@babylonjs/loaders 7.22.5 → 7.23.1
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- package/OBJ/objFileLoader.d.ts +4 -5
- package/OBJ/objFileLoader.js +3 -4
- package/OBJ/objFileLoader.js.map +1 -1
- package/OBJ/objFileLoader.metadata.d.ts +4 -0
- package/OBJ/objFileLoader.metadata.js +5 -0
- package/OBJ/objFileLoader.metadata.js.map +1 -0
- package/SPLAT/index.d.ts +1 -0
- package/SPLAT/index.js +1 -0
- package/SPLAT/index.js.map +1 -1
- package/SPLAT/splatFileLoader.d.ts +36 -29
- package/SPLAT/splatFileLoader.js +354 -52
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/SPLAT/splatFileLoader.metadata.d.ts +11 -0
- package/SPLAT/splatFileLoader.metadata.js +10 -0
- package/SPLAT/splatFileLoader.metadata.js.map +1 -0
- package/SPLAT/splatLoadingOptions.d.ts +9 -0
- package/SPLAT/splatLoadingOptions.js +2 -0
- package/SPLAT/splatLoadingOptions.js.map +1 -0
- package/STL/stlFileLoader.d.ts +3 -4
- package/STL/stlFileLoader.js +3 -5
- package/STL/stlFileLoader.js.map +1 -1
- package/STL/stlFileLoader.metadata.d.ts +8 -0
- package/STL/stlFileLoader.metadata.js +8 -0
- package/STL/stlFileLoader.metadata.js.map +1 -0
- package/dynamic.d.ts +5 -0
- package/dynamic.js +48 -0
- package/dynamic.js.map +1 -0
- package/glTF/2.0/Extensions/EXT_lights_image_based.js +3 -1
- package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -1
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js +3 -1
- package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_avif.js +3 -1
- package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js +3 -1
- package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +1 -1
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js +3 -2
- package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_animation_pointer.js +3 -2
- package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +3 -1
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity.js +3 -2
- package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.js +3 -1
- package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_dispersion.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.js +3 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.js +4 -1
- package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js +3 -2
- package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -1
- package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.js +3 -1
- package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +3 -2
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js +3 -1
- package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_lod.js +3 -1
- package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +3 -1
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +3 -1
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
- package/glTF/2.0/Extensions/dynamic.d.ts +4 -0
- package/glTF/2.0/Extensions/dynamic.js +136 -0
- package/glTF/2.0/Extensions/dynamic.js.map +1 -0
- package/glTF/2.0/glTFLoader.d.ts +6 -6
- package/glTF/2.0/glTFLoader.js +24 -28
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderExtensionRegistry.d.ts +25 -0
- package/glTF/2.0/glTFLoaderExtensionRegistry.js +30 -0
- package/glTF/2.0/glTFLoaderExtensionRegistry.js.map +1 -0
- package/glTF/glTFFileLoader.d.ts +4 -6
- package/glTF/glTFFileLoader.js +9 -17
- package/glTF/glTFFileLoader.js.map +1 -1
- package/glTF/glTFFileLoader.metadata.d.ts +13 -0
- package/glTF/glTFFileLoader.metadata.js +18 -0
- package/glTF/glTFFileLoader.metadata.js.map +1 -0
- package/package.json +3 -3
package/SPLAT/splatFileLoader.js
CHANGED
@@ -1,50 +1,52 @@
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import { registerSceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
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import { SPLATFileLoaderMetadata } from "./splatFileLoader.metadata.js";
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import { GaussianSplattingMesh } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMesh.js";
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Logger } from "@babylonjs/core/Misc/logger.js";
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import { Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { PointsCloudSystem } from "@babylonjs/core/Particles/pointsCloudSystem.js";
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import { Color4 } from "@babylonjs/core/Maths/math.color.js";
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import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
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/**
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* Indicator of the parsed ply buffer. A standard ready to use splat or an array of positions for a point cloud
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*/
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var Mode;
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(function (Mode) {
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Mode[Mode["Splat"] = 0] = "Splat";
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Mode[Mode["PointCloud"] = 1] = "PointCloud";
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Mode[Mode["Mesh"] = 2] = "Mesh";
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})(Mode || (Mode = {}));
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/**
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* @experimental
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* SPLAT file type loader.
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* This is a babylon scene loader plugin.
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*/
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export class SPLATFileLoader {
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//private _loadingOptions: SPLATLoadingOptions;
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/**
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* Creates loader for gaussian splatting files
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* @param loadingOptions options for loading and parsing splat and PLY files.
