@babylonjs/loaders 8.30.5 → 8.31.1

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.
@@ -121,7 +121,7 @@ export class SPLATFileLoader {
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  async _unzipWithFFlateAsync(data) {
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  // ensure fflate is loaded
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  if (typeof window.fflate === "undefined") {
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- await Tools.LoadScriptAsync("https://unpkg.com/fflate/umd/index.js");
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+ await Tools.LoadScriptAsync(this._loadingOptions.deflateURL ?? "https://unpkg.com/fflate/umd/index.js");
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  }
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  // eslint-disable-next-line @typescript-eslint/ban-ts-comment
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  // @ts-ignore
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/promise-function-async*/\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport 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 type { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { ParseSpz } from \"./spz\";\r\nimport { Mode } from \"./splatDefs\";\r\nimport type { IParsedPLY } from \"./splatDefs\";\r\nimport { ParseSogMeta } from \"./sog\";\r\nimport type { SOGRootData } from \"./sog\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\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// FFlate access\r\ndeclare const fflate: any;\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 // eslint-disable-next-line github/no-then\r\n return await this._parseAsync(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: IParsedPLY): 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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax, @typescript-eslint/naming-convention\r\n private async _unzipWithFFlateAsync(data: Uint8Array): Promise<Map<string, Uint8Array>> {\r\n // ensure fflate is loaded\r\n if (typeof (window as any).fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(\"https://unpkg.com/fflate/umd/index.js\");\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/ban-ts-comment\r\n // @ts-ignore\r\n const { unzipSync } = (window as any).fflate as typeof import(\"fflate\");\r\n\r\n const unzipped = unzipSync(data); // { [filename: string]: Uint8Array }\r\n\r\n const files = new Map<string, Uint8Array>();\r\n for (const [name, content] of Object.entries(unzipped)) {\r\n files.set(name, content as Uint8Array);\r\n }\r\n return files;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseAsync(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 makeGSFromParsedSOG = (parsedSOG: IParsedPLY) => {\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 gaussianSplatting.viewDirectionFactor.set(1, -1, 1);\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh);\r\n scene._blockEntityCollection = false;\r\n };\r\n\r\n // check if data is json string\r\n if (typeof data === \"string\") {\r\n const dataSOG = JSON.parse(data) as SOGRootData;\r\n if (dataSOG && dataSOG.means && dataSOG.scales && dataSOG.quats && dataSOG.sh0) {\r\n return new Promise((resolve) => {\r\n ParseSogMeta(dataSOG, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG data.\");\r\n });\r\n });\r\n }\r\n }\r\n\r\n const u8 = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n // ZIP signature check for SOG\r\n if (u8[0] === 0x50 && u8[1] === 0x4b) {\r\n return new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._unzipWithFFlateAsync(u8).then((files) => {\r\n ParseSogMeta(files, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n }) // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG zip data.