@babylonjs/loaders 6.39.0 → 6.41.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/SPLAT/splatFileLoader.d.ts +7 -5
- package/SPLAT/splatFileLoader.js +23 -11
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/glTF/1.0/glTFLoader.d.ts +7 -0
- package/glTF/1.0/glTFLoader.js +19 -1
- package/glTF/1.0/glTFLoader.js.map +1 -1
- package/glTF/1.0/glTFLoaderUtils.d.ts +6 -0
- package/glTF/1.0/glTFLoaderUtils.js +6 -0
- package/glTF/1.0/glTFLoaderUtils.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +2 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.js +2 -2
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.js +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.d.ts +3 -0
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.js +3 -0
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +3 -3
- package/glTF/2.0/glTFLoader.js +15 -5
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/glTFFileLoader.d.ts +7 -1
- package/glTF/glTFFileLoader.js +2 -1
- package/glTF/glTFFileLoader.js.map +1 -1
- package/package.json +3 -3
@@ -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
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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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@@ -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
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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
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* @param
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* @param
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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>;
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package/SPLAT/splatFileLoader.js
CHANGED
@@ -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 {
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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.
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@@ -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);
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@@ -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 [
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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}`);
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@@ -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
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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
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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
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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
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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
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* @param
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* @param
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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) {
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@@ -1 +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 { 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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+
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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, 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 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"]}
|
package/glTF/1.0/glTFLoader.d.ts
CHANGED
@@ -68,6 +68,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param rootUrl
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* @param onSuccess
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* @param onError
|
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* @returns true to stop further extensions from loading the runtime
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*/
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|
loadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): boolean;
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/**
|
@@ -76,6 +77,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param gltfRuntime
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* @param onSuccess
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* @returns true to stop further extensions from creating the runtime
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*/
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loadRuntimeExtensionsAsync(gltfRuntime: IGLTFRuntime, onSuccess: () => void, onError?: (message: string) => void): boolean;
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/**
|
@@ -86,6 +88,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param onSuccess
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* @returns true to stop further extensions from loading this buffer
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*/
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loadBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void, onProgress?: () => void): boolean;
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/**
|
@@ -95,6 +98,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param id
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* @param onSuccess
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* @returns true to stop further extensions from loading this texture data
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*/
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loadTextureBufferAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (buffer: ArrayBufferView) => void, onError: (message: string) => void): boolean;
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/**
|
@@ -105,6 +109,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param buffer
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* @param onSuccess
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* @returns true to stop further extensions from loading this texture
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*/
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createTextureAsync(gltfRuntime: IGLTFRuntime, id: string, buffer: ArrayBufferView, onSuccess: (texture: Texture) => void, onError: (message: string) => void): boolean;
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/**
|
@@ -114,6 +119,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param id
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* @returns true to stop further extensions from loading this shader data
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*/
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loadShaderStringAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (shaderString: string) => void, onError: (message: string) => void): boolean;
|
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/**
|
@@ -123,6 +129,7 @@ export declare abstract class GLTFLoaderExtension {
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* @param id
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* @returns true to stop further extensions from loading this material
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*/
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|
loadMaterialAsync(gltfRuntime: IGLTFRuntime, id: string, onSuccess: (material: Material) => void, onError: (message: string) => void): boolean;
|
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|
static LoadRuntimeAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onSuccess?: (gltfRuntime: IGLTFRuntime) => void, onError?: (message: string) => void): void;
|
package/glTF/1.0/glTFLoader.js
CHANGED
@@ -269,7 +269,7 @@ const loadAnimations = (gltfRuntime) => {
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}
|
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};
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/**
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-
*
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* @returns the bones transformation matrix
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const configureBoneTransformation = (node) => {
|
@@ -291,6 +291,7 @@ const configureBoneTransformation = (node) => {
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* @param skins
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* @param jointName
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* @param newSkeleton
|
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+
* @returns the parent bone
|
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|
*/
|
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const getParentBone = (gltfRuntime, skins, jointName, newSkeleton) => {
|
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|
// Try to find
|
@@ -326,6 +327,7 @@ const getParentBone = (gltfRuntime, skins, jointName, newSkeleton) => {
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* Returns the appropriate root node
|
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* @param nodesToRoot
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* @param id
|
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* @returns the root node
|
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*/
|
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const getNodeToRoot = (nodesToRoot, id) => {
|
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|
for (let i = 0; i < nodesToRoot.length; i++) {
|
