@babylonjs/loaders 8.1.1 → 8.2.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/OBJ/index.d.ts +4 -4
- package/OBJ/objFileLoader.d.ts +2 -2
- package/OBJ/solidParser.d.ts +1 -1
- package/SPLAT/index.d.ts +2 -2
- package/SPLAT/splatFileLoader.d.ts +2 -2
- package/SPLAT/splatFileLoader.js +2 -2
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/STL/index.d.ts +1 -1
- package/STL/stlFileLoader.d.ts +1 -1
- package/glTF/1.0/glTFBinaryExtension.d.ts +3 -3
- package/glTF/1.0/glTFLoader.d.ts +2 -2
- package/glTF/1.0/glTFLoaderUtils.d.ts +2 -2
- package/glTF/1.0/glTFMaterialsCommonExtension.d.ts +2 -2
- package/glTF/1.0/index.d.ts +5 -5
- package/glTF/2.0/Extensions/EXT_lights_ies.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_lights_image_based.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_meshopt_compression.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_texture_avif.d.ts +4 -4
- package/glTF/2.0/Extensions/EXT_texture_webp.d.ts +4 -4
- package/glTF/2.0/Extensions/ExtrasAsMetadata.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_animation_pointer.d.ts +5 -5
- package/glTF/2.0/Extensions/KHR_draco_mesh_compression.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.d.ts +6 -3
- package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.js +46 -24
- package/glTF/2.0/Extensions/KHR_interactivity/declarationMapper.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity/flowGraphGLTFDataProvider.d.ts +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity/index.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js +7 -2
- package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_interactivity.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_lights_punctual.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_anisotropy.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_clearcoat.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_dispersion.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_emissive_strength.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_ior.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_iridescence.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_sheen.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_specular.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_transmission.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_transmission.js +1 -1
- package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_unlit.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_materials_variants.d.ts +5 -5
- package/glTF/2.0/Extensions/KHR_materials_volume.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_mesh_quantization.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_node_hoverability.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_node_selectability.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_node_visibility.d.ts +3 -3
- package/glTF/2.0/Extensions/KHR_texture_basisu.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_texture_transform.d.ts +4 -4
- package/glTF/2.0/Extensions/KHR_xmp_json_ld.d.ts +3 -3
- package/glTF/2.0/Extensions/MSFT_audio_emitter.d.ts +4 -4
- package/glTF/2.0/Extensions/MSFT_lod.d.ts +4 -4
- package/glTF/2.0/Extensions/MSFT_minecraftMesh.d.ts +4 -4
- package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +4 -4
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.d.ts +9 -1
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.js +17 -2
- package/glTF/2.0/Extensions/gltfPathToObjectConverter.js.map +1 -1
- package/glTF/2.0/Extensions/index.d.ts +38 -38
- package/glTF/2.0/Extensions/objectModelMapping.d.ts +2 -2
- package/glTF/2.0/glTFLoader.d.ts +5 -5
- package/glTF/2.0/glTFLoader.js +2 -2
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/glTFLoaderAnimation.d.ts +1 -1
- package/glTF/2.0/glTFLoaderExtension.d.ts +2 -2
- package/glTF/2.0/glTFLoaderExtensionRegistry.d.ts +2 -2
- package/glTF/2.0/index.d.ts +6 -6
- package/glTF/glTFFileLoader.d.ts +1 -1
- package/glTF/index.d.ts +4 -4
- package/index.d.ts +4 -4
- package/legacy/legacy-glTF1FileLoader.d.ts +2 -2
- package/legacy/legacy-glTF2FileLoader.d.ts +2 -2
- package/legacy/legacy-glTFFileLoader.d.ts +3 -3
- package/legacy/legacy.d.ts +5 -5
- package/package.json +3 -3
package/OBJ/index.d.ts
CHANGED
@@ -1,4 +1,4 @@
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1
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-
export * from "./mtlFileLoader";
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2
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-
export * from "./objLoadingOptions";
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3
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-
export * from "./solidParser";
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4
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-
export * from "./objFileLoader";
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1
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+
export * from "./mtlFileLoader.js";
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2
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+
export * from "./objLoadingOptions.js";
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3
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+
export * from "./solidParser.js";
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4
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+
export * from "./objFileLoader.js";
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package/OBJ/objFileLoader.d.ts
CHANGED
@@ -2,8 +2,8 @@ import { Vector2 } from "@babylonjs/core/Maths/math.vector.js";