\");\r\n });\r\n });\r\n });\r\n }\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 // eslint-disable-next-line github/no-then\r\n .then((buffer) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n ParseSpz(buffer, scene, this._loadingOptions).then((parsedSPZ) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n if (parsedSPZ.trainedWithAntialiasing) {\r\n const gsMaterial = gaussianSplatting.material as GaussianSplattingMaterial;\r\n gsMaterial.kernelSize = 0.1;\r\n gsMaterial.compensation = true;\r\n }\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 // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n // Catch any decompression errors\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\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 if (parsedPLY.compressed || !parsedPLY.rawSplat) {\r\n gaussianSplatting.viewDirectionFactor.set(-1, -1, 1);\r\n }\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 // eslint-disable-next-line github/no-then\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 // eslint-disable-next-line no-restricted-syntax\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 (\r\n this.importMeshAsync(null, scene, data, rootUrl)\r\n // eslint-disable-next-line github/no-then\r\n .then((result) => {\r\n for (const mesh of result.meshes) {\r\n container.meshes.push(mesh);\r\n }\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n })\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n // eslint-disable-next-line github/no-then\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<IParsedPLY> {\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, rawSplat: true });\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 SH = 2,\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 } else if (chunkMode == ElementMode.SH) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\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 } else if (type == \"sh\") {\r\n chunkMode = ElementMode.SH;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return (GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(data) as any).then(async (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 await new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: splatsData.buffer, sh: splatsData.sh, faces: faces, hasVertexColors: false, compressed: true, rawSplat: 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 await new Promise((resolve) => {\r\n resolve({ mode: currentMode, data: splatsData.buffer, sh: splatsData.sh, faces: faces, hasVertexColors: !!propertyColorCount, compressed: false, rawSplat: false });\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"]}
1
+ 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eslint-disable @typescript-eslint/promise-function-async*/\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport 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 type { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { ParseSpz } from \"./spz\";\r\nimport { Mode } from \"./splatDefs\";\r\nimport type { IParsedPLY } from \"./splatDefs\";\r\nimport { ParseSogMeta } from \"./sog\";\r\nimport type { SOGRootData } from \"./sog\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\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// FFlate access\r\ndeclare const fflate: any;\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 // eslint-disable-next-line github/no-then\r\n return await this._parseAsync(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: IParsedPLY): 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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax, @typescript-eslint/naming-convention\r\n private async _unzipWithFFlateAsync(data: Uint8Array): Promise<Map<string, Uint8Array>> {\r\n // ensure fflate is loaded\r\n if (typeof (window as any).fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(this._loadingOptions.deflateURL ?? \"https://unpkg.com/fflate/umd/index.js\");\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/ban-ts-comment\r\n // @ts-ignore\r\n const { unzipSync } = (window as any).fflate as typeof import(\"fflate\");\r\n\r\n const unzipped = unzipSync(data); // { [filename: string]: Uint8Array }\r\n\r\n const files = new Map<string, Uint8Array>();\r\n for (const [name, content] of Object.entries(unzipped)) {\r\n files.set(name, content as Uint8Array);\r\n }\r\n return files;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseAsync(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 makeGSFromParsedSOG = (parsedSOG: IParsedPLY) => {\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 gaussianSplatting.viewDirectionFactor.set(1, -1, 1);\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh);\r\n scene._blockEntityCollection = false;\r\n };\r\n\r\n // check if data is json string\r\n if (typeof data === \"string\") {\r\n const dataSOG = JSON.parse(data) as SOGRootData;\r\n if (dataSOG && dataSOG.means && dataSOG.scales && dataSOG.quats && dataSOG.sh0) {\r\n return new Promise((resolve) => {\r\n ParseSogMeta(dataSOG, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG data.