.pure.js +3 -2
- package/Meshes/GaussianSplatting/gaussianSplattingCompoundMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.d.ts +32 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +180 -22
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +54 -10
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +130 -13
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/abstractMesh.pure.d.ts +5 -1
- package/Meshes/abstractMesh.pure.js +92 -2
- package/Meshes/abstractMesh.pure.js.map +1 -1
- package/Meshes/thinInstanceMesh.pure.js +143 -2
- package/Meshes/thinInstanceMesh.pure.js.map +1 -1
- package/Meshes/thinInstanceMesh.types.d.ts +2 -1
- package/Meshes/thinInstanceMesh.types.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +12 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/geometryBufferRenderer.pure.js +8 -0
- package/Rendering/geometryBufferRenderer.pure.js.map +1 -1
- package/Rendering/objectRenderer.js +4 -2
- package/Rendering/objectRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js +54 -5
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +14 -3
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingVoxel.vertex.js +1 -0
- package/Shaders/gaussianSplattingVoxel.vertex.js.map +1 -1
- package/Shaders/selectionOutline.fragment.js +16 -4
- package/Shaders/selectionOutline.fragment.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +56 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js +2 -3
- package/ShadersWGSL/ShadersInclude/openpbrBaseLayerData.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +14 -3
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.js +1 -0
- package/ShadersWGSL/gaussianSplattingVoxel.vertex.js.map +1 -1
- package/ShadersWGSL/selectionOutline.fragment.js +14 -2
- package/ShadersWGSL/selectionOutline.fragment.js.map +1 -1
- package/XR/features/WebXRBodyTracking.pure.d.ts +16 -0
- package/XR/features/WebXRBodyTracking.pure.js +167 -30
- package/XR/features/WebXRBodyTracking.pure.js.map +1 -1
- package/package.json +1 -1
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@@ -352,7 +352,7 @@ export class GaussianSplattingMeshBase extends Mesh {
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this._needsRotationScaleTextures = value;
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if (value && this._covariancesATexture) {
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if (this._splatsData) {
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-
this.updateData(this._splatsData, this._shData ?? undefined, { flipY: false });
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+
this.updateData(this._splatsData, this._shData ?? undefined, { flipY: false }, undefined, this._shDegree);
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}
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else {
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Logger.Error("GaussianSplattingMeshBase: needsRotationScaleTextures was enabled after the mesh was already loaded, but the splat data is not kept in RAM. " +
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@@ -366,6 +366,96 @@ export class GaussianSplattingMeshBase extends Mesh {
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get shTextures() {
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return this._shTextures;
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}
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/**
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* True when this mesh holds raw SOG webp textures (dequantized in-shader) rather than the
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* pre-decoded covariance/center/color textures produced by the standard splat loader.
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*/
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get useSog() {
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return this._useSog;
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}
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/**
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* SOG dequantization parameters paired with the raw textures.
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* Set by the splat loader when `useSogTextures: true`. Null otherwise.
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*/
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get sogParams() {
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return this._sogParams;
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}
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/**
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* Install a set of raw SOG webp textures and bind the mesh to the in-shader dequantization path.
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* @param pack SOG texture pack produced by ParseSogMetaAsTextures.
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* @internal
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*/
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setSogTextureData(pack) {
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this._useSog = true;
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this._sogParams?.codebookTexture?.dispose();
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this._sogParams = pack;
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this._vertexCount = pack.splatCount;
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this._shDegree = pack.shDegree ?? 0;
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this._maxShDegree = this._shDegree;
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// Stride-4 (xyz + 1) — required by the depth-sort worker and the centers texture path.
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this._splatPositions = pack.positions;
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// Reuse existing texture slots for SOG textures (the shader, under USE_SOG, samples them as RGBA8).
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this._covariancesATexture?.dispose();
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this._covariancesBTexture?.dispose();
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this._centersTexture?.dispose();
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this._colorsTexture?.dispose();
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this._rotationsATexture?.dispose();
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if (this._shTextures) {
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for (const t of this._shTextures) {
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t.dispose();
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}
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}
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this._centersTexture = pack.meansTextureL;
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this._covariancesATexture = pack.meansTextureU;
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this._covariancesBTexture = pack.scalesTexture;
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this._rotationsATexture = pack.quatsTexture;
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this._colorsTexture = pack.sh0Texture;
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const shTextures = [];
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if (pack.shCentroidsTexture) {
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shTextures.push(pack.shCentroidsTexture);
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}
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if (pack.shLabelsTexture) {
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shTextures.push(pack.shLabelsTexture);
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}
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this._shTextures = shTextures.length ? shTextures : null;
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// Force pipeline rebuild so the USE_SOG define and extra samplers are picked up.
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this._material?.resetDrawCache();
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const size = pack.meansTextureL.getSize();
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this._textureSize.x = size.width;
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this._textureSize.y = size.height;
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this._updateSplatIndexBuffer(this._vertexCount);
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this._instantiateWorker();
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// Compute bounds from the CPU-decoded positions (stride-4) so the mesh is not frustum-culled.