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2
2
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import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderPlugin, ISceneLoaderAsyncResult, SceneLoaderPluginOptions } from "@babylonjs/core/Loading/sceneLoader.js";
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3
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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4
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import type { Scene } from "@babylonjs/core/scene.js";
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-
import { OBJFileLoaderMetadata } from "./objFileLoader.metadata";
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6
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-
import type { OBJLoadingOptions } from "./objLoadingOptions";
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5
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+
import { OBJFileLoaderMetadata } from "./objFileLoader.metadata.js";
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6
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+
import type { OBJLoadingOptions } from "./objLoadingOptions.js";
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7
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declare module "@babylonjs/core/Loading/sceneLoader.js" {
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8
8
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interface SceneLoaderPluginOptions {
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9
9
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/**
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package/OBJ/solidParser.d.ts
CHANGED
@@ -2,7 +2,7 @@ import type { AssetContainer } from "@babylonjs/core/assetContainer.js";
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2
2
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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3
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import type { Scene } from "@babylonjs/core/scene.js";
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4
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import type { Nullable } from "@babylonjs/core/types.js";
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5
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-
import type { OBJLoadingOptions } from "./objLoadingOptions";
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5
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+
import type { OBJLoadingOptions } from "./objLoadingOptions.js";
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/**
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* Class used to load mesh data from OBJ content
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*/
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package/SPLAT/index.d.ts
CHANGED
@@ -1,2 +1,2 @@
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1
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-
export * from "./splatLoadingOptions";
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2
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-
export * from "./splatFileLoader";
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1
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+
export * from "./splatLoadingOptions.js";
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2
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+
export * from "./splatFileLoader.js";
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@@ -1,8 +1,8 @@
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1
1
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import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, ISceneLoaderProgressEvent, SceneLoaderPluginOptions } from "@babylonjs/core/Loading/sceneLoader.js";
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2
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-
import { SPLATFileLoaderMetadata } from "./splatFileLoader.metadata";
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2
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+
import { SPLATFileLoaderMetadata } from "./splatFileLoader.metadata.js";
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3
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import { AssetContainer } from "@babylonjs/core/assetContainer.js";
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import type { Scene } from "@babylonjs/core/scene.js";
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5
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-
import type { SPLATLoadingOptions } from "./splatLoadingOptions";
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5
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+
import type { SPLATLoadingOptions } from "./splatLoadingOptions.js";
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declare module "@babylonjs/core/Loading/sceneLoader.js" {
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interface SceneLoaderPluginOptions {
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/**
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package/SPLAT/splatFileLoader.js
CHANGED
@@ -126,7 +126,7 @@ export class SPLATFileLoader {
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126
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}
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_parseSPZ(data, scene) {
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const ubuf = new Uint8Array(data);
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129
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-
const ubufu32 = new Uint32Array(data);