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*/
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constructor() {
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constructor(loadingOptions = SPLATFileLoader._DefaultLoadingOptions) {
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/**
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* Defines the name of the plugin.
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*/
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this.name =
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this.name = SPLATFileLoaderMetadata.name;
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this._assetContainer = null;
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/**
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* Defines the extensions the splat loader is able to load.
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* force data to come in as an ArrayBuffer
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*/
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this.extensions =
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-
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".splat": { isBinary: true },
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// eslint-disable-next-line @typescript-eslint/naming-convention
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".ply": { isBinary: true },
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};
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this.extensions = SPLATFileLoaderMetadata.extensions;
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this._loadingOptions = loadingOptions;
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}
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/**
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-
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*/
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createPlugin() {
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return new SPLATFileLoader();
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}
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/**
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* If the data string can be loaded directly.
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* @returns if the data can be loaded directly
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*/
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canDirectLoad() {
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return false;
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/** @internal */
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createPlugin(options) {
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return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);
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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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@@ -52,43 +54,343 @@ export class SPLATFileLoader {
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* @param fileName Defines the name of the file to load
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* @returns a promise containing the loaded meshes, particles, skeletons and animations
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*/
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async importMeshAsync(
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-
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async importMeshAsync(meshesNames, scene, data, rootUrl, onProgress, fileName) {
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return this._parse(meshesNames, scene, data, rootUrl).then((meshes) => {
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return {
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meshes: meshes,
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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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spriteManagers: [],
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};
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});
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}
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static _BuildPointCloud(pointcloud, data) {
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if (!data.byteLength) {
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return false;
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}
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const uBuffer = new Uint8Array(data);
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const fBuffer = new Float32Array(data);
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// parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)
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const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
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const vertexCount = uBuffer.length / rowLength;
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const pointcloudfunc = function (particle, i) {
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const x = fBuffer[8 * i + 0];
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const y = fBuffer[8 * i + 1];
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const z = fBuffer[8 * i + 2];
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particle.position = new Vector3(x, y, z);
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const r = uBuffer[rowLength * i + 24 + 0] / 255;
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const g = uBuffer[rowLength * i + 24 + 1] / 255;
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const b = uBuffer[rowLength * i + 24 + 2] / 255;
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particle.color = new Color4(r, g, b, 1);
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};
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pointcloud.addPoints(vertexCount, pointcloudfunc);
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return true;
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}
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static _BuildMesh(scene, parsedPLY) {
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const mesh = new Mesh("PLYMesh", scene);
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const uBuffer = new Uint8Array(parsedPLY.data);
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const fBuffer = new Float32Array(parsedPLY.data);
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const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
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const vertexCount = uBuffer.length / rowLength;
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const positions = [];
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const vertexData = new VertexData();
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for (let i = 0; i < vertexCount; i++) {
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const x = fBuffer[8 * i + 0];
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const y = fBuffer[8 * i + 1];
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const z = fBuffer[8 * i + 2];
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positions.push(x, y, z);
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}
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if (parsedPLY.hasVertexColors) {
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const colors = new Float32Array(vertexCount * 4);
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for (let i = 0; i < vertexCount; i++) {
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const r = uBuffer[rowLength * i + 24 + 0] / 255;
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const g = uBuffer[rowLength * i + 24 + 1] / 255;
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const b = uBuffer[rowLength * i + 24 + 2] / 255;
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colors[i * 4 + 0] = r;
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colors[i * 4 + 1] = g;
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colors[i * 4 + 2] = b;
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colors[i * 4 + 3] = 1;
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}
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vertexData.colors = colors;
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}
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vertexData.positions = positions;
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vertexData.indices = parsedPLY.faces;
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vertexData.applyToMesh(mesh);
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return mesh;
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}
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_parse(meshesNames, scene, data, rootUrl) {
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const babylonMeshesArray = []; //The mesh for babylon
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const parsedPLY = SPLATFileLoader._ConvertPLYToSplat(data);
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switch (parsedPLY.mode) {
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case 0 /* Mode.Splat */:
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{
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const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene, this._loadingOptions.keepInRam);
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gaussianSplatting._parentContainer = this._assetContainer;
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babylonMeshesArray.push(gaussianSplatting);
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gaussianSplatting.loadDataAsync(parsedPLY.data);
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}
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break;
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case 1 /* Mode.PointCloud */:
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{
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const pointcloud = new PointsCloudSystem("PointCloud", 1, scene);
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if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {
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return Promise.all([pointcloud.buildMeshAsync()]).then((mesh) => {
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babylonMeshesArray.push(mesh[0]);
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return babylonMeshesArray;
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});
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}
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else {
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pointcloud.dispose();
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148
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}
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}
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break;
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case 2 /* Mode.Mesh */:
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{
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if (parsedPLY.faces) {
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babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));
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}
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else {
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157
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throw new Error("PLY mesh doesn't contain face informations.");
|
158
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}
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}
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160
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break;
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default:
|
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throw new Error("Unsupported Splat mode");
|
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}
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return Promise.resolve(babylonMeshesArray);
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165
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}
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166
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/**
|
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*
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* Load into an asset container.
