@babylonjs/loaders 7.23.0 → 7.24.0

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Files changed (112) hide show
  1. package/OBJ/objFileLoader.d.ts +4 -5
  2. package/OBJ/objFileLoader.js +3 -4
  3. package/OBJ/objFileLoader.js.map +1 -1
  4. package/OBJ/objFileLoader.metadata.d.ts +4 -0
  5. package/OBJ/objFileLoader.metadata.js +5 -0
  6. package/OBJ/objFileLoader.metadata.js.map +1 -0
  7. package/SPLAT/index.d.ts +1 -0
  8. package/SPLAT/index.js +1 -0
  9. package/SPLAT/index.js.map +1 -1
  10. package/SPLAT/splatFileLoader.d.ts +36 -29
  11. package/SPLAT/splatFileLoader.js +354 -52
  12. package/SPLAT/splatFileLoader.js.map +1 -1
  13. package/SPLAT/splatFileLoader.metadata.d.ts +11 -0
  14. package/SPLAT/splatFileLoader.metadata.js +10 -0
  15. package/SPLAT/splatFileLoader.metadata.js.map +1 -0
  16. package/SPLAT/splatLoadingOptions.d.ts +9 -0
  17. package/SPLAT/splatLoadingOptions.js +2 -0
  18. package/SPLAT/splatLoadingOptions.js.map +1 -0
  19. package/STL/stlFileLoader.d.ts +3 -4
  20. package/STL/stlFileLoader.js +3 -5
  21. package/STL/stlFileLoader.js.map +1 -1
  22. package/STL/stlFileLoader.metadata.d.ts +8 -0
  23. package/STL/stlFileLoader.metadata.js +8 -0
  24. package/STL/stlFileLoader.metadata.js.map +1 -0
  25. package/dynamic.d.ts +5 -0
  26. package/dynamic.js +48 -0
  27. package/dynamic.js.map +1 -0
  28. package/glTF/2.0/Extensions/EXT_lights_image_based.js +3 -1
  29. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  30. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +3 -1
  31. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  32. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +3 -1
  33. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  34. package/glTF/2.0/Extensions/EXT_texture_avif.js +3 -1
  35. package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
  36. package/glTF/2.0/Extensions/EXT_texture_webp.js +3 -1
  37. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  38. package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +1 -1
  39. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +3 -2
  40. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  41. package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +1 -1
  42. package/glTF/2.0/Extensions/KHR_animation_pointer.js +3 -2
  43. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
  44. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +3 -1
  45. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  46. package/glTF/2.0/Extensions/KHR_interactivity.d.ts +1 -1
  47. package/glTF/2.0/Extensions/KHR_interactivity.js +3 -2
  48. package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
  49. package/glTF/2.0/Extensions/KHR_lights_punctual.js +3 -1
  50. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +3 -1
  52. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
  53. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +3 -1
  54. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  55. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +3 -1
  56. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
  57. package/glTF/2.0/Extensions/KHR_materials_dispersion.js +3 -1
  58. package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
  59. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +3 -1
  60. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  61. package/glTF/2.0/Extensions/KHR_materials_ior.js +3 -1
  62. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  63. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +3 -1
  64. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  65. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +3 -1
  66. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  67. package/glTF/2.0/Extensions/KHR_materials_sheen.js +3 -1
  68. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  69. package/glTF/2.0/Extensions/KHR_materials_specular.js +3 -1
  70. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  71. package/glTF/2.0/Extensions/KHR_materials_transmission.js +3 -1
  72. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  73. package/glTF/2.0/Extensions/KHR_materials_unlit.js +3 -1
  74. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  75. package/glTF/2.0/Extensions/KHR_materials_variants.js +3 -1
  76. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  77. package/glTF/2.0/Extensions/KHR_materials_volume.js +3 -1
