@babylonjs/loaders 6.39.0 → 6.40.0

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@@ -34,11 +34,13 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
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  * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license
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  * Loads a .ply from data array buffer
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  * if data array buffer is not ply, returns the original buffer
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+ * @param data the data to load
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+ * @returns the loaded buffer
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  */
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  private _loadPLY;
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  /**
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  * Imports from the loaded gaussian splatting data and adds them to the scene
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- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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+ * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file
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  * @param scene the scene the meshes should be added to
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  * @param data the gaussian splatting data to load
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  * @param rootUrl root url to load from
@@ -49,15 +51,15 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
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  * Imports all objects from the loaded gaussian splatting data and adds them to the scene
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  * @param scene the scene the objects should be added to
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  * @param data the gaussian splatting data to load
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- * @param rootUrl root url to load from
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+ * @param _rootUrl root url to load from
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  * @returns a promise which completes when objects have been loaded to the scene
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  */
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  loadAsync(scene: Scene, data: any, _rootUrl: string): Promise<void>;
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  /**
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  * Load into an asset container.
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- * @param scene The scene to load into
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- * @param data The data to import
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- * @param rootUrl The root url for scene and resources
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+ * @param _scene The scene to load into
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+ * @param _data The data to import
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+ * @param _rootUrl The root url for scene and resources
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  * @returns The loaded asset container
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  */
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  loadAssetContainerAsync(_scene: Scene, _data: string, _rootUrl: string): Promise<AssetContainer>;
@@ -1,6 +1,6 @@
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  import { SceneLoader } from "@babylonjs/core/Loading/sceneLoader.js";
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  import { Quaternion } from "@babylonjs/core/Maths/math.vector.js";
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- import { GaussianSplatting } from "@babylonjs/core/Rendering/GaussianSplatting/gaussianSplatting.js";
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+ import { GaussianSplattingMesh } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMesh.js";
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  /**
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  * @experimental
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  * SPLAT file type loader.
@@ -45,6 +45,8 @@ export class SPLATFileLoader {
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  * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license
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  * Loads a .ply from data array buffer
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  * if data array buffer is not ply, returns the original buffer
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+ * @param data the data to load
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+ * @returns the loaded buffer
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  */
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  _loadPLY(data) {
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  const ubuf = new Uint8Array(data);
@@ -71,7 +73,7 @@ export class SPLATFileLoader {
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  .split("\n")
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  .filter((k) => k.startsWith("property "));
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  for (const prop of filtered) {
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- const [_p, type, name] = prop.split(" ");
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+ const [, type, name] = prop.split(" ");
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  properties.push({ name, type, offset: rowOffset });
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  if (!offsets[type])
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  throw new Error(`Unsupported property type: ${type}`);
@@ -172,32 +174,42 @@ export class SPLATFileLoader {
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  }
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  /**
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  * Imports from the loaded gaussian splatting data and adds them to the scene
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- * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
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+ * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file
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  * @param scene the scene the meshes should be added to
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  * @param data the gaussian splatting data to load
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  * @param rootUrl root url to load from
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  * @returns a promise containing the loaded meshes, particles, skeletons and animations
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  */
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- importMeshAsync(_meshesNames, scene, data, rootUrl) {
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- const gaussianSplatting = new GaussianSplatting("", scene);
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- return gaussianSplatting.loadFileAsync(rootUrl);
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+ async importMeshAsync(_meshesNames, scene, data, rootUrl) {
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+ const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene);
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+ await gaussianSplatting.loadFileAsync(rootUrl);
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+ return {
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+ meshes: [gaussianSplatting],
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+ particleSystems: [],
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+ skeletons: [],
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+ animationGroups: [],
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+ transformNodes: [],
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+ geometries: [],
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+ lights: [],
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+ };
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  }
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  /**
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  * Imports all objects from the loaded gaussian splatting data and adds them to the scene
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  * @param scene the scene the objects should be added to
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  * @param data the gaussian splatting data to load
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- * @param rootUrl root url to load from
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+ * @param _rootUrl root url to load from
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  * @returns a promise which completes when objects have been loaded to the scene
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  */
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  loadAsync(scene, data, _rootUrl) {
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- const gaussianSplatting = new GaussianSplatting("GaussianSplatting", scene);
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+ const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene);
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  return gaussianSplatting.loadDataAsync(this._loadPLY(data));
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  }
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+ // eslint-disable-next-line jsdoc/require-returns-check
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  /**
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  * Load into an asset container.