|
168
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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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const container = new AssetContainer(scene);
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this._assetContainer = container;
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return this.importMeshAsync(null, scene, data, rootUrl)
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.then((result) => {
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result.meshes.forEach((mesh) => container.meshes.push(mesh));
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// mesh material will be null before 1st rendered frame.
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this._assetContainer = null;
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return container;
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})
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.catch((ex) => {
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this._assetContainer = null;
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throw ex;
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});
|
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}
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/**
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* Imports all objects from the loaded OBJ 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
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* @param
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191
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* @param data the OBJ data to load
|
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* @param rootUrl root url to load from
|
74
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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,
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77
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-
|
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return
|
195
|
+
loadAsync(scene, data, rootUrl) {
|
196
|
+
//Get the 3D model
|
197
|
+
return this.importMeshAsync(null, scene, data, rootUrl).then(() => {
|
198
|
+
// return void
|
199
|
+
});
|
79
200
|
}
|
80
|
-
// eslint-disable-next-line jsdoc/require-returns-check
|
81
201
|
/**
|
82
|
-
*
|
83
|
-
*
|
84
|
-
*
|
85
|
-
* @param
|
86
|
-
* @returns
|
202
|
+
* Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license
|
203
|
+
* Converts a .ply data array buffer to splat
|
204
|
+
* if data array buffer is not ply, returns the original buffer
|
205
|
+
* @param data the .ply data to load
|
206
|
+
* @returns the loaded splat buffer
|
87
207
|
*/
|
88
|
-
|
89
|
-
|
208
|
+
static _ConvertPLYToSplat(data) {
|
209
|
+
const ubuf = new Uint8Array(data);
|
210
|
+
const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));
|
211
|
+
const headerEnd = "end_header\n";
|
212
|
+
const headerEndIndex = header.indexOf(headerEnd);
|
213
|
+
if (headerEndIndex < 0 || !header) {
|
214
|
+
// standard splat
|
215
|
+
return { mode: 0 /* Mode.Splat */, data: data };
|
216
|
+
}
|
217
|
+
const vertexCount = parseInt(/element vertex (\d+)\n/.exec(header)[1]);
|
218
|
+
const faceElement = /element face (\d+)\n/.exec(header);
|
219
|
+
let faceCount = 0;
|
220
|
+
if (faceElement) {
|
221
|
+
faceCount = parseInt(faceElement[1]);
|
222
|
+
}
|
223
|
+
let rowOffset = 0;
|
224
|
+
const offsets = {
|
225
|
+
double: 8,
|
226
|
+
int: 4,
|
227
|
+
uint: 4,
|
228
|
+
float: 4,
|
229
|
+
short: 2,
|
230
|
+
ushort: 2,
|
231
|
+
uchar: 1,
|
232
|
+
list: 0,
|
233
|
+
};
|
234
|
+
const properties = [];
|
235
|
+
const filtered = header
|
236
|
+
.slice(0, headerEndIndex)
|
237
|
+
.split("\n")
|
238
|
+
.filter((k) => k.startsWith("property "));
|
239
|
+
for (const prop of filtered) {
|
240
|
+
const [, type, name] = prop.split(" ");
|
241
|
+
properties.push({ name, type, offset: rowOffset });
|
242
|
+
if (offsets[type]) {
|
243
|
+
rowOffset += offsets[type];
|
244
|
+
}
|
245
|
+
else {
|
246
|
+
Logger.Warn(`Unsupported property type: ${type}.`);
