@babylonjs/loaders 7.31.1 → 7.31.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -123,45 +123,48 @@ export class SPLATFileLoader {
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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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+ return SPLATFileLoader._ConvertPLYToSplat(data).then(async (parsedPLY) => {
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+ const babylonMeshesArray = []; //The mesh for babylon
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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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+ await gaussianSplatting.updateDataAsync(parsedPLY.data);
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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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+ 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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+ }
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  }
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- else {
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- throw new Error("PLY mesh doesn't contain face informations.");
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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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+ throw new Error("PLY mesh doesn't contain face informations.");
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+ }
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  }
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- }
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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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+ 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 new Promise((resolve) => {
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+ resolve(babylonMeshesArray);
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+ });
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+ });
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  }
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  /**
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  * Load into an asset container.
@@ -212,7 +215,9 @@ export class SPLATFileLoader {
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  const headerEndIndex = header.indexOf(headerEnd);
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  if (headerEndIndex < 0 || !header) {
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  // standard splat
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- return { mode: 0 /* Mode.Splat */, data: data };
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+ return new Promise((resolve) => {
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+ resolve({ mode: 0 /* Mode.Splat */, data: data });
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+ });
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  }
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  const vertexCount = parseInt(/element vertex (\d+)\n/.exec(header)[1]);
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  const faceElement = /element face (\d+)\n/.exec(header);
@@ -273,48 +278,53 @@ export class SPLATFileLoader {
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  }
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  const rowVertexLength = rowVertexOffset;
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  const rowChunkLength = rowChunkOffset;
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- const buffer = GaussianSplattingMesh.ConvertPLYToSplat(data);
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- const dataView = new DataView(data, headerEndIndex + headerEnd.length);
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- let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;
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- // faces
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- const faces = [];
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- if (faceCount) {
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- for (let i = 0; i < faceCount; i++) {
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- const faceVertexCount = dataView.getUint8(offset);
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- if (faceVertexCount != 3) {
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- continue; // only support triangles
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- }
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- offset += 1;
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- for (let j = 0; j < faceVertexCount; j++) {
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- const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding
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- faces.push(vertexIndex);
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+ return GaussianSplattingMesh.ConvertPLYToSplatAsync(data).then((buffer) => {
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+ const dataView = new DataView(data, headerEndIndex + headerEnd.length);
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+ let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;
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+ // faces
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+ const faces = [];
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+ if (faceCount) {
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+ for (let i = 0; i < faceCount; i++) {
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+ const faceVertexCount = dataView.getUint8(offset);
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+ if (faceVertexCount != 3) {
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+ continue; // only support triangles
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+ }
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+ offset += 1;
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+ for (let j = 0; j < faceVertexCount; j++) {
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+ const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding
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+ faces.push(vertexIndex);
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+ }
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+ offset += 12;
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  }
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- offset += 12;
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  }
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- }
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- // early exit for chunked/quantized ply
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- if (chunkCount) {
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- return { mode: 0 /* Mode.Splat */, data: buffer, faces: faces, hasVertexColors: false };
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- }
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- // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud
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- // if faces are found, then it's a standard mesh
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- let propertyCount = 0;
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- let propertyColorCount = 0;
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- const splatProperties = ["x", "y", "z", "scale_0", "scale_1", "scale_2", "opacity", "rot_0", "rot_1", "rot_2", "rot_3"];
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- const splatColorProperties = ["red", "green", "blue", "f_dc_0", "f_dc_1", "f_dc_2"];
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- for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {
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- const property = vertexProperties[propertyIndex];
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- if (splatProperties.includes(property.name)) {
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- propertyCount++;
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+ // early exit for chunked/quantized ply
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+ if (chunkCount) {
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+ return new Promise((resolve) => {
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+ resolve({ mode: 0 /* Mode.Splat */, data: buffer, faces: faces, hasVertexColors: false });
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+ });
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  }
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- if (splatColorProperties.includes(property.name)) {
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- propertyColorCount++;
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+ // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud
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+ // if faces are found, then it's a standard mesh
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+ let propertyCount = 0;
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+ let propertyColorCount = 0;
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+ const splatProperties = ["x", "y", "z", "scale_0", "scale_1", "scale_2", "opacity", "rot_0", "rot_1", "rot_2", "rot_3"];
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+ const splatColorProperties = ["red", "green", "blue", "f_dc_0", "f_dc_1", "f_dc_2"];
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+ for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {
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+ const property = vertexProperties[propertyIndex];
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+ if (splatProperties.includes(property.name)) {
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+ propertyCount++;
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+ }
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+ if (splatColorProperties.includes(property.name)) {
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+ propertyColorCount++;
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+ }
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  }
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- }
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- const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;
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- const currentMode = faceCount ? 2 /* Mode.Mesh */ : hasMandatoryProperties ? 0 /* Mode.Splat */ : 1 /* Mode.PointCloud */;
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- // parsed ready ready to be used as a splat
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- return { mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount };
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+ const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;
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+ const currentMode = faceCount ? 2 /* Mode.Mesh */ : hasMandatoryProperties ? 0 /* Mode.Splat */ : 1 /* Mode.PointCloud */;
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+ // parsed ready ready to be used as a splat
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+ return new Promise((resolve) => {
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+ resolve({ mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount });
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+ });
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+ });
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  }
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  }
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  SPLATFileLoader._DefaultLoadingOptions = {
@@ -1 +1 @@
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- 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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 { 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\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 const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 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\r\n const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n }\r\n\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n const buffer = GaussianSplattingMesh.ConvertPLYToSplat(data);\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;\r\n // faces\r\n const faces = [];\r\n if (faceCount) {\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 // early exit for chunked/quantized ply\r\n if (chunkCount) {\r\n return { mode: Mode.Splat, data: buffer, faces: faces, hasVertexColors: false };\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 < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[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"]}
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 { 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 return SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\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 await gaussianSplatting.updateDataAsync(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 new Promise((resolve) => {\r\n resolve(babylonMeshesArray);\r\n });\r\n });\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): Promise<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 new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: data });\r\n });\r\n }\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 const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 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\r\n const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n }\r\n\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n return GaussianSplattingMesh.ConvertPLYToSplatAsync(data).then((buffer) => {\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;\r\n // faces\r\n const faces: number[] = [];\r\n if (faceCount) {\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 // early exit for chunked/quantized ply\r\n if (chunkCount) {\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, faces: faces, hasVertexColors: false });\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 < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[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 new Promise((resolve) => {\r\n resolve({ mode: currentMode, data: buffer, faces: faces, hasVertexColors: !!propertyColorCount });\r\n });\r\n });\r\n }\r\n}\r\n\r\n// Add this loader into the register plugin\r\nregisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/loaders",
3
- "version": "7.31.1",
3
+ "version": "7.31.2",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,10 +18,10 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
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  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^7.31.1",
21
+ "@babylonjs/core": "^7.31.2",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/loaders": "^1.0.0",
24
- "babylonjs-gltf2interface": "^7.31.1"
24
+ "babylonjs-gltf2interface": "^7.31.2"
25
25
  },
26
26
  "peerDependencies": {
27
27
  "@babylonjs/core": "^7.0.0",