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- * @param scene The scene to load into
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- * @param data The data to import
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- * @param rootUrl The root url for scene and resources
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+ * @param _scene The scene to load into
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+ * @param _data The data to import
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+ * @param _rootUrl The root url for scene and resources
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  * @returns The loaded asset container
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  */
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  loadAssetContainerAsync(_scene, _data, _rootUrl) {
@@ -1 +1 @@
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- 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type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { Quaternion } from \"core/Maths/math.vector\";\r\nimport { GaussianSplatting } from \"core/Rendering/GaussianSplatting/gaussianSplatting\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * @experimental\r\n * SPLAT file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"splat\";\r\n\r\n /**\r\n * Defines the extensions the splat loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n \".splat\": { isBinary: true },\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n \".ply\": { isBinary: true },\r\n };\r\n\r\n //private _loadingOptions: SPLATLoadingOptions;\r\n /**\r\n * Creates loader for gaussian splatting files\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Instantiates a gaussian splatting file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new SPLATFileLoader();\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Loads a .ply from data array buffer\r\n * if data array buffer is not ply, returns the original buffer\r\n */\r\n private _loadPLY(data: any): ArrayBuffer {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n\r\n let rowOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n const properties: PlyProperty[] = [];\r\n const filtered = header\r\n .slice(0, headerEndIndex)\r\n .split(\"\\n\")\r\n .filter((k) => k.startsWith(\"property \"));\r\n for (const prop of filtered) {\r\n const [_p, type, name] = prop.split(\" \");\r\n properties.push({ name, type, offset: rowOffset });\r\n if (!offsets[type]) throw new Error(`Unsupported property type: ${type}`);\r\n rowOffset += offsets[type];\r\n }\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const SH_C0 = 0.28209479177387814;\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(rowLength * vertexCount);\r\n const q = new Quaternion();\r\n\r\n for (let i = 0; i < vertexCount; i++) {\r\n const position = new Float32Array(buffer, i * rowLength, 3);\r\n const scale = new Float32Array(buffer, i * rowLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);\r\n\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {\r\n const property = properties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(property.offset + i * rowOffset, true);\r\n break;\r\n default:\r\n throw new Error(`Unsupported property type: ${property.type}`);\r\n }\r\n\r\n switch (property.name) {\r\n case \"x\":\r\n position[0] = value;\r\n break;\r\n case \"y\":\r\n position[1] = value;\r\n break;\r\n case \"z\":\r\n position[2] = value;\r\n break;\r\n case \"scale_0\":\r\n scale[0] = Math.exp(value);\r\n break;\r\n case \"scale_1\":\r\n scale[1] = Math.exp(value);\r\n break;\r\n case \"scale_2\":\r\n scale[2] = Math.exp(value);\r\n break;\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"blue\":\r\n rgba[2] = value;\r\n break;\r\n case \"f_dc_0\":\r\n rgba[0] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_1\":\r\n rgba[1] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_2\":\r\n rgba[2] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_3\":\r\n rgba[3] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"opacity\":\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case \"rot_0\":\r\n r0 = value;\r\n break;\r\n case \"rot_1\":\r\n r1 = value;\r\n break;\r\n case \"rot_2\":\r\n r2 = value;\r\n break;\r\n case \"rot_3\":\r\n r3 = value;\r\n break;\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 128 + 128;\r\n rot[1] = q.x * 128 + 128;\r\n rot[2] = q.y * 128 + 128;\r\n rot[3] = q.z * 128 + 128;\r\n }\r\n\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Imports from the loaded gaussian splatting data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public importMeshAsync(_meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n