|
247
|
+
}
|
248
|
+
}
|
249
|
+
const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
|
250
|
+
const SH_C0 = 0.28209479177387814;
|
251
|
+
const dataView = new DataView(data, headerEndIndex + headerEnd.length);
|
252
|
+
const buffer = new ArrayBuffer(rowLength * vertexCount);
|
253
|
+
const q = new Quaternion();
|
254
|
+
for (let i = 0; i < vertexCount; i++) {
|
255
|
+
const position = new Float32Array(buffer, i * rowLength, 3);
|
256
|
+
const scale = new Float32Array(buffer, i * rowLength + 12, 3);
|
257
|
+
const rgba = new Uint8ClampedArray(buffer, i * rowLength + 24, 4);
|
258
|
+
const rot = new Uint8ClampedArray(buffer, i * rowLength + 28, 4);
|
259
|
+
let r0 = 255;
|
260
|
+
let r1 = 0;
|
261
|
+
let r2 = 0;
|
262
|
+
let r3 = 0;
|
263
|
+
for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {
|
264
|
+
const property = properties[propertyIndex];
|
265
|
+
let value;
|
266
|
+
switch (property.type) {
|
267
|
+
case "float":
|
268
|
+
value = dataView.getFloat32(property.offset + i * rowOffset, true);
|
269
|
+
break;
|
270
|
+
case "int":
|
271
|
+
value = dataView.getInt32(property.offset + i * rowOffset, true);
|
272
|
+
break;
|
273
|
+
case "uint":
|
274
|
+
value = dataView.getUint32(property.offset + i * rowOffset, true);
|
275
|
+
break;
|
276
|
+
case "double":
|
277
|
+
value = dataView.getFloat64(property.offset + i * rowOffset, true);
|
278
|
+
break;
|
279
|
+
case "uchar":
|
280
|
+
value = dataView.getUint8(property.offset + i * rowOffset);
|
281
|
+
break;
|
282
|
+
default:
|
283
|
+
//throw new Error(`Unsupported property type: ${property.type}`);
|
284
|
+
continue;
|
285
|
+
}
|
286
|
+
switch (property.name) {
|
287
|
+
case "x":
|
288
|
+
position[0] = value;
|
289
|
+
break;
|
290
|
+
case "y":
|
291
|
+
position[1] = value;
|
292
|
+
break;
|
293
|
+
case "z":
|
294
|
+
position[2] = value;
|
295
|
+
break;
|
296
|
+
case "scale_0":
|
297
|
+
scale[0] = Math.exp(value);
|
298
|
+
break;
|
299
|
+
case "scale_1":
|
300
|
+
scale[1] = Math.exp(value);
|
301
|
+
break;
|
302
|
+
case "scale_2":
|
303
|
+
scale[2] = Math.exp(value);
|
304
|
+
break;
|
305
|
+
case "diffuse_red":
|
306
|
+
case "red":
|
307
|
+
rgba[0] = value;
|
308
|
+
break;
|
309
|
+
case "diffuse_green":
|
310
|
+
case "green":
|
311
|
+
rgba[1] = value;
|
312
|
+
break;
|
313
|
+
case "diffuse_blue":
|
314
|
+
case "blue":
|
315
|
+
rgba[2] = value;
|
316
|
+
break;
|
317
|
+
case "f_dc_0":
|
318
|
+
rgba[0] = (0.5 + SH_C0 * value) * 255;
|
319
|
+
break;
|
320
|
+
case "f_dc_1":
|
321
|
+
rgba[1] = (0.5 + SH_C0 * value) * 255;
|
322
|
+
break;
|
323
|
+
case "f_dc_2":
|
324
|
+
rgba[2] = (0.5 + SH_C0 * value) * 255;
|
325
|
+
break;
|
326
|
+
case "f_dc_3":
|
327
|
+
rgba[3] = (0.5 + SH_C0 * value) * 255;
|
328
|
+
break;
|
329
|
+
case "opacity":
|
330
|
+
rgba[3] = (1 / (1 + Math.exp(-value))) * 255;
|
331
|
+
break;
|
332
|
+
case "rot_0":
|
333
|
+
r0 = value;
|
334
|
+
break;
|
335
|
+
case "rot_1":
|
336
|
+
r1 = value;
|
337
|
+
break;
|
338
|
+
case "rot_2":
|
339
|
+
r2 = value;
|
340
|
+
break;
|
341
|
+
case "rot_3":
|
342
|
+
r3 = value;
|
343
|
+
break;
|
344
|
+
}
|
345
|
+
}
|
346
|
+
q.set(r1, r2, r3, r0);
|
347
|
+
q.normalize();
|
348
|
+
rot[0] = q.w * 128 + 128;
|
349
|
+
rot[1] = q.x * 128 + 128;
|
350
|
+
rot[2] = q.y * 128 + 128;
|
351
|
+
rot[3] = q.z * 128 + 128;
|
352
|
+
}
|
353
|
+
// faces
|
354
|
+
const faces = [];
|
355
|
+
if (faceCount) {
|
356
|
+
let offset = rowOffset * vertexCount;
|
357
|
+
for (let i = 0; i < faceCount; i++) {
|
358
|
+
const faceVertexCount = dataView.getUint8(offset);
|
359
|
+
if (faceVertexCount != 3) {
|
360
|
+
continue; // only support triangles
|
361
|
+
}
|
362
|
+
offset += 1;
|
363
|
+
for (let j = 0; j < faceVertexCount; j++) {
|
364
|
+
const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding
|
365
|
+
faces.push(vertexIndex);
|
366
|
+
}
|
367
|
+
offset += 12;
|
368
|
+
}
|
369
|
+
}
|
370
|
+
// count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud
|
371
|
+
// if faces are found, then it's a standard mesh