\");\r\n });\r\n });\r\n }\r\n }\r\n\r\n const u8 = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n // ZIP signature check for SOG\r\n if (u8[0] === 0x50 && u8[1] === 0x4b) {\r\n return new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._unzipWithFFlateAsync(u8).then((files) => {\r\n ParseSogMeta(files, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n }) // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG zip data.\");\r\n });\r\n });\r\n });\r\n }\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 // eslint-disable-next-line github/no-then\r\n .then((buffer) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n ParseSpz(buffer, scene, this._loadingOptions).then((parsedSPZ) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting = new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n if (parsedSPZ.trainedWithAntialiasing) {\r\n const gsMaterial = gaussianSplatting.material as GaussianSplattingMaterial;\r\n gsMaterial.kernelSize = 0.1;\r\n gsMaterial.compensation = true;\r\n }\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 // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n // Catch any decompression errors\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\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 if (parsedPLY.compressed || !parsedPLY.rawSplat) {\r\n gaussianSplatting.viewDirectionFactor.set(-1, -1, 1);\r\n }\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 // eslint-disable-next-line github/no-then\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 // eslint-disable-next-line no-restricted-syntax\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 (\r\n this.importMeshAsync(null, scene, data, rootUrl)\r\n // eslint-disable-next-line github/no-then\r\n .then((result) => {\r\n for (const mesh of result.meshes) {\r\n container.meshes.push(mesh);\r\n }\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n })\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 // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n // eslint-disable-next-line github/no-then\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<IParsedPLY> {\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, rawSplat: true });\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 SH = 2,\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 } else if (chunkMode == ElementMode.SH) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\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 } else if (type == \"sh\") {\r\n chunkMode = ElementMode.SH;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return (GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(data) as any).then(async (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 await new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: splatsData.buffer, sh: splatsData.sh, faces: faces, hasVertexColors: false, compressed: true, rawSplat: 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 await new Promise((resolve) => {\r\n resolve({ mode: currentMode, data: splatsData.buffer, sh: splatsData.sh, faces: faces, hasVertexColors: !!propertyColorCount, compressed: false, rawSplat: false });\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"]}
@@ -10,4 +10,9 @@ export type SPLATLoadingOptions = {
10
10
  * Spatial Y Flip for splat position and orientation
11
11
  */
12
12
  flipY?: boolean;
13
+ /**
14
+ * URL to load fflate from. If null or undefined, will load from unpkg.com
15
+ * (https://unpkg.com/fflate/umd/index.js)
16
+ */
17
+ deflateURL?: string;
13
18
  };
@@ -1 +1 @@
1
- {"version":3,"file":"splatLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Options for loading Gaussian Splatting and PLY files\r\n */\r\nexport type SPLATLoadingOptions = {\r\n /**\r\n * Defines if buffers should be kept in memory for editing purposes\r\n */\r\n keepInRam?: boolean;\r\n /**\r\n * Spatial Y Flip for splat position and orientation\r\n */\r\n flipY?: boolean;\r\n};\r\n"]}
1
+ {"version":3,"file":"splatLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["/**\r\n * Options for loading Gaussian Splatting and PLY files\r\n */\r\nexport type SPLATLoadingOptions = {\r\n /**\r\n * Defines if buffers should be kept in memory for editing purposes\r\n */\r\n keepInRam?: boolean;\r\n /**\r\n * Spatial Y Flip for splat position and orientation\r\n */\r\n flipY?: boolean;\r\n /**\r\n * URL to load fflate from. If null or undefined, will load from unpkg.com\r\n * (https://unpkg.com/fflate/umd/index.js)\r\n */\r\n deflateURL?: string;\r\n};\r\n"]}