const gaussianSplatting = new GaussianSplatting(\"\", scene);\r\n return gaussianSplatting.loadFileAsync(rootUrl) as any;\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded gaussian splatting data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: any, _rootUrl: string): Promise<void> {\r\n const gaussianSplatting = new GaussianSplatting(\"GaussianSplatting\", scene);\r\n return gaussianSplatting.loadDataAsync(this._loadPLY(data));\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(_scene: Scene, _data: string, _rootUrl: string): Promise<AssetContainer> {\r\n throw new Error(\"loadAssetContainerAsync not implemented for Gaussian Splatting loading\");\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new SPLATFileLoader());\r\n}\r\n"]}
1
+ 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type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { Quaternion } from \"core/Maths/math.vector\";\r\nimport { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport type { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * @experimental\r\n * SPLAT file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public name = \"splat\";\r\n\r\n /**\r\n * Defines the extensions the splat loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n */\r\n public extensions: ISceneLoaderPluginExtensions = {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n \".splat\": { isBinary: true },\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n \".ply\": { isBinary: true },\r\n };\r\n\r\n //private _loadingOptions: SPLATLoadingOptions;\r\n /**\r\n * Creates loader for gaussian splatting files\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Instantiates a gaussian splatting file loader plugin.\r\n * @returns the created plugin\r\n */\r\n createPlugin(): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new SPLATFileLoader();\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Loads a .ply from data array buffer\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the data to load\r\n * @returns the loaded buffer\r\n */\r\n private _loadPLY(data: any): ArrayBuffer {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n return data;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n\r\n let rowOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n const properties: PlyProperty[] = [];\r\n const filtered = header\r\n .slice(0, headerEndIndex)\r\n .split(\"\\n\")\r\n .filter((k) => k.startsWith(\"property \"));\r\n for (const prop of filtered) {\r\n const [, type, name] = prop.split(\" \");\r\n properties.push({ name, 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(property.type) {\r\n case \"float\":\r\n value = dataView.getFloat32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"int\":\r\n value = dataView.getInt32(property.offset + i * rowOffset, true);\r\n break;\r\n default:\r\n throw new Error(`Unsupported property type: ${property.type}`);\r\n }\r\n\r\n switch (property.name) {\r\n case \"x\":\r\n position[0] = value;\r\n break;\r\n case \"y\":\r\n position[1] = value;\r\n break;\r\n case \"z\":\r\n position[2] = value;\r\n break;\r\n case \"scale_0\":\r\n scale[0] = Math.exp(value);\r\n break;\r\n case \"scale_1\":\r\n scale[1] = Math.exp(value);\r\n break;\r\n case \"scale_2\":\r\n scale[2] = Math.exp(value);\r\n break;\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"blue\":\r\n rgba[2] = value;\r\n break;\r\n case \"f_dc_0\":\r\n rgba[0] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_1\":\r\n rgba[1] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_2\":\r\n rgba[2] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"f_dc_3\":\r\n rgba[3] = (0.5 + SH_C0 * value) * 255;\r\n break;\r\n case \"opacity\":\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case \"rot_0\":\r\n r0 = value;\r\n break;\r\n case \"rot_1\":\r\n r1 = value;\r\n break;\r\n case \"rot_2\":\r\n r2 = value;\r\n break;\r\n case \"rot_3\":\r\n r3 = value;\r\n break;\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 128 + 128;\r\n rot[1] = q.x * 128 + 128;\r\n rot[2] = q.y * 128 + 128;\r\n rot[3] = q.z * 128 + 128;\r\n }\r\n\r\n return buffer;\r\n }\r\n\r\n /**\r\n * Imports from the loaded gaussian splatting data and adds them to the scene\r\n * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(_meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene);\r\n await gaussianSplatting.loadFileAsync(rootUrl);\r\n return {\r\n meshes: [gaussianSplatting],\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n };\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded gaussian splatting data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param _rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n public loadAsync(scene: Scene, data: any, _rootUrl: string): Promise<void> {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene);\r\n return gaussianSplatting.loadDataAsync(this._loadPLY(data));\r\n }\r\n\r\n // eslint-disable-next-line jsdoc/require-returns-check\r\n /**\r\n * Load into an asset container.