  78. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  79. package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +1 -1
  80. package/glTF/2.0/Extensions/KHR_mesh_quantization.js +3 -2
  81. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_texture_basisu.js +3 -1
  83. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  84. package/glTF/2.0/Extensions/KHR_texture_transform.js +3 -1
  85. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  86. package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +1 -1
  87. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +3 -2
  88. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  89. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +3 -1
  90. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  91. package/glTF/2.0/Extensions/MSFT_lod.js +3 -1
  92. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  93. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +3 -1
  94. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  95. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +3 -1
  96. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  97. package/glTF/2.0/Extensions/dynamic.d.ts +4 -0
  98. package/glTF/2.0/Extensions/dynamic.js +136 -0
  99. package/glTF/2.0/Extensions/dynamic.js.map +1 -0
  100. package/glTF/2.0/glTFLoader.d.ts +6 -6
  101. package/glTF/2.0/glTFLoader.js +24 -28
  102. package/glTF/2.0/glTFLoader.js.map +1 -1
  103. package/glTF/2.0/glTFLoaderExtensionRegistry.d.ts +25 -0
  104. package/glTF/2.0/glTFLoaderExtensionRegistry.js +30 -0
  105. package/glTF/2.0/glTFLoaderExtensionRegistry.js.map +1 -0
  106. package/glTF/glTFFileLoader.d.ts +4 -6
  107. package/glTF/glTFFileLoader.js +9 -17
  108. package/glTF/glTFFileLoader.js.map +1 -1
  109. package/glTF/glTFFileLoader.metadata.d.ts +13 -0
  110. package/glTF/glTFFileLoader.metadata.js +18 -0
  111. package/glTF/glTFFileLoader.metadata.js.map +1 -0
  112. package/package.json +3 -3
@@ -1,50 +1,52 @@
1
1
  import { registerSceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
2
+ import { SPLATFileLoaderMetadata } from "./splatFileLoader.metadata.js";
2
3
  import { GaussianSplattingMesh } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMesh.js";
3
- // eslint-disable-next-line @typescript-eslint/naming-convention
4
- const PLUGIN_SPLAT = "splat";
4
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
5
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
6
+ import { Logger } from "@babylonjs/core/Misc/logger.js";
7
+ import { Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
8
+ import { PointsCloudSystem } from "@babylonjs/core/Particles/pointsCloudSystem.js";
9
+ import { Color4 } from "@babylonjs/core/Maths/math.color.js";
10
+ import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData.js";
11
+ /**
12
+ * Indicator of the parsed ply buffer. A standard ready to use splat or an array of positions for a point cloud
13
+ */
14
+ var Mode;
15
+ (function (Mode) {
16
+ Mode[Mode["Splat"] = 0] = "Splat";
17
+ Mode[Mode["PointCloud"] = 1] = "PointCloud";
18
+ Mode[Mode["Mesh"] = 2] = "Mesh";
19
+ })(Mode || (Mode = {}));
5
20
  /**
6
21
  * @experimental
7
22
  * SPLAT file type loader.
8
23
  * This is a babylon scene loader plugin.
9
24
  */
10
25
  export class SPLATFileLoader {
11
- //private _loadingOptions: SPLATLoadingOptions;
12
26
  /**
13
27
  * Creates loader for gaussian splatting files
28
+ * @param loadingOptions options for loading and parsing splat and PLY files.
14
29
  */
15
- constructor() {
30
+ constructor(loadingOptions = SPLATFileLoader._DefaultLoadingOptions) {
16
31
  /**
17
32
  * Defines the name of the plugin.
18
33
  */
19
- this.name = PLUGIN_SPLAT;
34
+ this.name = SPLATFileLoaderMetadata.name;
35
+ this._assetContainer = null;
20
36
  /**
21
37
  * Defines the extensions the splat loader is able to load.
22
38
  * force data to come in as an ArrayBuffer
23
39
  */
24
- this.extensions = {
25
- // eslint-disable-next-line @typescript-eslint/naming-convention
26
- ".splat": { isBinary: true },
27
- // eslint-disable-next-line @typescript-eslint/naming-convention
28
- ".ply": { isBinary: true },
29
- };
40
+ this.extensions = SPLATFileLoaderMetadata.extensions;
41
+ this._loadingOptions = loadingOptions;
30
42
  }
31
- /**
32
- * Instantiates a gaussian splatting file loader plugin.
33
- * @returns the created plugin
34
- */
35
- createPlugin() {
36
- return new SPLATFileLoader();
37
- }
38
- /**
39
- * If the data string can be loaded directly.