@@ -343,6 +345,7 @@ const getNodeToRoot = (nodesToRoot, id) => {
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* Returns the node with the joint name
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* @param gltfRuntime
|
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* @param jointName
|
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* @returns the node with the joint name
|
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*/
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|
const getJointNode = (gltfRuntime, jointName) => {
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const nodes = gltfRuntime.nodes;
|
@@ -368,6 +371,7 @@ const getJointNode = (gltfRuntime, jointName) => {
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* Checks if a nodes is in joints
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* @param skins
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* @returns true if the node is in joints, else false
|
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*/
|
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const nodeIsInJoints = (skins, id) => {
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for (let i = 0; i < skins.jointNames.length; i++) {
|
@@ -423,6 +427,7 @@ const getNodesToRoot = (gltfRuntime, newSkeleton, skins, nodesToRoot) => {
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* @param skins
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* @param mesh
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* @param newSkeleton
|
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* @returns the bone name
|
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*/
|
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const importSkeleton = (gltfRuntime, skins, mesh, newSkeleton) => {
|
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|
if (!newSkeleton) {
|
@@ -525,6 +530,7 @@ const importSkeleton = (gltfRuntime, skins, mesh, newSkeleton) => {
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* @param meshes
|
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* @param id
|
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* @param newMesh
|
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+
* @returns the new mesh
|
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|
*/
|
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|
const importMesh = (gltfRuntime, node, meshes, id, newMesh) => {
|
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|
if (!newMesh) {
|
@@ -718,6 +724,7 @@ const configureNodeFromMatrix = (newNode, node) => {
|
|
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* @param gltfRuntime
|
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* @param node
|
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* @param id
|
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+
* @returns the newly imported node
|
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|
*/
|
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|
const importNode = (gltfRuntime, node, id) => {
|
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|
let lastNode = null;
|
@@ -1018,6 +1025,7 @@ const prepareShaderMaterialUniforms = (gltfRuntime, shaderMaterial, technique, m
|
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* @param program
|
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* @param shaderMaterial
|
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* @param onError
|
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+
* @returns callback when shader is compiled
|
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*/
|
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const onShaderCompileError = (program, shaderMaterial, onError) => {
|
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return (effect, error) => {
|
@@ -1033,6 +1041,7 @@ const onShaderCompileError = (program, shaderMaterial, onError) => {
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* @param material
|
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* @param unTreatedUniforms
|
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|
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+
* @returns callback when shader is compiled
|
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|
*/
|
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const onShaderCompileSuccess = (gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms, onSuccess) => {
|
1038
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|
return (_) => {
|
@@ -1046,6 +1055,8 @@ const onShaderCompileSuccess = (gltfRuntime, shaderMaterial, technique, material
|
|
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|
* Returns the appropriate uniform if already handled by babylon
|
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|
* @param tokenizer
|
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|
* @param technique
|
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|
+
* @param unTreatedUniforms
|
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|
+
* @returns the name of the uniform handled by babylon
|
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|
*/
|
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|
const parseShaderUniforms = (tokenizer, technique, unTreatedUniforms) => {
|
1051
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|
for (const unif in technique.uniforms) {
|
@@ -1642,6 +1653,7 @@ export class GLTFLoaderExtension {
|
|
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|
* @param rootUrl
|
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|
* @param onSuccess
|
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|
* @param onError
|
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|
+
* @returns true to stop further extensions from loading the runtime
|
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|
*/
|
1646
1658
|
loadRuntimeAsync(scene, data, rootUrl, onSuccess, onError) {
|
1647
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|
return false;
|
@@ -1652,6 +1664,7 @@ export class GLTFLoaderExtension {
|
|
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|
* @param gltfRuntime
|
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|
* @param onSuccess
|
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|
* @param onError
|
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|
+
* @returns true to stop further extensions from creating the runtime
|
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|
*/
|
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|
loadRuntimeExtensionsAsync(gltfRuntime, onSuccess, onError) {
|
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|
return false;
|
@@ -1664,6 +1677,7 @@ export class GLTFLoaderExtension {
|
|
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|
* @param onSuccess
|
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|
* @param onError
|
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|
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|
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|
+
* @returns true to stop further extensions from loading this buffer
|
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|
*/
|
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|
loadBufferAsync(gltfRuntime, id, onSuccess, onError, onProgress) {
|
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|
return false;
|
@@ -1675,6 +1689,7 @@ export class GLTFLoaderExtension {
|
|
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|
* @param id
|
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|
* @param onSuccess
|
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|
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|
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|
+
* @returns true to stop further extensions from loading this texture data
|
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|
*/
|
1679
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|
loadTextureBufferAsync(gltfRuntime, id, onSuccess, onError) {
|
1680
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|
return false;
|
@@ -1687,6 +1702,7 @@ export class GLTFLoaderExtension {
|
|
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1702
|
* @param buffer
|
1688
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|
* @param onSuccess
|
1689
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|
* @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 {
|
|
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1714
|
* @param id
|
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|
* @param onSuccess
|
1700
1716
|
* @param onError
|
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|
+
* @returns true to stop further extensions from loading this shader data
|
1701
1718
|
*/
|
1702
1719
|
loadShaderStringAsync(gltfRuntime, id, onSuccess, onError) {
|
1703
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|
return false;
|
@@ -1709,6 +1726,7 @@ export class GLTFLoaderExtension {
|
|
1709
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|
* @param id
|
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|
* @param onSuccess
|
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|
* @param onError
|
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|
+
* @returns true to stop further extensions from loading this material
|
1712
1730
|
*/
|
1713
1731
|
loadMaterialAsync(gltfRuntime, id, onSuccess, onError) {
|
1714
1732
|
return false;
|