\r\n * @param _scene The scene to load into\r\n * @param _data The data to import\r\n * @param _rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n public loadAssetContainerAsync(_scene: Scene, _data: string, _rootUrl: string): Promise<AssetContainer> {\r\n throw new Error(\"loadAssetContainerAsync not implemented for Gaussian Splatting loading\");\r\n }\r\n}\r\n\r\nif (SceneLoader) {\r\n //Add this loader into the register plugin\r\n SceneLoader.RegisterPlugin(new SPLATFileLoader());\r\n}\r\n"]}
@@ -68,6 +68,7 @@ export declare abstract class GLTFLoaderExtension {
68
68
  * @param rootUrl
69
69
  * @param onSuccess
70
70
  * @param onError
71
+ * @returns true to stop further extensions from loading the runtime
71
72
  */
72
73
  loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
73
74
  /**
@@ -76,6 +77,7 @@ export declare abstract class GLTFLoaderExtension {
76
77
  * @param gltfRuntime
77
78
  * @param onSuccess
78
79
  * @param onError
80
+ * @returns true to stop further extensions from creating the runtime
79
81
  */
80
82
  loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
81
83
  /**
@@ -86,6 +88,7 @@ export declare abstract class GLTFLoaderExtension {
86
88
  * @param onSuccess
87
89
  * @param onError
88
90
  * @param onProgress
91
+ * @returns true to stop further extensions from loading this buffer
89
92
  */
90
93
  loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
91
94
  /**
@@ -95,6 +98,7 @@ export declare abstract class GLTFLoaderExtension {
95
98
  * @param id
96
99
  * @param onSuccess
97
100
  * @param onError
101
+ * @returns true to stop further extensions from loading this texture data
98
102
  */
99
103
  loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
100
104
  /**
@@ -105,6 +109,7 @@ export declare abstract class GLTFLoaderExtension {
105
109
  * @param buffer
106
110
  * @param onSuccess
107
111
  * @param onError
112
+ * @returns true to stop further extensions from loading this texture
108
113
  */
109
114
  createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
110
115
  /**
@@ -114,6 +119,7 @@ export declare abstract class GLTFLoaderExtension {
114
119
  * @param id
115
120
  * @param onSuccess
116
121
  * @param onError
122
+ * @returns true to stop further extensions from loading this shader data
117
123
  */
118
124
  loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
119
125
  /**
@@ -123,6 +129,7 @@ export declare abstract class GLTFLoaderExtension {
123
129
  * @param id
124
130
  * @param onSuccess
125
131
  * @param onError
132
+ * @returns true to stop further extensions from loading this material
126
133
  */
127
134
  loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
128
135
  static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
@@ -269,7 +269,7 @@ const loadAnimations = (gltfRuntime) => {
269
269
  }
270
270
  };
271
271
  /**
272
- * Returns the bones transformation matrix
272
+ * @returns the bones transformation matrix
273
273
  * @param node
274
274
  */
275
275
  const configureBoneTransformation = (node) => {
@@ -291,6 +291,7 @@ const configureBoneTransformation = (node) => {
291
291
  * @param skins
292
292
  * @param jointName
293
293
  * @param newSkeleton
294
+ * @returns the parent bone
294
295
  */
295
296
  const getParentBone = (gltfRuntime, skins, jointName, newSkeleton) => {
296
297
  // Try to find
@@ -326,6 +327,7 @@ const getParentBone = (gltfRuntime, skins, jointName, newSkeleton) => {
326
327
  * Returns the appropriate root node
327
328
  * @param nodesToRoot
328
329
  * @param id
330
+ * @returns the root node
329
331
  */
330
332
  const getNodeToRoot = (nodesToRoot, id) => {
331
333
  for (let i = 0; i < nodesToRoot.length; i++) {
@@ -343,6 +345,7 @@ const getNodeToRoot = (nodesToRoot, id) => {
343
345
  * Returns the node with the joint name
344
346
  * @param gltfRuntime
345
347
  * @param jointName
348
+ * @returns the node with the joint name
346
349
  */
347
350
  const getJointNode = (gltfRuntime, jointName) => {
348
351
  const nodes = gltfRuntime.nodes;
@@ -368,6 +371,7 @@ const getJointNode = (gltfRuntime, jointName) => {
368
371
  * Checks if a nodes is in joints
369
372
  * @param skins
370
373
  * @param id
374
+ * @returns true if the node is in joints, else false
371
375
  */
