@babylonjs/loaders 7.37.0 → 7.37.2
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- package/SPLAT/splatFileLoader.d.ts +4 -0
- package/SPLAT/splatFileLoader.js +169 -38
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/SPLAT/splatFileLoader.metadata.d.ts +3 -0
- package/SPLAT/splatFileLoader.metadata.js +2 -0
- package/SPLAT/splatFileLoader.metadata.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +38 -18
- package/glTF/2.0/Extensions/KHR_materials_variants.js +50 -26
- package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
- package/glTF/2.0/glTFLoader.js +2 -21
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/package.json +3 -3
@@ -34,6 +34,9 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
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34
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readonly ".ply": {
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readonly isBinary: true;
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};
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37
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+
readonly ".spz": {
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+
readonly isBinary: true;
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};
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};
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/**
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* Creates loader for gaussian splatting files
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@@ -56,6 +59,7 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
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importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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private static _BuildPointCloud;
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private static _BuildMesh;
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+
private _parseSPZ;
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private _parse;
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/**
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* Load into an asset container.
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package/SPLAT/splatFileLoader.js
CHANGED
@@ -16,6 +16,7 @@ var 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["Reject"] = 3] = "Reject";
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})(Mode || (Mode = {}));
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/**
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* @experimental
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@@ -122,46 +123,176 @@ export class SPLATFileLoader {
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vertexData.applyToMesh(mesh);
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return mesh;
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}
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-
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-
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-
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+
_parseSPZ(data, scene) {
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+
const ubuf = new Uint8Array(data);
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const ubufu32 = new Uint32Array(data);
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// debug infos
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//Logger.Log(`SPZ version ${ubufu32[1]}`);
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//Logger.Log(`num points ${ubufu32[2]}`);
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const splatCount = ubufu32[2];
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const shDegree = ubuf[12];
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const fractionalBits = ubuf[13];
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//const flags = ubuf[14];
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const reserved = ubuf[15];
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// check magic and version
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if (reserved || ubufu32[0] != 0x5053474e || ubufu32[1] != 2) {
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// reserved must be 0
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return new Promise((resolve) => {
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resolve({ mode: 3 /* Mode.Reject */, data: buffer, hasVertexColors: false });
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});
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}
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const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32
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const buffer = new ArrayBuffer(rowOutputLength * splatCount);
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const positionScale = 1.0 / (1 << fractionalBits);
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const int32View = new Int32Array(1);
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const uint8View = new Uint8Array(int32View.buffer);
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const read24bComponent = function (u8, offset) {
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uint8View[0] = u8[offset + 0];
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uint8View[1] = u8[offset + 1];
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uint8View[2] = u8[offset + 2];
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uint8View[3] = u8[offset + 2] & 0x80 ? 0xff : 0x00;
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return int32View[0] * positionScale;
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};
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let byteOffset = 16;
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const position = new Float32Array(buffer);
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const scale = new Float32Array(buffer);
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const rgba = new Uint8ClampedArray(buffer);
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const rot = new Uint8ClampedArray(buffer);
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// positions
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for (let i = 0; i < splatCount; i++) {
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position[i * 8 + 0] = read24bComponent(ubuf, byteOffset + 0);
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position[i * 8 + 1] = -read24bComponent(ubuf, byteOffset + 3);
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position[i * 8 + 2] = read24bComponent(ubuf, byteOffset + 6);
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byteOffset += 9;
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}
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// colors
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for (let i = 0; i < splatCount; i++) {
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rgba[i * 32 + 24 + 0] = ubuf[byteOffset + splatCount + i * 3 + 0];
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rgba[i * 32 + 24 + 1] = ubuf[byteOffset + splatCount + i * 3 + 1];
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rgba[i * 32 + 24 + 2] = ubuf[byteOffset + splatCount + i * 3 + 2];
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rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];
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}
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byteOffset += splatCount * 4;
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// scales
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for (let i = 0; i < splatCount; i++) {
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scale[i * 8 + 3 + 0] = Math.exp(ubuf[byteOffset + 0] / 16.0 - 10.0);
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scale[i * 8 + 3 + 1] = Math.exp(ubuf[byteOffset + 1] / 16.0 - 10.0);
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scale[i * 8 + 3 + 2] = Math.exp(ubuf[byteOffset + 2] / 16.0 - 10.0);
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byteOffset += 3;
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}
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// rotations
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for (let i = 0; i < splatCount; i++) {
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const x = ubuf[byteOffset + 0];
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const y = ubuf[byteOffset + 1];
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const z = ubuf[byteOffset + 2];
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const nx = x / 127.5 - 1;
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const ny = y / 127.5 - 1;
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const nz = z / 127.5 - 1;
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rot[i * 32 + 28 + 1] = x;
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rot[i * 32 + 28 + 2] = y;
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rot[i * 32 + 28 + 3] = z;
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rot[i * 32 + 28 + 0] = (1 - Math.sqrt(nx * nx + ny * ny + nz * nz)) * 127.5 + 127.5;
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byteOffset += 3;
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}
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//SH
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if (shDegree) {
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// shVectorCount is : 3 for dim = 1, 8 for dim = 2 and 15 for dim = 3
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// number of vec3 vector needed per splat
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const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1; // minus 1 because sh0 is color
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// number of component values : 3 per vector3 (45)
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const shComponentCount = shVectorCount * 3;
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const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component
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let shIndexRead = byteOffset;
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// sh is an array of uint8array that will be used to create sh textures
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const sh = [];
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const engine = scene.getEngine();
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const width = engine.getCaps().maxTextureSize;
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const height = Math.ceil(splatCount / width);
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// create array for the number of textures needed.
