@babylonjs/loaders 6.40.0 → 6.41.1

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.
@@ -30,14 +30,6 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
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  * @returns if the data can be loaded directly
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  */
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  canDirectLoad(): boolean;
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- /**
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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
@@ -1,5 +1,4 @@
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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 { GaussianSplattingMesh } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMesh.js";
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  /**
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  * @experimental
@@ -41,137 +40,6 @@ export class SPLATFileLoader {
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  canDirectLoad() {
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  return false;
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  }
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- /**
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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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- const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));
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- const headerEnd = "end_header\n";
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- const headerEndIndex = header.indexOf(headerEnd);
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- if (headerEndIndex < 0 || !header) {
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- return data;
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- }
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- const vertexCount = parseInt(/element vertex (\d+)\n/.exec(header)[1]);
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- let rowOffset = 0;
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- const offsets = {
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- double: 8,
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- int: 4,
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- uint: 4,
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- float: 4,
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- short: 2,
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- ushort: 2,
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- uchar: 1,
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- };
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- const properties = [];
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- const filtered = header
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- .slice(0, headerEndIndex)
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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 [, 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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- rowOffset += offsets[type];
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- }
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- const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
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- const SH_C0 = 0.28209479177387814;
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- const dataView = new DataView(data, headerEndIndex + headerEnd.length);
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- const buffer = new ArrayBuffer(rowLength * vertexCount);
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- const q = new Quaternion();
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- for (let i = 0; i < vertexCount; i++) {
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- const position = new Float32Array(buffer, i * rowLength, 3);
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- const scale = new Float32Array(buffer, i * rowLength + 12, 3);
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- const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);
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- const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);
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- let r0 = 255;
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- let r1 = 0;
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- let r2 = 0;
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- let r3 = 0;
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- for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {
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- const property = properties[propertyIndex];
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- let value;
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- switch (property.type) {
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- case "float":
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- value = dataView.getFloat32(property.offset + i * rowOffset, true);
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- break;
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- case "int":
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- value = dataView.getInt32(property.offset + i * rowOffset, true);
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- break;
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- default:
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- throw new Error(`Unsupported property type: ${property.type}`);
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- }
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- switch (property.name) {
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- case "x":
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- position[0] = value;
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- break;
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- case "y":
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- position[1] = value;
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- break;
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- case "z":
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- position[2] = value;
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- break;
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- case "scale_0":
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- scale[0] = Math.exp(value);
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- break;
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- case "scale_1":
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- scale[1] = Math.exp(value);
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- break;
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- case "scale_2":
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- scale[2] = Math.exp(value);
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- break;
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- case "red":
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- rgba[0] = value;
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- break;
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- case "green":
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- rgba[1] = value;
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- break;
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- case "blue":
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- rgba[2] = value;
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- break;
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- case "f_dc_0":
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- rgba[0] = (0.5 + SH_C0 * value) * 255;
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- break;
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- case "f_dc_1":
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- rgba[1] = (0.5 + SH_C0 * value) * 255;
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- break;
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- case "f_dc_2":
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- rgba[2] = (0.5 + SH_C0 * value) * 255;
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- break;
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- case "f_dc_3":
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- rgba[3] = (0.5 + SH_C0 * value) * 255;
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- break;
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- case "opacity":
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- rgba[3] = (1 / (1 + Math.exp(-value))) * 255;
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- break;
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- case "rot_0":
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- r0 = value;
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- break;
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- case "rot_1":
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- r1 = value;
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- break;
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- case "rot_2":
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- r2 = value;
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- break;
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- case "rot_3":
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- r3 = value;
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- break;
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- }
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- }
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- q.set(r1, r2, r3, r0);
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- q.normalize();
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- rot[0] = q.w * 128 + 128;
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- rot[1] = q.x * 128 + 128;
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- rot[2] = q.y * 128 + 128;
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- rot[3] = q.z * 128 + 128;
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- }
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- return buffer;
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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
@@ -202,7 +70,7 @@ export class SPLATFileLoader {
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  */
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  loadAsync(scene, data, _rootUrl) {
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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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+ return gaussianSplatting.loadDataAsync(GaussianSplattingMesh.ConvertPLYToSplat(data));
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  }
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  // eslint-disable-next-line jsdoc/require-returns-check
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  /**
@@ -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 { 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"]}
1
+ {"version":3,"file":"splatFileLoader.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatFileLoader.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,WAAW,EAAE,+CAAiC;AACvD,OAAO,EAAE,qBAAqB,EAAE,0EAA4D;AAI5F;;;;GAIG;AACH,MAAM,OAAO,eAAe;IAiBxB,+CAA+C;IAC/C;;OAEG;IACH;QApBA;;WAEG;QACI,SAAI,GAAG,OAAO,CAAC;QAEtB;;;WAGG;QACI,eAAU,GAAiC;YAC9C,gEAAgE;YAChE,QAAQ,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;YAC5B,gEAAgE;YAChE,MAAM,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;SAC7B,CAAC;IAMa,CAAC;IAEhB;;;OAGG;IACH,YAAY;QACR,OAAO,IAAI,eAAe,EAAE,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;;;OAOG;IACI,KAAK,CAAC,eAAe,CAAC,YAAiB,EAAE,KAAY,EAAE,IAAS,EAAE,OAAe;QACpF,MAAM,iBAAiB,GAAG,IAAI,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACtF,MAAM,iBAAiB,CAAC,aAAa,CAAC,OAAO,CAAC,CAAC;QAC/C,OAAO;YACH,MAAM,EAAE,CAAC,iBAAiB,CAAC;YAC3B,eAAe,EAAE,EAAE;YACnB,SAAS,EAAE,EAAE;YACb,eAAe,EAAE,EAAE;YACnB,cAAc,EAAE,EAAE;YAClB,UAAU,EAAE,EAAE;YACd,MAAM,EAAE,EAAE;SACb,CAAC;IACN,CAAC;IAED;;;;;;OAMG;IACI,SAAS,CAAC,KAAY,EAAE,IAAS,EAAE,QAAgB;QACtD,MAAM,iBAAiB,GAAG,IAAI,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACtF,OAAO,iBAAiB,CAAC,aAAa,CAAC,qBAAqB,CAAC,iBAAiB,CAAC,IAAI,CAAC,CAAC,CAAC;IAC1F,CAAC;IAED,uDAAuD;IACvD;;;;;;OAMG;IACI,uBAAuB,CAAC,MAAa,EAAE,KAAa,EAAE,QAAgB;QACzE,MAAM,IAAI,KAAK,CAAC,wEAAwE,CAAC,CAAC;IAC9F,CAAC;CACJ;AAED,IAAI,WAAW,EAAE;IACb,0CAA0C;IAC1C,WAAW,CAAC,cAAc,CAAC,IAAI,eAAe,EAAE,CAAC,CAAC;CACrD","sourcesContent":["import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult, ISceneLoaderPluginExtensions } from \"core/Loading/sceneLoader\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\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 * 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(GaussianSplattingMesh.ConvertPLYToSplat(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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/loaders",
3
- "version": "6.40.0",
3
+ "version": "6.41.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^6.40.0",
21
+ "@babylonjs/core": "^6.41.1",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/loaders": "^1.0.0",
24
- "babylonjs-gltf2interface": "^6.40.0"
24
+ "babylonjs-gltf2interface": "^6.41.1"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^6.0.0",