372
376
  const nodeIsInJoints = (skins, id) => {
373
377
  for (let i = 0; i < skins.jointNames.length; i++) {
@@ -423,6 +427,7 @@ const getNodesToRoot = (gltfRuntime, newSkeleton, skins, nodesToRoot) => {
423
427
  * @param skins
424
428
  * @param mesh
425
429
  * @param newSkeleton
430
+ * @returns the bone name
426
431
  */
427
432
  const importSkeleton = (gltfRuntime, skins, mesh, newSkeleton) => {
428
433
  if (!newSkeleton) {
@@ -525,6 +530,7 @@ const importSkeleton = (gltfRuntime, skins, mesh, newSkeleton) => {
525
530
  * @param meshes
526
531
  * @param id
527
532
  * @param newMesh
533
+ * @returns the new mesh
528
534
  */
529
535
  const importMesh = (gltfRuntime, node, meshes, id, newMesh) => {
530
536
  if (!newMesh) {
@@ -718,6 +724,7 @@ const configureNodeFromMatrix = (newNode, node) => {
718
724
  * @param gltfRuntime
719
725
  * @param node
720
726
  * @param id
727
+ * @returns the newly imported node
721
728
  */
722
729
  const importNode = (gltfRuntime, node, id) => {
723
730
  let lastNode = null;
@@ -1018,6 +1025,7 @@ const prepareShaderMaterialUniforms = (gltfRuntime, shaderMaterial, technique, m
1018
1025
  * @param program
1019
1026
  * @param shaderMaterial
1020
1027
  * @param onError
1028
+ * @returns callback when shader is compiled
1021
1029
  */
1022
1030
  const onShaderCompileError = (program, shaderMaterial, onError) => {
1023
1031
  return (effect, error) => {
@@ -1033,6 +1041,7 @@ const onShaderCompileError = (program, shaderMaterial, onError) => {
1033
1041
  * @param material
1034
1042
  * @param unTreatedUniforms
1035
1043
  * @param onSuccess
1044
+ * @returns callback when shader is compiled
1036
1045
  */
1037
1046
  const onShaderCompileSuccess = (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) => {
1038
1047
  return (_) => {
@@ -1046,6 +1055,8 @@ const onShaderCompileSuccess = (gltfRuntime, shaderMaterial, technique, material
1046
1055
  * Returns the appropriate uniform if already handled by babylon
1047
1056
  * @param tokenizer
1048
1057
  * @param technique
1058
+ * @param unTreatedUniforms
1059
+ * @returns the name of the uniform handled by babylon
1049
1060
  */
1050
1061
  const parseShaderUniforms = (tokenizer, technique, unTreatedUniforms) => {
1051
1062
  for (const unif in technique.uniforms) {
@@ -1642,6 +1653,7 @@ export class GLTFLoaderExtension {
1642
1653
  * @param rootUrl
1643
1654
  * @param onSuccess
1644
1655
  * @param onError
1656
+ * @returns true to stop further extensions from loading the runtime
1645
1657
  */
1646
1658
  loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError) {
1647
1659
  return false;
@@ -1652,6 +1664,7 @@ export class GLTFLoaderExtension {
1652
1664
  * @param gltfRuntime
1653
1665
  * @param onSuccess
1654
1666
  * @param onError
1667
+ * @returns true to stop further extensions from creating the runtime
1655
1668
  */
1656
1669
  loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError) {
1657
1670
  return false;
@@ -1664,6 +1677,7 @@ export class GLTFLoaderExtension {
1664
1677
  * @param onSuccess
1665
1678
  * @param onError
1666
1679
  * @param onProgress
1680
+ * @returns true to stop further extensions from loading this buffer
1667
1681
  */
1668
1682
  loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress) {
1669
1683
  return false;
@@ -1675,6 +1689,7 @@ export class GLTFLoaderExtension {
1675
1689
  * @param id
1676
1690
  * @param onSuccess
1677
1691
  * @param onError
1692
+ * @returns true to stop further extensions from loading this texture data
1678
1693
  */
1679
1694
  loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError) {
1680
1695
  return false;
@@ -1687,6 +1702,7 @@ export class GLTFLoaderExtension {
1687
1702
  * @param buffer
1688
1703
  * @param onSuccess
1689
1704
  * @param onError
1705
+ * @returns true to stop further extensions from loading this texture
1690
1706
  */
1691
1707
  createTextureAsync(gltfRuntime, id, buffer, onSuccess, onError) {
1692
1708
  return false;
@@ -1698,6 +1714,7 @@ export class GLTFLoaderExtension {
1698
1714
  * @param id
1699
1715
  * @param onSuccess
1700
1716
  * @param onError
1717
+ * @returns true to stop further extensions from loading this shader data
1701
1718
  */
1702
1719
  loadShaderStringAsync(gltfRuntime, id, onSuccess, onError) {
1703
1720
  return false;
@@ -1709,6 +1726,7 @@ export class GLTFLoaderExtension {
1709
1726
  * @param id
1710
1727
  * @param onSuccess
1711
1728
  * @param onError
1729
+ * @returns true to stop further extensions from loading this material
1712
1730
  */
1713
1731
  loadMaterialAsync(gltfRuntime, id, onSuccess, onError) {
1714
1732
  return false;