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for (let textureIndex = 0; textureIndex < textureCount; textureIndex++) {
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const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component
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sh.push(texture);
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}
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for (let i = 0; i < splatCount; i++) {
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for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {
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const shValue = ubuf[shIndexRead++];
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const textureIndex = Math.floor(shIndexWrite / 16);
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const shArray = sh[textureIndex];
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const byteIndexInTexture = shIndexWrite % 16; // [0..15]
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const offsetPerSplat = i * 16; // 16 sh values per texture per splat.
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shArray[byteIndexInTexture + offsetPerSplat] = shValue;
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}
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}
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return new Promise((resolve) => {
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resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false, sh: sh });
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});
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}
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return new Promise((resolve) => {
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resolve({ mode: 0 /* Mode.Splat */, data: buffer, hasVertexColors: false });
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});
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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 readableStream = new ReadableStream({
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start(controller) {
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controller.enqueue(new Uint8Array(data)); // Enqueue the ArrayBuffer as a Uint8Array
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controller.close();
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},
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});
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// Use GZip DecompressionStream
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const decompressionStream = new DecompressionStream("gzip");
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const decompressedStream = readableStream.pipeThrough(decompressionStream);
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return new Promise((resolve) => {
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new Response(decompressedStream)
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.arrayBuffer()
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.then((buffer) => {
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this._parseSPZ(buffer, scene).then((parsedSPZ) => {
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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.updateData(parsedSPZ.data, parsedSPZ.sh);
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});
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resolve(babylonMeshesArray);
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})
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.catch(() => {
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// Catch any decompression errors
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SPLATFileLoader._ConvertPLYToSplat(data).then(async (parsedPLY) => {
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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.updateData(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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await pointcloud.buildMeshAsync().then((mesh) => {
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babylonMeshesArray.push(mesh);
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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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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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break;
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default:
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throw new Error("Unsupported Splat mode");
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}
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});
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resolve(babylonMeshesArray);
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});
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});
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@@ -1 +1 @@
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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 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"]}
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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 Reject = 3,\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 sh?: Uint8Array[];\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 _parseSPZ(data: ArrayBuffer, scene: Scene): Promise<ParsedPLY> {\r\n const ubuf = new Uint8Array(data);\r\n const ubufu32 = new Uint32Array(data);\r\n // debug infos\r\n //Logger.Log(`SPZ version ${ubufu32[1]}`);\r\n //Logger.Log(`num points ${ubufu32[2]}`);\r\n const splatCount = ubufu32[2];\r\n\r\n const shDegree = ubuf[12];\r\n const fractionalBits = ubuf[13];\r\n //const flags = ubuf[14];\r\n const reserved = ubuf[15];\r\n\r\n // check magic and version\r\n if (reserved || ubufu32[0] != 0x5053474e || ubufu32[1] != 2) {\r\n // reserved must be 0\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Reject, data: buffer, hasVertexColors: false });\r\n });\r\n }\r\n\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const positionScale = 1.0 / (1 << fractionalBits);\r\n\r\n const int32View = new Int32Array(1);\r\n const uint8View = new Uint8Array(int32View.buffer);\r\n const read24bComponent = function (u8: Uint8Array, offset: number) {\r\n uint8View[0] = u8[offset + 0];\r\n uint8View[1] = u8[offset + 1];\r\n uint8View[2] = u8[offset + 2];\r\n uint8View[3] = u8[offset + 2] & 0x80 ? 