@@ -43,25 +43,21 @@ export class KHR_materials_iridescence {
43
43
  const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);
44
44
  const promises = new Array();
45
45
  // Set non-texture properties immediately
46
- const iridescenceWeight = properties.iridescenceFactor ?? 0;
47
- const iridescenceIor = properties.iridescenceIor ?? properties.iridescenceIOR ?? 1.3;
48
- const iridescenceThicknessMinimum = properties.iridescenceThicknessMinimum ?? 100;
49
- const iridescenceThicknessMaximum = properties.iridescenceThicknessMaximum ?? 400;
50
- adapter.iridescenceWeight = iridescenceWeight;
51
- adapter.iridescenceIor = iridescenceIor;
52
- adapter.iridescenceThicknessMinimum = iridescenceThicknessMinimum;
53
- adapter.iridescenceThicknessMaximum = iridescenceThicknessMaximum;
46
+ adapter.thinFilmWeight = properties.iridescenceFactor ?? 0;
47
+ adapter.thinFilmIor = properties.iridescenceIor ?? properties.iridescenceIOR ?? 1.3;
48
+ adapter.thinFilmThicknessMinimum = properties.iridescenceThicknessMinimum ?? 100;
49
+ adapter.thinFilmThicknessMaximum = properties.iridescenceThicknessMaximum ?? 400;
54
50
  // Load textures
55
51
  if (properties.iridescenceTexture) {
56
52
  promises.push(this._loader.loadTextureInfoAsync(`${context}/iridescenceTexture`, properties.iridescenceTexture, (texture) => {
57
53
  texture.name = `${babylonMaterial.name} (Iridescence)`;
58
- adapter.iridescenceTexture = texture;
54
+ adapter.thinFilmWeightTexture = texture;
59
55
  }));
60
56
  }
61
57
  if (properties.iridescenceThicknessTexture) {
62
58
  promises.push(this._loader.loadTextureInfoAsync(`${context}/iridescenceThicknessTexture`, properties.iridescenceThicknessTexture, (texture) => {
63
59
  texture.name = `${babylonMaterial.name} (Iridescence Thickness)`;
64
- adapter.iridescenceThicknessTexture = texture;
60
+ adapter.thinFilmThicknessTexture = texture;
65
61
  }));
66
62
  }
67
63
  // eslint-disable-next-line github/no-then
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { IMaterial } from \"../glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader } from \"../glTFLoader\";\r\nimport type { IKHRMaterialsIridescence } from \"babylonjs-gltf2interface\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"KHR_materials_iridescence\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the KHR_materials_iridescence extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"KHR_materials_iridescence\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_iridescence/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_materials_iridescence implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /**\r\n * Defines a number that determines the order the extensions are applied.\r\n */\r\n public order = 195;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IKHRMaterialsIridescence>(context, material, this.name, async (extensionContext, extension) => {\r\n const promises = new Array<Promise<any>>();\r\n promises.push(this._loader.loadMaterialPropertiesAsync(context, material, babylonMaterial));\r\n promises.push(this._loadIridescencePropertiesAsync(extensionContext, extension, babylonMaterial));\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _loadIridescencePropertiesAsync(context: string, properties: IKHRMaterialsIridescence, babylonMaterial: Material): Promise<void> {\r\n const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);\r\n const promises = new Array<Promise<any>>();\r\n\r\n // Set non-texture properties immediately\r\n const iridescenceWeight = properties.iridescenceFactor ?? 0;\r\n const iridescenceIor = properties.iridescenceIor ?? (properties as any).iridescenceIOR ?? 1.3;\r\n const iridescenceThicknessMinimum = properties.iridescenceThicknessMinimum ?? 100;\r\n const iridescenceThicknessMaximum = properties.iridescenceThicknessMaximum ?? 