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129
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+
const ubufu32 = new Uint32Array(data.slice(0, 12)); // Only need ubufu32[0] to [2]
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// debug infos
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131
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const splatCount = ubufu32[2];
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const shDegree = ubuf[12];
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@@ -279,7 +279,7 @@ export class SPLATFileLoader {
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279
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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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282
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-
gaussianSplatting.updateData(parsedPLY.data);
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282
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+
gaussianSplatting.updateData(parsedPLY.data, parsedPLY.sh);
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283
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}
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break;
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285
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case 1 /* Mode.PointCloud */:
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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\nimport { Scalar } from \"core/Maths/math.scalar\";\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 flipY: 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 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 let coordinateSign = 1;\r\n let quaternionOffset = 0;\r\n if (!this._loadingOptions.flipY) {\r\n coordinateSign = -1;\r\n quaternionOffset = 255;\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] = coordinateSign * read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = coordinateSign * read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n const SH_C0 = 0.282;\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let component = 0; component < 3; component++) {\r\n const byteValue = ubuf[byteOffset + splatCount + i * 3 + component];\r\n // 0.15 is hard coded value from spz\r\n // Scale factor for DC color components. To convert to RGB, we should multiply by 0.282, but it can\r\n // be useful to represent base colors that are out of range if the higher spherical harmonics bands\r\n // bring them back into range so we multiply by a smaller value.\r\n const value = (byteValue - 127.5) / (0.15 * 255);\r\n rgba[i * 32 + 24 + component] = Scalar.Clamp((0.5 + SH_C0 * value) * 255, 0, 255);\r\n }\r\n\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 // convert quaternion\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1] * coordinateSign + quaternionOffset;\r\n const z = ubuf[byteOffset + 2] * coordinateSign + quaternionOffset;\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 const v = 1 - (nx * nx + ny * ny + nz * nz);\r\n rot[i * 32 + 28 + 0] = 127.5 + Math.sqrt(v < 0 ? 0 : v) * 127.5;\r\n\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 scene._blockEntityCollection = !!this._assetContainer;\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 scene._blockEntityCollection = false;\r\n resolve(babylonMeshesArray);\r\n });\r\n })\r\n .catch(() => {\r\n // Catch any decompression errors\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\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 scene._blockEntityCollection = false;\r\n resolve(babylonMeshesArray);\r\n });\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.ConvertPLYWithSHToSplatAsync(data) as any).then((splatsData: any) => {\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: splatsData.buffer, sh: splatsData.sh, 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: splatsData.buffer, sh: splatsData.sh, 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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+
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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\nimport { Scalar } from \"core/Maths/math.scalar\";\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 flipY: 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.slice(0, 12)); // Only need ubufu32[0] to [2]\r\n // debug infos\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 let coordinateSign = 1;\r\n let quaternionOffset = 0;\r\n if (!this._loadingOptions.flipY) {\r\n coordinateSign = -1;\r\n quaternionOffset = 255;\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] = coordinateSign * read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = coordinateSign * read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n const SH_C0 = 0.282;\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let component = 0; component < 3; component++) {\r\n const byteValue = ubuf[byteOffset + splatCount + i * 3 + component];\r\n // 0.15 is hard coded value from spz\r\n // Scale factor for DC color components. To convert to RGB, we should multiply by 0.282, but it can\r\n // be useful to represent base colors that are out of range if the higher spherical harmonics bands\r\n // bring them back into range so we multiply by a smaller value.\r\n const value = (byteValue - 127.5) / (0.15 * 255);\r\n rgba[i * 32 + 24 + component] = Scalar.Clamp((0.5 + SH_C0 * value) * 255, 0, 255);\r\n }\r\n\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 // convert quaternion\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1] * coordinateSign + quaternionOffset;\r\n const z = ubuf[byteOffset + 2] * coordinateSign + quaternionOffset;\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 const v = 1 - (nx * nx + ny * ny + nz * nz);\r\n rot[i * 32 + 28 + 0] = 127.5 + Math.sqrt(v < 0 ? 