|
372
|
+
let propertyCount = 0;
|
373
|
+
let propertyColorCount = 0;
|
374
|
+
const splatProperties = ["x", "y", "z", "scale_0", "scale_1", "scale_2", "opacity", "rot_0", "rot_1", "rot_2", "rot_3"];
|
375
|
+
const splatColorProperties = ["red", "green", "blue", "f_dc_0", "f_dc_1", "f_dc_2"];
|
376
|
+
for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {
|
377
|
+
const property = properties[propertyIndex];
|
378
|
+
if (splatProperties.includes(property.name)) {
|
379
|
+
propertyCount++;
|
380
|
+
}
|
381
|
+
if (splatColorProperties.includes(property.name)) {
|
382
|
+
propertyColorCount++;
|
383
|
+
}
|
384
|
+
}
|
385
|
+
const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;
|
386
|
+
const currentMode = faceCount ? 2 /* Mode.Mesh */ : hasMandatoryProperties ? 0 /* Mode.Splat */ : 1 /* Mode.PointCloud */;
|
387
|
+
// parsed ready ready to be used as a splat
|
388
|
+
return { mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount };
|
90
389
|
}
|
91
390
|
}
|
92
|
-
|
391
|
+
SPLATFileLoader._DefaultLoadingOptions = {
|
392
|
+
keepInRam: false,
|
393
|
+
};
|
394
|
+
// Add this loader into the register plugin
|
93
395
|
registerSceneLoaderPlugin(new SPLATFileLoader());
|
94
396
|
//# sourceMappingURL=splatFileLoader.js.map
|
@@ -1 +1 @@
|
|
1
|
-
{"version":3,"file":"splatFileLoader.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatFileLoader.ts"],"names":[],"mappings":"AAQA,OAAO,EAAE,yBAAyB,EAAE,+CAAiC;AACrE,OAAO,EAAE,qBAAqB,EAAE,0EAA4D;AAI5F,gEAAgE;AAChE,MAAM,YAAY,GAAG,OAAO,CAAC;AAY7B;;;;GAIG;AACH,MAAM,OAAO,eAAe;IAiBxB,+CAA+C;IAC/C;;OAEG;IACH;QApBA;;WAEG;QACa,SAAI,GAAG,YAAY,CAAC;QAEpC;;;WAGG;QACa,eAAU,GAAG;YACzB,gEAAgE;YAChE,QAAQ,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;YAC5B,gEAAgE;YAChE,MAAM,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;SACmB,CAAC;IAMnC,CAAC;IAEhB;;;OAGG;IACH,YAAY;QACR,OAAO,IAAI,eAAe,EAAE,CAAC;IACjC,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,KAAK,CAAC;IACjB,CAAC;IAED;;;;;;;;;OASG;IACI,KAAK,CAAC,eAAe,CACxB,YAAiB,EACjB,KAAY,EACZ,IAAS,EACT,OAAe,EACf,UAAuD,EACvD,QAAiB;QAEjB,MAAM,iBAAiB,GAAG,IAAI,qBAAqB,CAAC,mBAAmB,EAAE,IAAI,EAAE,KAAK,CAAC,CAAC;QACtF,MAAM,iBAAiB,CAAC,aAAa,CAAC,OAAO,GAAG,CAAC,QAAQ,IAAI,EAAE,CAAC,CAAC,CAAC;QAClE,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;YACV,cAAc,EAAE,EAAE;SACrB,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,0CAA0C;AAC1C,yBAAyB,CAAC,IAAI,eAAe,EAAE,CAAC,CAAC","sourcesContent":["import type {\r\n ISceneLoaderPluginAsync,\r\n ISceneLoaderPluginFactory,\r\n ISceneLoaderPlugin,\r\n ISceneLoaderAsyncResult,\r\n ISceneLoaderPluginExtensions,\r\n ISceneLoaderProgressEvent,\r\n} from \"core/Loading/sceneLoader\";\r\nimport { registerSceneLoaderPlugin } 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// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst PLUGIN_SPLAT = \"splat\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the splat loader.\r\n */\r\n [PLUGIN_SPLAT]: {};\r\n }\r\n}\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 readonly name = PLUGIN_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 readonly extensions = {\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 } as const satisfies ISceneLoaderPluginExtensions;\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 * @param onProgress callback called while file is loading\r\n * @param fileName Defines the name of the file to load\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(\r\n _meshesNames: any,\r\n scene: Scene,\r\n data: any,\r\n rootUrl: string,\r\n onProgress?: (event: ISceneLoaderProgressEvent) => void,\r\n fileName?: string\r\n ): Promise<ISceneLoaderAsyncResult> {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene);\r\n await gaussianSplatting.loadFileAsync(rootUrl + (fileName ?? \"\"));\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 spriteManagers: [],\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\n//Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
|
1
|
+