40
- * @returns if the data can be loaded directly
41
- */
42
- canDirectLoad() {
43
- return false;
43
+ /** @internal */
44
+ createPlugin(options) {
45
+ return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);
44
46
  }
45
47
  /**
46
48
  * Imports from the loaded gaussian splatting data and adds them to the scene
47
- * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file
49
+ * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file
48
50
  * @param scene the scene the meshes should be added to
49
51
  * @param data the gaussian splatting data to load
50
52
  * @param rootUrl root url to load from
@@ -52,43 +54,343 @@ export class SPLATFileLoader {
52
54
  * @param fileName Defines the name of the file to load
53
55
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
54
56
  */
55
- async importMeshAsync(_meshesNames, scene, data, rootUrl, onProgress, fileName) {
56
- const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene);
57
- await gaussianSplatting.loadFileAsync(rootUrl + (fileName ?? ""));
58
- return {
59
- meshes: [gaussianSplatting],
60
- particleSystems: [],
61
- skeletons: [],
62
- animationGroups: [],
63
- transformNodes: [],
64
- geometries: [],
65
- lights: [],
66
- spriteManagers: [],
57
+ async importMeshAsync(meshesNames, scene, data, rootUrl, onProgress, fileName) {
58
+ return this._parse(meshesNames, scene, data, rootUrl).then((meshes) => {
59
+ return {
60
+ meshes: meshes,
61
+ particleSystems: [],
62
+ skeletons: [],
63
+ animationGroups: [],
64
+ transformNodes: [],
65
+ geometries: [],
66
+ lights: [],
67
+ spriteManagers: [],
68
+ };
69
+ });
70
+ }
71
+ static _BuildPointCloud(pointcloud, data) {
72
+ if (!data.byteLength) {
73
+ return false;
74
+ }
75
+ const uBuffer = new Uint8Array(data);
76
+ const fBuffer = new Float32Array(data);
77
+ // parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)
78
+ const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
79
+ const vertexCount = uBuffer.length / rowLength;
80
+ const pointcloudfunc = function (particle, i) {
81
+ const x = fBuffer[8 * i + 0];
82
+ const y = fBuffer[8 * i + 1];
83
+ const z = fBuffer[8 * i + 2];
84
+ particle.position = new Vector3(x, y, z);
85
+ const r = uBuffer[rowLength * i + 24 + 0] / 255;
86
+ const g = uBuffer[rowLength * i + 24 + 1] / 255;
87
+ const b = uBuffer[rowLength * i + 24 + 2] / 255;
88
+ particle.color = new Color4(r, g, b, 1);
67
89
  };
90
+ pointcloud.addPoints(vertexCount, pointcloudfunc);
91
+ return true;
92
+ }
93
+ static _BuildMesh(scene, parsedPLY) {
94
+ const mesh = new Mesh("PLYMesh", scene);
95
+ const uBuffer = new Uint8Array(parsedPLY.data);
96
+ const fBuffer = new Float32Array(parsedPLY.data);
97
+ const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
98
+ const vertexCount = uBuffer.length / rowLength;
99
+ const positions = [];
100
+ const vertexData = new VertexData();
101
+ for (let i = 0; i < vertexCount; i++) {
102
+ const x = fBuffer[8 * i + 0];
103
+ const y = fBuffer[8 * i + 1];
104
+ const z = fBuffer[8 * i + 2];
105
+ positions.push(x, y, z);
106
+ }
107
+ if (parsedPLY.hasVertexColors) {
108
+ const colors = new Float32Array(vertexCount * 4);
109
+ for (let i = 0; i < vertexCount; i++) {
110
+ const r = uBuffer[rowLength * i + 24 + 0] / 255;
111
+ const g = uBuffer[rowLength * i + 24 + 1] / 255;
112
+ const b = uBuffer[rowLength * i + 24 + 2] / 255;
113
+ colors[i * 4 + 0] = r;
114
+ colors[i * 4 + 1] = g;
115
+ colors[i * 4 + 2] = b;
116
+ colors[i * 4 + 3] = 1;
117
+ }
118
+ vertexData.colors = colors;
119
+ }
120
+ vertexData.positions = positions;
121
+ vertexData.indices = parsedPLY.faces;
122
+ vertexData.applyToMesh(mesh);
123
+ return mesh;
124
+ }
125
+ _parse(meshesNames, scene, data, rootUrl) {
126
+ const babylonMeshesArray = []; //The mesh for babylon
127
+ const parsedPLY = SPLATFileLoader._ConvertPLYToSplat(data);
128
+ switch (parsedPLY.mode) {
129
+ case 0 /* Mode.Splat */:
130
+ {
131
+ const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene, this._loadingOptions.keepInRam);
132
+ gaussianSplatting._parentContainer = this._assetContainer;
133
+ babylonMeshesArray.push(gaussianSplatting);
134
+ gaussianSplatting.loadDataAsync(parsedPLY.data);
135
+ }
136
+ break;
137