0 : v) * 127.5;\r\n\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 scene._blockEntityCollection = !!this._assetContainer;\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 scene._blockEntityCollection = false;\r\n resolve(babylonMeshesArray);\r\n });\r\n })\r\n .catch(() => {\r\n // Catch any decompression errors\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\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, parsedPLY.sh);\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 scene._blockEntityCollection = false;\r\n resolve(babylonMeshesArray);\r\n });\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.ConvertPLYWithSHToSplatAsync(data) as any).then((splatsData: any) => {\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: splatsData.buffer, sh: splatsData.sh, 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: splatsData.buffer, sh: splatsData.sh, 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/STL/index.d.ts
CHANGED
@@ -1 +1 @@
|
|
1
|
-
export * from "./stlFileLoader";
|
1
|
+
export * from "./stlFileLoader.js";
|
package/STL/stlFileLoader.d.ts
CHANGED
@@ -3,7 +3,7 @@ import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
3
3
|
import type { ISceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
|
4
4
|
import { AssetContainer } from "@babylonjs/core/assetContainer.js";
|
5
5
|
import type { Scene } from "@babylonjs/core/scene.js";
|
6
|
-
import { STLFileLoaderMetadata } from "./stlFileLoader.metadata";
|
6
|
+
import { STLFileLoaderMetadata } from "./stlFileLoader.metadata.js";
|
7
7
|
import "@babylonjs/core/Materials/standardMaterial.js";
|
8
8
|
declare module "@babylonjs/core/Loading/sceneLoader.js" {
|
9
9
|
interface SceneLoaderPluginOptions {
|
@@ -1,7 +1,7 @@
|
|
1
|
-
import { GLTFLoaderExtension } from "./glTFLoader";
|
1
|
+
import { GLTFLoaderExtension } from "./glTFLoader.js";
|
2
2
|
import type { Scene } from "@babylonjs/core/scene.js";
|
3
|
-
import type { IGLTFLoaderData } from "../glTFFileLoader";
|
4
|
-
import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
|
3
|
+
import type { IGLTFLoaderData } from "../glTFFileLoader.js";
|
4
|
+
import type { IGLTFRuntime } from "./glTFLoaderInterfaces.js";
|
5
5
|
/**
|
6
6
|
* @internal
|
7
7
|
* @deprecated
|
package/glTF/1.0/glTFLoader.d.ts
CHANGED
@@ -1,10 +1,10 @@
|
|
1
|
-
import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
|
1
|
+
import type { IGLTFRuntime } from "./glTFLoaderInterfaces.js";
|
2
2
|
import type { Nullable } from "@babylonjs/core/types.js";
|
3
3
|
import { Material } from "@babylonjs/core/Materials/material.js";
|
4
4
|
import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
|
5
5
|
import type { ISceneLoaderAsyncResult, ISceneLoaderProgressEvent } from "@babylonjs/core/Loading/sceneLoader.js";
|
6
6
|
import type { Scene } from "@babylonjs/core/scene.js";
|
7
|
-
import type { IGLTFLoader, IGLTFLoaderData } from "../glTFFileLoader";
|
7
|
+
import type { IGLTFLoader, IGLTFLoaderData } from "../glTFFileLoader.js";
|
8
8
|
import type { AssetContainer } from "@babylonjs/core/assetContainer.js";
|
9
9
|
/**
|
10
10
|
* Implementation of the base glTF spec
|
@@ -1,5 +1,5 @@
|
|
1
|
-
import type { IGLTFTechniqueParameter, IGLTFAccessor, IGLTFRuntime, IGLTFBufferView } from "./glTFLoaderInterfaces";
|
2
|
-
import { EComponentType } from "./glTFLoaderInterfaces";
|
1
|
+
import type { IGLTFTechniqueParameter, IGLTFAccessor, IGLTFRuntime, IGLTFBufferView } from "./glTFLoaderInterfaces.js";
|
2
|
+
import { EComponentType } from "./glTFLoaderInterfaces.js";
|
3
3
|
import { Effect } from "@babylonjs/core/Materials/effect.js";
|
4
4
|
import { ShaderMaterial } from "@babylonjs/core/Materials/shaderMaterial.js";
|
5
5
|
import type { Node } from "@babylonjs/core/node.js";
|
@@ -1,5 +1,5 @@
|
|
1
|
-
import { GLTFLoaderExtension } from "./glTFLoader";
|
2
|
-
import type { IGLTFRuntime } from "./glTFLoaderInterfaces";
|
1
|
+
import { GLTFLoaderExtension } from "./glTFLoader.js";
|
2
|
+
import type { IGLTFRuntime } from "./glTFLoaderInterfaces.js";
|
3
3
|
import { Material } from "@babylonjs/core/Materials/material.js";
|
4
4
|
/**
|
5
5
|
* @internal
|
package/glTF/1.0/index.d.ts
CHANGED
@@ -1,5 +1,5 @@
|
|
1
|
-
export * from "./glTFBinaryExtension";
|
2
|
-
export * from "./glTFLoader";
|
3
|
-
export * from "./glTFLoaderInterfaces";
|
4
|
-
export * from "./glTFLoaderUtils";
|
5
|
-
export * from "./glTFMaterialsCommonExtension";
|
1
|
+
export * from "./glTFBinaryExtension.js";
|
2
|
+
export * from "./glTFLoader.js";
|
3
|
+
export * from "./glTFLoaderInterfaces.js";
|
4
|
+
export * from "./glTFLoaderUtils.js";
|
5
|
+
export * from "./glTFMaterialsCommonExtension.js";
|
@@ -1,9 +1,9 @@
|
|
1
1
|
import type { Nullable } from "@babylonjs/core/types.js";
|
2
2
|
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
3
|
-
import type { INode } from "../glTFLoaderInterfaces";
|
4
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
5
|
-
import { GLTFLoader } from "../glTFLoader";
|
6
|
-
declare module "../../glTFFileLoader" {
|
3
|
+
import type { INode } from "../glTFLoaderInterfaces.js";
|
4
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
5
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
6
|
+
declare module "../../glTFFileLoader.js" {
|
7
7
|
interface GLTFLoaderExtensionOptions {
|
8
8
|
/**
|
9
9
|
* Defines options for the EXT_lights_ies extension.