0xff : 0x00;\r\n return int32View[0] * positionScale;\r\n };\r\n\r\n let byteOffset = 16;\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // positions\r\n for (let i = 0; i < splatCount; i++) {\r\n position[i * 8 + 0] = read24bComponent(ubuf, byteOffset + 0);\r\n position[i * 8 + 1] = -read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n for (let i = 0; i < splatCount; i++) {\r\n rgba[i * 32 + 24 + 0] = ubuf[byteOffset + splatCount + i * 3 + 0];\r\n rgba[i * 32 + 24 + 1] = ubuf[byteOffset + splatCount + i * 3 + 1];\r\n rgba[i * 32 + 24 + 2] = ubuf[byteOffset + splatCount + i * 3 + 2];\r\n rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];\r\n }\r\n byteOffset += splatCount * 4;\r\n\r\n // scales\r\n for (let i = 0; i < splatCount; i++) {\r\n scale[i * 8 + 3 + 0] = Math.exp(ubuf[byteOffset + 0] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 1] = Math.exp(ubuf[byteOffset + 1] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 2] = Math.exp(ubuf[byteOffset + 2] / 16.0 - 10.0);\r\n byteOffset += 3;\r\n }\r\n\r\n // rotations\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1];\r\n const z = ubuf[byteOffset + 2];\r\n const nx = x / 127.5 - 1;\r\n const ny = y / 127.5 - 1;\r\n const nz = z / 127.5 - 1;\r\n rot[i * 32 + 28 + 1] = x;\r\n rot[i * 32 + 28 + 2] = y;\r\n rot[i * 32 + 28 + 3] = z;\r\n rot[i * 32 + 28 + 0] = (1 - Math.sqrt(nx * nx + ny * ny + nz * nz)) * 127.5 + 127.5;\r\n byteOffset += 3;\r\n }\r\n\r\n //SH\r\n if (shDegree) {\r\n // shVectorCount is : 3 for dim = 1, 8 for dim = 2 and 15 for dim = 3\r\n // number of vec3 vector needed per splat\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1; // minus 1 because sh0 is color\r\n // number of component values : 3 per vector3 (45)\r\n const shComponentCount = shVectorCount * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = byteOffset;\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh: Uint8Array[] = [];\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n // create array for the number of textures needed.\r\n for (let textureIndex = 0; textureIndex < textureCount; textureIndex++) {\r\n const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component\r\n sh.push(texture);\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {\r\n const shValue = ubuf[shIndexRead++];\r\n\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n shArray[byteIndexInTexture + offsetPerSplat] = shValue;\r\n }\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh });\r\n });\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false });\r\n });\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\r\n const readableStream = new ReadableStream({\r\n start(controller) {\r\n controller.enqueue(new Uint8Array(data)); // Enqueue the ArrayBuffer as a Uint8Array\r\n controller.close();\r\n },\r\n });\r\n\r\n // Use GZip DecompressionStream\r\n const decompressionStream = new DecompressionStream(\"gzip\");\r\n const decompressedStream = readableStream.pipeThrough(decompressionStream);\r\n\r\n return new Promise((resolve) => {\r\n new Response(decompressedStream)\r\n .arrayBuffer()\r\n .then((buffer) => {\r\n this._parseSPZ(buffer, scene).then((parsedSPZ) => {\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.updateData(parsedSPZ.data, parsedSPZ.sh);\r\n });\r\n resolve(babylonMeshesArray);\r\n })\r\n .catch(() => {\r\n // Catch any decompression errors\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\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.updateData(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 await pointcloud.buildMeshAsync().then((mesh) => {\r\n babylonMeshesArray.push(mesh);\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 });\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"]}
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@@ -5,6 +5,8 @@ export const SPLATFileLoaderMetadata = {
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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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// eslint-disable-next-line @typescript-eslint/naming-convention
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".spz": { isBinary: true },
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},
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};
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//# sourceMappingURL=splatFileLoader.metadata.js.map
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@@ -1 +1 @@
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1
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-
{"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"]}
|
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;QAC1B,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 // eslint-disable-next-line @typescript-eslint/naming-convention\r\n \".spz\": { isBinary: true },\r\n } as const satisfies ISceneLoaderPluginExtensions,\r\n} as const satisfies ISceneLoaderPluginMetadata;\r\n"]}
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@@ -1,15 +1,33 @@
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1
1
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import type { Nullable } from "@babylonjs/core/types.js";
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import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
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3
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import { GLTFLoader } from "../glTFLoader";
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-
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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4
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import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import type { INode, IMeshPrimitive, IMesh } from "../glTFLoaderInterfaces";
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+
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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7
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+
import type { MaterialVariantsController } from "../../glTFFileLoader";
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+
export { MaterialVariantsController };
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declare module "../../glTFFileLoader" {
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type MaterialVariantsController = {
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/**
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* The list of available variant names for this asset.