400;\r\n\r\n adapter.iridescenceWeight = iridescenceWeight;\r\n adapter.iridescenceIor = iridescenceIor;\r\n adapter.iridescenceThicknessMinimum = iridescenceThicknessMinimum;\r\n adapter.iridescenceThicknessMaximum = iridescenceThicknessMaximum;\r\n\r\n // Load textures\r\n if (properties.iridescenceTexture) {\r\n promises.push(\r\n this._loader.loadTextureInfoAsync(`${context}/iridescenceTexture`, properties.iridescenceTexture, (texture) => {\r\n texture.name = `${babylonMaterial.name} (Iridescence)`;\r\n adapter.iridescenceTexture = texture;\r\n })\r\n );\r\n }\r\n\r\n if (properties.iridescenceThicknessTexture) {\r\n promises.push(\r\n this._loader.loadTextureInfoAsync(`${context}/iridescenceThicknessTexture`, properties.iridescenceThicknessTexture, (texture) => {\r\n texture.name = `${babylonMaterial.name} (Iridescence Thickness)`;\r\n adapter.iridescenceThicknessTexture = texture;\r\n })\r\n );\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(promises).then(() => {});\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new KHR_materials_iridescence(loader));\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport type { IMaterial } from \"../glTFLoaderInterfaces\";\r\nimport type { IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader } from \"../glTFLoader\";\r\nimport type { IKHRMaterialsIridescence } from \"babylonjs-gltf2interface\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"KHR_materials_iridescence\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the KHR_materials_iridescence extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"KHR_materials_iridescence\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_iridescence/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_materials_iridescence implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /**\r\n * Defines a number that determines the order the extensions are applied.\r\n */\r\n public order = 195;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IKHRMaterialsIridescence>(context, material, this.name, async (extensionContext, extension) => {\r\n const promises = new Array<Promise<any>>();\r\n promises.push(this._loader.loadMaterialPropertiesAsync(context, material, babylonMaterial));\r\n promises.push(this._loadIridescencePropertiesAsync(extensionContext, extension, babylonMaterial));\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _loadIridescencePropertiesAsync(context: string, properties: IKHRMaterialsIridescence, babylonMaterial: Material): Promise<void> {\r\n const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);\r\n const promises = new Array<Promise<any>>();\r\n\r\n // Set non-texture properties immediately\r\n adapter.thinFilmWeight = properties.iridescenceFactor ?? 0;\r\n adapter.thinFilmIor = properties.iridescenceIor ?? (properties as any).iridescenceIOR ?? 1.3;\r\n adapter.thinFilmThicknessMinimum = properties.iridescenceThicknessMinimum ?? 100;\r\n adapter.thinFilmThicknessMaximum = properties.iridescenceThicknessMaximum ?? 400;\r\n\r\n // Load textures\r\n if (properties.iridescenceTexture) {\r\n promises.push(\r\n this._loader.loadTextureInfoAsync(`${context}/iridescenceTexture`, properties.iridescenceTexture, (texture) => {\r\n texture.name = `${babylonMaterial.name} (Iridescence)`;\r\n adapter.thinFilmWeightTexture = texture;\r\n })\r\n );\r\n }\r\n\r\n if (properties.iridescenceThicknessTexture) {\r\n promises.push(\r\n this._loader.loadTextureInfoAsync(`${context}/iridescenceThicknessTexture`, properties.iridescenceThicknessTexture, (texture) => {\r\n texture.name = `${babylonMaterial.name} (Iridescence Thickness)`;\r\n adapter.thinFilmThicknessTexture = texture;\r\n })\r\n );\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(promises).then(() => {});\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new KHR_materials_iridescence(loader));\r\n"]}
@@ -266,29 +266,29 @@ export interface IMaterialLoadingAdapter {
266
266
  */
267
267
  configureGltfStyleAnisotropy(useGltfStyle?: boolean): void;
268
268
  /**
269
- * Sets the iridescence weight (OpenPBR: iridescenceWeight, PBR: iridescence.intensity)
269
+ * Sets the thin film weight
270
270
  */
271
- iridescenceWeight: number;
271
+ thinFilmWeight: number;
272
272
  /**
273
- * Sets the iridescence IOR (OpenPBR: iridescenceIor, PBR: iridescence.indexOfRefraction)
273
+ * Sets the thin film IOR
274
274
  */
275
- iridescenceIor: number;
275
+ thinFilmIor: number;
276
276
  /**
277
- * Sets the iridescence thickness minimum (OpenPBR: iridescenceThicknessMinimum, PBR: iridescence.minimumThickness)
277
+ * Sets the thin film thickness minimum
278
278
  */
279
- iridescenceThicknessMinimum: number;
279
+ thinFilmThicknessMinimum: number;