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type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, ISceneLoaderProgressEvent, SceneLoaderPluginOptions } from \"core/Loading/sceneLoader\";\r\nimport { registerSceneLoaderPlugin } from \"core/Loading/sceneLoader\";\r\nimport { SPLATFileLoaderMetadata } from \"./splatFileLoader.metadata\";\r\nimport { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Quaternion, Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointsCloudSystem } from \"core/Particles/pointsCloudSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the splat loader.\r\n */\r\n [SPLATFileLoaderMetadata.name]: Partial<SPLATLoadingOptions>;\r\n }\r\n}\r\n\r\n/**\r\n * Indicator of the parsed ply buffer. A standard ready to use splat or an array of positions for a point cloud\r\n */\r\nconst enum Mode {\r\n Splat = 0,\r\n PointCloud = 1,\r\n Mesh = 2,\r\n}\r\n\r\n/**\r\n * A parsed buffer and how to use it\r\n */\r\ninterface ParsedPLY {\r\n data: ArrayBuffer;\r\n mode: Mode;\r\n faces?: number[];\r\n hasVertexColors?: boolean;\r\n}\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 readonly name = SPLATFileLoaderMetadata.name;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private readonly _loadingOptions: Readonly<SPLATLoadingOptions>;\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 readonly extensions = SPLATFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Creates loader for gaussian splatting files\r\n * @param loadingOptions options for loading and parsing splat and PLY files.\r\n */\r\n constructor(loadingOptions: Partial<Readonly<SPLATLoadingOptions>> = SPLATFileLoader._DefaultLoadingOptions) {\r\n this._loadingOptions = loadingOptions;\r\n }\r\n\r\n private static readonly _DefaultLoadingOptions = {\r\n keepInRam: false,\r\n } as const satisfies SPLATLoadingOptions;\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\r\n return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);\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 * @param onProgress callback called while file is loading\r\n * @param fileName Defines the name of the file to load\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(\r\n meshesNames: any,\r\n scene: Scene,\r\n data: any,\r\n rootUrl: string,\r\n onProgress?: (event: ISceneLoaderProgressEvent) => void,\r\n fileName?: string\r\n ): Promise<ISceneLoaderAsyncResult> {\r\n return this._parse(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n private static _BuildPointCloud(pointcloud: PointsCloudSystem, data: ArrayBuffer): boolean {\r\n if (!data.byteLength) {\r\n return false;\r\n }\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(data);\r\n\r\n // parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const pointcloudfunc = function (particle: any, i: number) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n particle.position = new Vector3(x, y, z);\r\n\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n particle.color = new Color4(r, g, b, 1);\r\n };\r\n\r\n pointcloud.addPoints(vertexCount, pointcloudfunc);\r\n return true;\r\n }\r\n\r\n private static _BuildMesh(scene: Scene, parsedPLY: ParsedPLY): Mesh {\r\n const mesh = new Mesh(\"PLYMesh\", scene);\r\n\r\n const uBuffer = new Uint8Array(parsedPLY.data);\r\n const fBuffer = new Float32Array(parsedPLY.data);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const positions = [];\r\n\r\n const vertexData = new VertexData();\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n positions.push(x, y, z);\r\n }\r\n\r\n if (parsedPLY.hasVertexColors) {\r\n const colors = new Float32Array(vertexCount * 4);\r\n for (let i = 0; i < vertexCount; i++) {\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n colors[i * 4 + 0] = r;\r\n colors[i * 4 + 1] = g;\r\n colors[i * 4 + 2] = b;\r\n colors[i * 4 + 3] = 1;\r\n }\r\n vertexData.colors = colors;\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = parsedPLY.faces!;\r\n\r\n vertexData.applyToMesh(mesh);\r\n return mesh;\r\n }\r\n\r\n private _parse(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n const parsedPLY = SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer);\r\n switch (parsedPLY.mode) {\r\n case Mode.Splat:\r\n {\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.loadDataAsync(parsedPLY.data);\r\n }\r\n break;\r\n case Mode.PointCloud:\r\n {\r\n const pointcloud = new PointsCloudSystem(\"PointCloud\", 1, scene);\r\n if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {\r\n return Promise.all([pointcloud.buildMeshAsync()]).then((mesh) => {\r\n babylonMeshesArray.push(mesh[0]);\r\n return babylonMeshesArray;\r\n });\r\n } else {\r\n pointcloud.dispose();\r\n }\r\n }\r\n break;\r\n case Mode.Mesh:\r\n {\r\n if (parsedPLY.faces) {\r\n babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));\r\n } else {\r\n throw new Error(\"PLY mesh doesn't contain face informations.\");\r\n }\r\n }\r\n break;\r\n default:\r\n throw new Error(\"Unsupported Splat mode\");\r\n }\r\n return Promise.resolve(babylonMeshesArray);\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 const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return this.importMeshAsync(null, scene, data, rootUrl)\r\n .then((result) => {\r\n result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n });\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ 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: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\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 * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n private static _ConvertPLYToSplat(data: ArrayBuffer): ParsedPLY {\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 // standard splat\r\n return { mode: Mode.Splat, data: data };\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n const faceElement = /element face (\\d+)\\n/.exec(header);\r\n let faceCount = 0;\r\n if (faceElement) {\r\n faceCount = parseInt(faceElement[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 list: 0,\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]) {\r\n rowOffset += offsets[type];\r\n } else {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\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 case \"uint\":\r\n value = dataView.getUint32(property.offset + i * rowOffset, true);\r\n break;\r\n case \"double\":\r\n value = dataView.getFloat64(property.offset + i * rowOffset, true);\r\n break;\r\n case \"uchar\":\r\n value = dataView.getUint8(property.offset + i * rowOffset);\r\n break;\r\n default:\r\n //throw new Error(`Unsupported property type: ${property.type}`);\r\n continue;\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 \"diffuse_red\":\r\n case \"red\":\r\n rgba[0] = value;\r\n break;\r\n case \"diffuse_green\":\r\n case \"green\":\r\n rgba[1] = value;\r\n break;\r\n case \"diffuse_blue\":\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 // faces\r\n const faces = [];\r\n if (faceCount) {\r\n let offset = rowOffset * vertexCount;\r\n for (let i = 0; i < faceCount; i++) {\r\n const faceVertexCount = dataView.getUint8(offset);\r\n if (faceVertexCount != 3) {\r\n continue; // only support triangles\r\n }\r\n offset += 1;\r\n\r\n for (let j = 0; j < faceVertexCount; j++) {\r\n const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding\r\n faces.push(vertexIndex);\r\n }\r\n offset += 12;\r\n }\r\n }\r\n\r\n // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud\r\n // if faces are found, then it's a standard mesh\r\n let propertyCount = 0;\r\n let propertyColorCount = 0;\r\n const splatProperties = [\"x\", \"y\", \"z\", \"scale_0\", \"scale_1\", \"scale_2\", \"opacity\", \"rot_0\", \"rot_1\", \"rot_2\", \"rot_3\"];\r\n const splatColorProperties = [\"red\", \"green\", \"blue\", \"f_dc_0\", \"f_dc_1\", \"f_dc_2\"];\r\n for (let propertyIndex = 0; propertyIndex < properties.length; propertyIndex++) {\r\n const property = properties[propertyIndex];\r\n if (splatProperties.includes(property.name)) {\r\n propertyCount++;\r\n }\r\n if (splatColorProperties.includes(property.name)) {\r\n propertyColorCount++;\r\n }\r\n }\r\n const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;\r\n const currentMode = faceCount ? Mode.Mesh : hasMandatoryProperties ? Mode.Splat : Mode.PointCloud;\r\n // parsed ready ready to be used as a splat\r\n return { mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount };\r\n }\r\n}\r\n\r\n// Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