+ case 1 /* Mode.PointCloud */:
138
+ {
139
+ const pointcloud = new PointsCloudSystem("PointCloud", 1, scene);
140
+ if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {
141
+ return Promise.all([pointcloud.buildMeshAsync()]).then((mesh) => {
142
+ babylonMeshesArray.push(mesh[0]);
143
+ return babylonMeshesArray;
144
+ });
145
+ }
146
+ else {
147
+ pointcloud.dispose();
148
+ }
149
+ }
150
+ break;
151
+ case 2 /* Mode.Mesh */:
152
+ {
153
+ if (parsedPLY.faces) {
154
+ babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));
155
+ }
156
+ else {
157
+ throw new Error("PLY mesh doesn't contain face informations.");
158
+ }
159
+ }
160
+ break;
161
+ default:
162
+ throw new Error("Unsupported Splat mode");
163
+ }
164
+ return Promise.resolve(babylonMeshesArray);
68
165
  }
69
166
  /**
70
- * Imports all objects from the loaded gaussian splatting data and adds them to the scene
167
+ * Load into an asset container.
168
+ * @param scene The scene to load into
169
+ * @param data The data to import
170
+ * @param rootUrl The root url for scene and resources
171
+ * @returns The loaded asset container
172
+ */
173
+ loadAssetContainerAsync(scene, data, rootUrl) {
174
+ const container = new AssetContainer(scene);
175
+ this._assetContainer = container;
176
+ return this.importMeshAsync(null, scene, data, rootUrl)
177
+ .then((result) => {
178
+ result.meshes.forEach((mesh) => container.meshes.push(mesh));
179
+ // mesh material will be null before 1st rendered frame.
180
+ this._assetContainer = null;
181
+ return container;
182
+ })
183
+ .catch((ex) => {
184
+ this._assetContainer = null;
185
+ throw ex;
186
+ });
187
+ }
188
+ /**
189
+ * Imports all objects from the loaded OBJ data and adds them to the scene
71
190
  * @param scene the scene the objects should be added to
72
- * @param data the gaussian splatting data to load
73
- * @param _rootUrl root url to load from
191
+ * @param data the OBJ data to load
192
+ * @param rootUrl root url to load from
74
193
  * @returns a promise which completes when objects have been loaded to the scene
75
194
  */
76
- loadAsync(scene, data, _rootUrl) {
77
- const gaussianSplatting = new GaussianSplattingMesh("GaussianSplatting", null, scene);
78
- return gaussianSplatting.loadDataAsync(GaussianSplattingMesh.ConvertPLYToSplat(data));
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
- * Load into an asset container.
83
- * @param _scene The scene to load into
84
- * @param _data The data to import
85
- * @param _rootUrl The root url for scene and resources
86
- * @returns The loaded asset container
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
- loadAssetContainerAsync(_scene, _data, _rootUrl) {
89
- throw new Error("loadAssetContainerAsync not implemented for Gaussian Splatting loading");
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
- //Add this loader into the register plugin
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
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\"\"));\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 +1,11 @@
1
+ export declare const SPLATFileLoaderMetadata: {
2
+ readonly name: "splat";
3
+ readonly extensions: {
4
+ readonly ".splat": {
5
+ readonly isBinary: true;
6
+ };
7
+ readonly ".ply": {
8
+ readonly isBinary: true;
9
+ };
10
+ };
11
+ };
@@ -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 +1,9 @@
1
+ /**
2
+ * Options for loading Gaussian Splatting and PLY files
3
+ */
4
+ export type SPLATLoadingOptions = {
5
+ /**
6
+ * Defines if buffers should be kept in memory for editing purposes
7
+ */
8
+ keepInRam?: boolean;
9
+ };
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=splatLoadingOptions.js.map
@@ -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"]}
@@ -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
- declare const PLUGIN_STL = "stl";
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
- [PLUGIN_STL]: {};
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 = "stl";
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 {};
@@ -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
- const PLUGIN_STL = "stl";
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 = PLUGIN_STL;
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.