|
@@ -1,9 +1,9 @@
|
|
1
1
|
import type { Nullable } from "@babylonjs/core/types.js";
|
2
2
|
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
3
|
-
import type { IScene } from "../glTFLoaderInterfaces";
|
4
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
5
|
-
import { GLTFLoader } from "../glTFLoader";
|
6
|
-
declare module "../../glTFFileLoader" {
|
3
|
+
import type { IScene } from "../glTFLoaderInterfaces.js";
|
4
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
5
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
6
|
+
declare module "../../glTFFileLoader.js" {
|
7
7
|
interface GLTFLoaderExtensionOptions {
|
8
8
|
/**
|
9
9
|
* Defines options for the EXT_lights_image_based extension.
|
@@ -1,10 +1,10 @@
|
|
1
1
|
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
2
2
|
import type { Nullable } from "@babylonjs/core/types.js";
|
3
|
-
import { GLTFLoader } from "../glTFLoader";
|
4
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
5
|
-
import type { INode } from "../glTFLoaderInterfaces";
|
3
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
4
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
5
|
+
import type { INode } from "../glTFLoaderInterfaces.js";
|
6
6
|
import "@babylonjs/core/Meshes/thinInstanceMesh.js";
|
7
|
-
declare module "../../glTFFileLoader" {
|
7
|
+
declare module "../../glTFFileLoader.js" {
|
8
8
|
interface GLTFLoaderExtensionOptions {
|
9
9
|
/**
|
10
10
|
* Defines options for the EXT_mesh_gpu_instancing extension.
|
@@ -1,8 +1,8 @@
|
|
1
1
|
import type { Nullable } from "@babylonjs/core/types.js";
|
2
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
3
|
-
import { GLTFLoader } from "../glTFLoader";
|
4
|
-
import type { IBufferView } from "../glTFLoaderInterfaces";
|
5
|
-
declare module "../../glTFFileLoader" {
|
2
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
3
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
4
|
+
import type { IBufferView } from "../glTFLoaderInterfaces.js";
|
5
|
+
declare module "../../glTFFileLoader.js" {
|
6
6
|
interface GLTFLoaderExtensionOptions {
|
7
7
|
/**
|
8
8
|
* Defines options for the EXT_meshopt_compression extension.
|
@@ -1,9 +1,9 @@
|
|
1
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
2
|
-
import { GLTFLoader } from "../glTFLoader";
|
3
|
-
import type { ITexture } from "../glTFLoaderInterfaces";
|
1
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
2
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
3
|
+
import type { ITexture } from "../glTFLoaderInterfaces.js";
|
4
4
|
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
5
5
|
import type { Nullable } from "@babylonjs/core/types.js";
|
6
|
-
declare module "../../glTFFileLoader" {
|
6
|
+
declare module "../../glTFFileLoader.js" {
|
7
7
|
interface GLTFLoaderExtensionOptions {
|
8
8
|
/**
|
9
9
|
* Defines options for the EXT_texture_avif extension.
|
@@ -1,9 +1,9 @@
|
|
1
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
2
|
-
import { GLTFLoader } from "../glTFLoader";
|
3
|
-
import type { ITexture } from "../glTFLoaderInterfaces";
|
1
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
2
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
3
|
+
import type { ITexture } from "../glTFLoaderInterfaces.js";
|
4
4
|
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
5
5
|
import type { Nullable } from "@babylonjs/core/types.js";
|
6
|
-
declare module "../../glTFFileLoader" {
|
6
|
+
declare module "../../glTFFileLoader.js" {
|
7
7
|
interface GLTFLoaderExtensionOptions {
|
8
8
|
/**
|
9
9
|
* Defines options for the EXT_texture_webp extension.
|
@@ -1,11 +1,11 @@
|
|
1
1
|
import type { Nullable } from "@babylonjs/core/types.js";
|
2
2
|
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
3
3
|
import type { Camera } from "@babylonjs/core/Cameras/camera.js";
|
4
|
-
import type { INode, ICamera, IMaterial } from "../glTFLoaderInterfaces";
|
5
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
6
|
-
import type { GLTFLoader } from "../glTFLoader";
|
4
|
+
import type { INode, ICamera, IMaterial } from "../glTFLoaderInterfaces.js";
|
5
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
6
|
+
import type { GLTFLoader } from "../glTFLoader.js";
|
7
7
|
import type { Material } from "@babylonjs/core/Materials/material.js";
|
8
|
-
declare module "../../glTFFileLoader" {
|
8
|
+
declare module "../../glTFFileLoader.js" {
|
9
9
|
interface GLTFLoaderExtensionOptions {
|
10
10
|
/**
|
11
11
|
* Defines options for the ExtrasAsMetadata extension.