|
@@ -0,0 +1,10 @@
|
|
1
|
+
export const SPLATFileLoaderMetadata = {
|
2
|
+
name: "splat",
|
3
|
+
extensions: {
|
4
|
+
// eslint-disable-next-line @typescript-eslint/naming-convention
|
5
|
+
".splat": { isBinary: true },
|
6
|
+
// eslint-disable-next-line @typescript-eslint/naming-convention
|
7
|
+
".ply": { isBinary: true },
|
8
|
+
},
|
9
|
+
};
|
10
|
+
//# sourceMappingURL=splatFileLoader.metadata.js.map
|
@@ -0,0 +1 @@
|
|
1
|
+
{"version":3,"file":"splatFileLoader.metadata.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatFileLoader.metadata.ts"],"names":[],"mappings":"AAGA,MAAM,CAAC,MAAM,uBAAuB,GAAG;IACnC,IAAI,EAAE,OAAO;IAEb,UAAU,EAAE;QACR,gEAAgE;QAChE,QAAQ,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;QAC5B,gEAAgE;QAChE,MAAM,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;KACmB;CACN,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { ISceneLoaderPluginExtensions, ISceneLoaderPluginMetadata } from \"core/index\";\r\n\r\nexport const SPLATFileLoaderMetadata = {\r\n name: \"splat\",\r\n\r\n extensions: {\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 } as const satisfies ISceneLoaderPluginExtensions,\r\n} as const satisfies ISceneLoaderPluginMetadata;\r\n"]}
|
@@ -0,0 +1 @@
|
|
1
|
+
{"version":3,"file":"splatLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Options for loading Gaussian Splatting and PLY files\r\n */\r\nexport type SPLATLoadingOptions = {\r\n /**\r\n * Defines if buffers should be kept in memory for editing purposes\r\n */\r\n keepInRam?: boolean;\r\n};\r\n"]}
|
package/STL/stlFileLoader.d.ts
CHANGED
@@ -3,13 +3,13 @@ import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
3
3
|
import type { ISceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
|
4
4
|
import { AssetContainer } from "@babylonjs/core/assetContainer.js";
|
5
5
|
import type { Scene } from "@babylonjs/core/scene.js";
|
6
|
-
|
6
|
+
import { STLFileLoaderMetadata } from "./stlFileLoader.metadata";
|
7
7
|
declare module "@babylonjs/core/Loading/sceneLoader.js" {
|
8
8
|
interface SceneLoaderPluginOptions {
|
9
9
|
/**
|
10
10
|
* Defines options for the stl loader.
|
11
11
|
*/
|
12
|
-
[
|
12
|
+
[STLFileLoaderMetadata.name]: {};
|
13
13
|
}
|
14
14
|
}
|
15
15
|
/**
|
@@ -28,7 +28,7 @@ export declare class STLFileLoader implements ISceneLoaderPlugin {
|
|
28
28
|
/**
|
29
29
|
* Defines the name of the plugin.
|
30
30
|
*/
|
31
|
-
readonly name
|
31
|
+
readonly name: "stl";
|
32
32
|
/**
|
33
33
|
* Defines the extensions the stl loader is able to load.
|
34
34
|
* force data to come in as an ArrayBuffer
|
@@ -75,4 +75,3 @@ export declare class STLFileLoader implements ISceneLoaderPlugin {
|
|
75
75
|
private _parseBinary;
|
76
76
|
private _parseASCII;
|
77
77
|
}
|
78
|
-
export {};
|
package/STL/stlFileLoader.js
CHANGED
@@ -3,7 +3,7 @@ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
|
3
3
|
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
4
4
|
import { registerSceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
|
5
5
|
import { AssetContainer } from "@babylonjs/core/assetContainer.js";
|
6
|
-
|
6
|
+
import { STLFileLoaderMetadata } from "./stlFileLoader.metadata.js";
|
7
7
|
/**
|
8
8
|
* STL file type loader.
|
9
9
|
* This is a babylon scene loader plugin.
|
@@ -21,15 +21,13 @@ export class STLFileLoader {
|
|
21
21
|
/**
|
22
22
|
* Defines the name of the plugin.
|
23
23
|
*/
|
24
|
-
this.name =
|
24
|
+
this.name = STLFileLoaderMetadata.name;
|
25
25
|
/**
|
26
26
|
* Defines the extensions the stl loader is able to load.
|
27
27
|
* force data to come in as an ArrayBuffer
|
28
28
|
* we'll convert to string if it looks like it's an ASCII .stl
|
29
29
|
*/
|
30
|
-
this.extensions =
|
31
|
-
".stl": { isBinary: true },
|
32
|
-
};
|
30
|
+
this.extensions = STLFileLoaderMetadata.extensions;
|
33
31
|
}
|
34
32
|
/**
|
35
33
|
* Import meshes into a scene.
|