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const positions = pack.positions;
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const minimum = new Vector3(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
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const maximum = new Vector3(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
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for (let i = 0; i < this._vertexCount; i++) {
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const x = positions[i * 4 + 0];
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const y = positions[i * 4 + 1];
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const z = positions[i * 4 + 2];
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if (x < minimum.x) {
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minimum.x = x;
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}
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if (y < minimum.y) {
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minimum.y = y;
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}
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if (z < minimum.z) {
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minimum.z = z;
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}
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if (x > maximum.x) {
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maximum.x = x;
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}
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if (y > maximum.y) {
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maximum.y = y;
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}
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if (z > maximum.z) {
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maximum.z = z;
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}
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}
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this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());
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this.setEnabled(true);
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this._sortIsDirty = true;
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}
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/**
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* Gets the kernel size
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* Documentation and mathematical explanations here:
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@@ -458,6 +548,8 @@ export class GaussianSplattingMeshBase extends Mesh {
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this._flipY = false;
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this._delayedTextureUpdate = null;
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this._useRGBACovariants = false;
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this._useSog = false;
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this._sogParams = null;
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this._material = null;
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this._tmpCovariances = [0, 0, 0, 0, 0, 0];
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this._splatSizeMin = Infinity;
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@@ -567,10 +659,11 @@ export class GaussianSplattingMeshBase extends Mesh {
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anyDirty = true;
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continue;
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}
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//
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//
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//
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// If world matrix drifted (user applied transforms after load), re-sort before first render.
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// Camera drift is intentionally excluded here: checking camera movement would cause isReady()
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// to return false indefinitely while the camera is moving. The render loop handles camera
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// re-sorting continuously via _postToWorker() in render().
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if (this._isSortStateDirty(cameraViewInfo, worldMatrix, camera, true)) {
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anyDirty = true;
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}
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}
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@@ -643,7 +736,7 @@ export class GaussianSplattingMeshBase extends Mesh {
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localDirection.normalize();
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return localDirection;
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}
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_isSortStateDirty(cameraViewInfo, worldMatrix, camera) {
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_isSortStateDirty(cameraViewInfo, worldMatrix, camera, worldMatrixOnly = false) {
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const world = worldMatrix.m;
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const previousWorld = cameraViewInfo.sortWorldMatrix.m;
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for (let i = 0; i < previousWorld.length; i++) {
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@@ -651,6 +744,9 @@ export class GaussianSplattingMeshBase extends Mesh {
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return true;
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}
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}
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if (worldMatrixOnly) {
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return false;
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}
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const cameraViewMatrix = camera.getViewMatrix();
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if (!Scalar.WithinEpsilon(cameraViewInfo.sortCameraForward.x, cameraViewMatrix.m[2], this.viewUpdateThreshold) ||
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!Scalar.WithinEpsilon(cameraViewInfo.sortCameraForward.y, cameraViewMatrix.m[6], this.viewUpdateThreshold) ||
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@@ -1478,10 +1574,7 @@ export class GaussianSplattingMeshBase extends Mesh {
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const width = engine.getCaps().maxTextureSize;
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const height = Math.ceil(splatCount / width);
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// create array for the number of textures needed.
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const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component
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sh.push(texture);
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}
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sh = AllocateShBuffers(textureCount, height * width * 4 * 4);
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for (let i = 0; i < splatCount; i++) {
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for (let shIndexWrite = 0; shIndexWrite < header.shCoefficientCount; shIndexWrite++) {
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const shValue = ubuf[shIndexRead++];
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@@ -1571,6 +1664,7 @@ export class GaussianSplattingMeshBase extends Mesh {
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this._rotationsATexture?.dispose();
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this._rotationsBTexture?.dispose();
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this._rotationScaleTexture?.dispose();
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this._sogParams?.codebookTexture?.dispose();
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this._rotationsATexture = null;
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this._rotationsBTexture = null;
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this._rotationScaleTexture = null;
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@@ -2201,9 +2295,14 @@ export class GaussianSplattingMeshBase extends Mesh {
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const vertexCountPadded = (this._vertexCount + 15) & ~0xf;
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// If the vertex count changed, we discard this result and trigger a new sort
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if (e.data.depthMix.length != vertexCountPadded) {
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// Only re-enable posting and trigger a re-sort if the buffer is available.
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// If byteLength === 0 the buffer is already in-flight for a newer sort;
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// that sort's onmessage will handle things when it returns.
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if (this._depthMix.buffer.byteLength > 0) {
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this._canPostToWorker = true;
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this._postToWorker(true);
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this._sortIsDirty = false;
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}
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return;
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}
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this._depthMix = e.data.depthMix;
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@@ -2478,4 +2577,22 @@ GaussianSplattingMeshBase._CreateWorker = function (self) {
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}
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};
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};
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/**
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* Allocates SH texture buffers pre-filled with 128 (the neutral encoding of ~0.0 in the
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* shader's decompose() function). Padding bytes beyond the actual coefficients in the last
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* texture are read as higher-order SH bands when the mesh is added to a compound with a
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* higher degree; zero would decode to -1.0 instead, producing wrong colors.
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* @param textureCount number of SH textures to allocate
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* @param bytesEach byte size of each texture buffer
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* @returns array of initialized Uint8Array buffers
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*/
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export function AllocateShBuffers(textureCount, bytesEach) {
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const result = [];
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|
+
for (let i = 0; i < textureCount; i++) {
|
|
2592
|
+
const arr = new Uint8Array(bytesEach);
|
|
2593
|
+
arr.fill(128);
|
|
2594
|
+
result.push(arr);
|
|
2595
|
+
}
|
|
2596
|
+
return result;
|
|
2597
|
+
}
|
|
2481
2598
|
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|