|
@@ -1,11 +1,11 @@
|
|
1
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
2
|
-
import type { GLTFLoader } from "../glTFLoader";
|
1
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
2
|
+
import type { GLTFLoader } from "../glTFLoader.js";
|
3
3
|
import type { Nullable } from "@babylonjs/core/types.js";
|
4
4
|
import type { Animation } from "@babylonjs/core/Animations/animation.js";
|
5
5
|
import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
6
|
-
import type { IAnimation, IAnimationChannel } from "../glTFLoaderInterfaces";
|
7
|
-
import "./KHR_animation_pointer.data";
|
8
|
-
declare module "../../glTFFileLoader" {
|
6
|
+
import type { IAnimation, IAnimationChannel } from "../glTFLoaderInterfaces.js";
|
7
|
+
import "./KHR_animation_pointer.data.js";
|
8
|
+
declare module "../../glTFFileLoader.js" {
|
9
9
|
interface GLTFLoaderExtensionOptions {
|
10
10
|
/**
|
11
11
|
* Defines options for the KHR_animation_pointer extension.
|
@@ -2,10 +2,10 @@ import { DracoDecoder } from "@babylonjs/core/Meshes/Compression/dracoDecoder.js
|
|
2
2
|
import type { Nullable } from "@babylonjs/core/types.js";
|
3
3
|
import type { Geometry } from "@babylonjs/core/Meshes/geometry.js";
|
4
4
|
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
5
|
-
import type { IMeshPrimitive } from "../glTFLoaderInterfaces";
|
6
|
-
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension";
|
7
|
-
import { GLTFLoader } from "../glTFLoader";
|
8
|
-
declare module "../../glTFFileLoader" {
|
5
|
+
import type { IMeshPrimitive } from "../glTFLoaderInterfaces.js";
|
6
|
+
import type { IGLTFLoaderExtension } from "../glTFLoaderExtension.js";
|
7
|
+
import { GLTFLoader } from "../glTFLoader.js";
|
8
|
+
declare module "../../glTFFileLoader.js" {
|
9
9
|
interface GLTFLoaderExtensionOptions {
|
10
10
|
/**
|
11
11
|
* Defines options for the KHR_draco_mesh_compression extension.
|
@@ -1,8 +1,8 @@
|
|
1
1
|
import type { IKHRInteractivity_Declaration, IKHRInteractivity_Graph, IKHRInteractivity_Node } from "babylonjs-gltf2interface";
|
2
2
|
import { FlowGraphBlockNames } from "@babylonjs/core/FlowGraph/Blocks/flowGraphBlockNames.js";
|
3
3
|
import type { ISerializedFlowGraphBlock, ISerializedFlowGraphContext } from "@babylonjs/core/FlowGraph/typeDefinitions.js";
|
4
|
-
import type { InteractivityGraphToFlowGraphParser } from "./interactivityGraphParser";
|
5
|
-
import type { IGLTF } from "../../glTFLoaderInterfaces";
|
4
|
+
import type { InteractivityGraphToFlowGraphParser } from "./interactivityGraphParser.js";
|
5
|
+
import type { IGLTF } from "../../glTFLoaderInterfaces.js";
|
6
6
|
interface IGLTFToFlowGraphMappingObject<I = any, O = any> {
|
7
7
|
/**
|
8
8
|
* The name of the property in the FlowGraph block.
|
@@ -139,7 +139,10 @@ export interface IGLTFToFlowGraphMapping {
|
|
139
139
|
* @param glTFObject the glTF object
|
140
140
|
* @returns true if validated, false if not.
|
141
141
|
*/
|
142
|
-
validation?: (gltfBlock: IKHRInteractivity_Node, interactivityGraph: IKHRInteractivity_Graph, glTFObject?: IGLTF) =>
|
142
|
+
validation?: (gltfBlock: IKHRInteractivity_Node, interactivityGraph: IKHRInteractivity_Graph, glTFObject?: IGLTF) => {
|
143
|
+
valid: boolean;
|
144
|
+
error?: string;
|
145
|
+
};
|
143
146
|
/**
|
144
147
|
* This is used if we need extra information for the constructor/options that is not provided directly by the glTF node.
|
145
148
|
* This function can return more than one node, if extra nodes are needed for this block to function correctly.
|