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*/
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readonly variants: readonly string[];
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/**
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* Gets or sets the selected variant.
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*/
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selectedVariant: string;
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};
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interface GLTFLoaderExtensionOptions {
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/**
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* Defines options for the KHR_materials_variants extension.
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*/
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-
["KHR_materials_variants"]: {
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["KHR_materials_variants"]: Partial<{
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/**
|
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* Defines a callback that will be called if material variants are loaded.
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* @experimental
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*/
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onLoaded: (controller: MaterialVariantsController) => void;
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}>;
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}
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}
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/**
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@@ -34,53 +52,55 @@ export declare class KHR_materials_variants implements IGLTFLoaderExtension {
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dispose(): void;
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/**
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* Gets the list of available variant names for this asset.
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-
* @param
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* @param rootNode The glTF root node
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* @returns the list of all the variant names for this model
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*/
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static GetAvailableVariants(
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static GetAvailableVariants(rootNode: TransformNode): string[];
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/**
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* Gets the list of available variant names for this asset.
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* @param
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* @param rootNode The glTF root node
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* @returns the list of all the variant names for this model
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*/
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getAvailableVariants(
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getAvailableVariants(rootNode: TransformNode): string[];
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/**
|
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* Select a variant given a variant name or a list of variant names.
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-
* @param
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* @param rootNode The glTF root node
|
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68
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* @param variantName The variant name(s) to select.
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*/
|
52
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static SelectVariant(
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+
static SelectVariant(rootNode: TransformNode, variantName: string | string[]): void;
|
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71
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/**
|
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72
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* Select a variant given a variant name or a list of variant names.
|
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-
* @param
|
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+
* @param rootNode The glTF root node
|
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74
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* @param variantName The variant name(s) to select.
|
57
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*/
|
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selectVariant(
|
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+
selectVariant(rootNode: TransformNode, variantName: string | string[]): void;
|
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77
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/**
|
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* Reset back to the original before selecting a variant.
|
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-
* @param
|
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* @param rootNode The glTF root node
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*/
|
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-
static Reset(
|
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+
static Reset(rootNode: TransformNode): void;
|
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/**
|
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83
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* Reset back to the original before selecting a variant.
|
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|
-
* @param
|
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+
* @param rootNode The glTF root node
|
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*/
|
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-
reset(
|
86
|
+
reset(rootNode: TransformNode): void;
|
69
87
|
/**
|
70
88
|
* Gets the last selected variant name(s) or null if original.
|
71
|
-
* @param
|
89
|
+
* @param rootNode The glTF root node
|
72
90
|
* @returns The selected variant name(s).
|
73
91
|
*/
|
74
|
-
static GetLastSelectedVariant(
|
92
|
+
static GetLastSelectedVariant(rootNode: TransformNode): Nullable<string | string[]>;
|
75
93
|
/**
|
76
94
|
* Gets the last selected variant name(s) or null if original.
|
77
|
-
* @param
|
95
|
+
* @param rootNode The glTF root node
|
78
96
|
* @returns The selected variant name(s).
|
79
97
|
*/
|
80
|
-
getLastSelectedVariant(
|
98
|
+
getLastSelectedVariant(rootNode: TransformNode): Nullable<string | string[]>;
|
81
99
|
private static _GetExtensionMetadata;
|
82
100
|
/** @internal */
|
83
101
|
onLoading(): void;
|
102
|
+
/** @internal */
|
103
|
+
onReady(): void;
|
84
104
|
/**
|
85
105
|
* @internal
|
86
106
|
*/
|