280
280
  /**
281
- * Sets the iridescence thickness maximum (OpenPBR: iridescenceThicknessMaximum, PBR: iridescence.maximumThickness)
281
+ * Sets the thin film thickness maximum
282
282
  */
283
- iridescenceThicknessMaximum: number;
283
+ thinFilmThicknessMaximum: number;
284
284
  /**
285
- * Sets the iridescence texture (OpenPBR: iridescenceTexture, PBR: iridescence.intensityTexture)
285
+ * Sets the thin film iridescence texture
286
286
  */
287
- iridescenceTexture: Nullable<BaseTexture>;
287
+ thinFilmWeightTexture: Nullable<BaseTexture>;
288
288
  /**
289
- * Sets the iridescence thickness texture (OpenPBR: iridescenceThicknessTexture, PBR: iridescence.thicknessTexture)
289
+ * Sets the thin film thickness texture
290
290
  */
291
- iridescenceThicknessTexture: Nullable<BaseTexture>;
291
+ thinFilmThicknessTexture: Nullable<BaseTexture>;
292
292
  /**
293
293
  * Sets the unlit flag (OpenPBR: unlit, PBR: unlit)
294
294
  */
@@ -1 +1 @@
1
- {"version":3,"file":"materialLoadingAdapter.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/materialLoadingAdapter.ts"],"names":[],"mappings":"","sourcesContent":["import type { Material } from \"core/Materials/material\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Interface for material loading adapters that provides a unified OpenPBR-like interface\r\n * for both OpenPBR and PBR materials, eliminating conditional branches in extensions.\r\n */\r\nexport interface IMaterialLoadingAdapter {\r\n /**\r\n * Gets the underlying material\r\n */\r\n readonly material: Material;\r\n\r\n /**\r\n * Whether the material should be treated as unlit\r\n */\r\n isUnlit: boolean;\r\n\r\n // ========================================\r\n // CULLING PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the back face culling\r\n */\r\n backFaceCulling: boolean;\r\n\r\n /**\r\n * Sets/gets the two sided lighting\r\n */\r\n twoSidedLighting: boolean;\r\n\r\n // ========================================\r\n // ALPHA PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the alpha cutoff value (used for alpha test mode)\r\n */\r\n alphaCutOff: number;\r\n\r\n /**\r\n * Sets/gets whether to use alpha from albedo/base color texture\r\n */\r\n useAlphaFromBaseColorTexture: boolean;\r\n\r\n /**\r\n * Sets/Gets whether the transparency is treated as alpha coverage\r\n */\r\n transparencyAsAlphaCoverage: boolean;\r\n\r\n // ========================================\r\n // BASE PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the base color (OpenPBR: baseColor, PBR: albedoColor)\r\n */\r\n baseColor: Color3;\r\n\r\n /**\r\n * Sets/gets the base color texture (OpenPBR: baseColorTexture, PBR: albedoTexture)\r\n */\r\n baseColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness (OpenPBR: baseDiffuseRoughness, PBR: baseDiffuseRoughness)\r\n */\r\n baseDiffuseRoughness: number;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness texture (OpenPBR: baseDiffuseRoughnessTexture, PBR: baseDiffuseRoughnessTexture)\r\n */\r\n baseDiffuseRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base metalness (OpenPBR: baseMetalness, PBR: metallic)\r\n */\r\n baseMetalness: number;\r\n\r\n /**\r\n * Sets/gets the base metalness texture (OpenPBR: baseMetalnessTexture, PBR: metallicTexture)\r\n */\r\n baseMetalnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets whether to use roughness from metallic texture green channel\r\n */\r\n useRoughnessFromMetallicTextureGreen: boolean;\r\n\r\n /**\r\n * Sets whether to use metallic from metallic texture blue channel\r\n */\r\n useMetallicFromMetallicTextureBlue: boolean;\r\n\r\n // ========================================\r\n // SPECULAR PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures specular properties and enables OpenPBR BRDF model for edge color support\r\n * @param enableEdgeColor - Whether to enable edge color support\r\n */\r\n enableSpecularEdgeColor(enableEdgeColor?: boolean): void;\r\n\r\n /**\r\n * Sets/gets the specular weight (OpenPBR: specularWeight, PBR: metallicF0Factor)\r\n */\r\n specularWeight: number;\r\n\r\n /**\r\n * Sets/gets the specular weight texture (OpenPBR: specularWeightTexture, PBR: metallicReflectanceTexture)\r\n */\r\n specularWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular color (OpenPBR: specularColor, PBR: reflectance)\r\n */\r\n specularColor: Color3;\r\n\r\n /**\r\n * Sets/gets the specular color texture (OpenPBR: specularColorTexture, PBR: reflectanceTexture)\r\n */\r\n specularColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular roughness (OpenPBR: specularRoughness, PBR: roughness)\r\n */\r\n specularRoughness: number;\r\n\r\n /**\r\n * Sets/gets the specular roughness texture\r\n */\r\n specularRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular IOR (OpenPBR: specularIor, PBR: indexOfRefraction)\r\n */\r\n specularIor: number;\r\n\r\n // ========================================\r\n // EMISSION PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the emissive color (OpenPBR: emissionColor, PBR: emissiveColor)\r\n */\r\n emissionColor: Color3;\r\n\r\n /**\r\n * Sets/gets the emissive luminance (OpenPBR: emissionLuminance, PBR: emissiveIntensity)\r\n */\r\n emissionLuminance: number;\r\n\r\n /**\r\n * Sets/gets the emissive texture\r\n */\r\n emissionColorTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // AMBIENT OCCLUSION\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture (OpenPBR: ambientOcclusionTexture, PBR: ambientTexture)\r\n */\r\n ambientOcclusionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture strength/level\r\n */\r\n ambientOcclusionTextureStrength: number;\r\n\r\n // ========================================\r\n // COAT PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures clear coat for PBR material\r\n */\r\n configureCoat(): void;\r\n\r\n /**\r\n * Sets/gets the coat weight (OpenPBR: coatWeight, PBR: clearCoat.intensity)\r\n */\r\n coatWeight: number;\r\n\r\n /**\r\n * Sets/gets the coat weight texture (OpenPBR: coatWeightTexture, PBR: clearCoat.texture)\r\n */\r\n coatWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat color (OpenPBR: coatColor, no PBR equivalent)\r\n */\r\n coatColor: Color3;\r\n\r\n /**\r\n * Sets the coat color texture (OpenPBR: coatColorTexture, no PBR equivalent)\r\n */\r\n coatColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness (OpenPBR: coatRoughness, PBR: clearCoat.roughness)\r\n */\r\n coatRoughness: number;\r\n\r\n /**\r\n * Sets/gets the coat roughness texture (OpenPBR: coatRoughnessTexture, PBR: clearCoat.textureRoughness)\r\n */\r\n coatRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat index of refraction (IOR)\r\n */\r\n coatIor: number;\r\n\r\n /**\r\n * Sets the coat darkening (OpenPBR: coatDarkening, no PBR equivalent)\r\n */\r\n coatDarkening: number;\r\n\r\n /**\r\n * Sets the coat darkening texture (OpenPBR: coatDarkeningTexture, no PBR equivalent)\r\n */\r\n coatDarkeningTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness anisotropy (OpenPBR: coatRoughnessAnisotropy, PBR: clearCoat.anisotropy.intensity)\r\n */\r\n coatRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the coat tangent angle for anisotropy (OpenPBR: geometryCoatTangentAngle, PBR: clearCoat.anisotropy.angle)\r\n */\r\n geometryCoatTangentAngle: number;\r\n\r\n /**\r\n * Sets the coat tangent texture for anisotropy (OpenPBR: geometryCoatTangentTexture, PBR: clearCoat.anisotropy.texture)\r\n */\r\n geometryCoatTangentTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // TRANSMISSION LAYER\r\n // ========================================\r\n\r\n /**\r\n * Sets the transmission weight (OpenPBR: transmissionWeight, PBR: subSurface.refractionIntensity)\r\n */\r\n transmissionWeight: number;\r\n\r\n /**\r\n * Sets the transmission weight texture (OpenPBR: transmissionWeightTexture, PBR: subSurface.refractionIntensityTexture)\r\n */\r\n transmissionWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the attenuation distance (OpenPBR: attenuationDistance, PBR: subSurface.volumeIndexOfRefraction)\r\n */\r\n transmissionDepth: number;\r\n\r\n /**\r\n * Sets the attenuation color (OpenPBR: attenuationColor, PBR: subSurface.tintColor)\r\n */\r\n transmissionColor: Color3;\r\n\r\n /**\r\n * Sets the dispersion Abbe number\r\n */\r\n transmissionDispersionAbbeNumber: number;\r\n\r\n /**\r\n * Configures transmission for thin-surface transmission (KHR_materials_transmission)\r\n */\r\n configureTransmission(): void;\r\n\r\n // ========================================\r\n // VOLUME PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets the thickness texture (OpenPBR: thicknessTexture, PBR: subSurface.thicknessTexture)\r\n */\r\n volumeThicknessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thickness factor (OpenPBR: thickness, PBR: subSurface.maximumThickness)\r\n */\r\n volumeThickness: number;\r\n\r\n // ========================================\r\n // SUBSURFACE PROPERTIES (Subsurface Scattering)\r\n // ========================================\r\n\r\n /**\r\n * Configures subsurface properties for PBR material\r\n */\r\n configureSubsurface(): void;\r\n\r\n /**\r\n * Sets/gets the subsurface weight\r\n */\r\n subsurfaceWeight: number;\r\n\r\n /**\r\n * Sets/gets the subsurface weight texture\r\n */\r\n subsurfaceWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the subsurface color (OpenPBR: subsurfaceColor, PBR: subSurface.tintColor)\r\n */\r\n subsurfaceColor: Color3;\r\n\r\n /**\r\n * Sets/gets the subsurface color texture (OpenPBR: subsurfaceColorTexture, PBR: subSurface.tintColorTexture)\r\n */\r\n subsurfaceColorTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // FUZZ LAYER (Sheen)\r\n // ========================================\r\n\r\n /**\r\n * Configures initial settings for fuzz for material.\r\n */\r\n configureFuzz(): void;\r\n\r\n /**\r\n * Sets the fuzz weight (OpenPBR: fuzzWeight, PBR: fuzz.intensity)\r\n */\r\n fuzzWeight: number;\r\n\r\n /**\r\n * Sets the fuzz color (OpenPBR: fuzzColor, PBR: fuzz.color)\r\n */\r\n fuzzColor: Color3;\r\n\r\n /**\r\n * Sets the fuzz color texture (OpenPBR: fuzzColorTexture, PBR: fuzz.texture)\r\n */\r\n fuzzColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the fuzz roughness (OpenPBR: fuzzRoughness, PBR: fuzz.roughness)\r\n */\r\n fuzzRoughness: number;\r\n\r\n /**\r\n * Sets the fuzz roughness texture (OpenPBR: fuzzRoughnessTexture, PBR: fuzz.textureRoughness)\r\n */\r\n fuzzRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // ANISOTROPY\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the specular roughness anisotropy (OpenPBR: specularRoughnessAnisotropy, PBR: anisotropy.intensity)\r\n */\r\n specularRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the anisotropy rotation (OpenPBR: anisotropyRotation, PBR: anisotropy.angle)\r\n */\r\n geometryTangentAngle: number;\r\n\r\n /**\r\n * Sets/gets the anisotropy texture (OpenPBR: geometryTangentTexture, PBR: anisotropy.texture)\r\n */\r\n geometryTangentTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Configures glTF-style anisotropy for OpenPBR materials\r\n * @param useGltfStyle - Whether to use glTF-style anisotropy (default: true)\r\n */\r\n configureGltfStyleAnisotropy(useGltfStyle?: boolean): void;\r\n\r\n // ========================================\r\n // THIN FILM IRIDESCENCE\r\n // ========================================\r\n\r\n /**\r\n * Sets the iridescence weight (OpenPBR: iridescenceWeight, PBR: iridescence.intensity)\r\n */\r\n iridescenceWeight: number;\r\n\r\n /**\r\n * Sets the iridescence IOR (OpenPBR: iridescenceIor, PBR: iridescence.indexOfRefraction)\r\n */\r\n iridescenceIor: number;\r\n\r\n /**\r\n * Sets the iridescence thickness minimum (OpenPBR: iridescenceThicknessMinimum, PBR: iridescence.minimumThickness)\r\n */\r\n iridescenceThicknessMinimum: number;\r\n\r\n /**\r\n * Sets the iridescence thickness maximum (OpenPBR: iridescenceThicknessMaximum, PBR: iridescence.maximumThickness)\r\n */\r\n iridescenceThicknessMaximum: number;\r\n\r\n /**\r\n * Sets the iridescence texture (OpenPBR: iridescenceTexture, PBR: iridescence.intensityTexture)\r\n */\r\n iridescenceTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the iridescence thickness texture (OpenPBR: iridescenceThicknessTexture, PBR: iridescence.thicknessTexture)\r\n */\r\n iridescenceThicknessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // UNLIT MATERIALS\r\n // ========================================\r\n\r\n /**\r\n * Sets the unlit flag (OpenPBR: unlit, PBR: unlit)\r\n */\r\n unlit: boolean;\r\n\r\n // ========================================\r\n // GEOMETRY PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the geometry opacity (OpenPBR: geometryOpacity, PBR: alpha)\r\n */\r\n geometryOpacity: number;\r\n\r\n /**\r\n * Sets/gets the geometry normal texture (OpenPBR: geometryNormalTexture, PBR: bumpTexture)\r\n */\r\n geometryNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the normal map inversions for PBR material only\r\n * @param invertX - Whether to invert the normal map on the X axis\r\n * @param invertY - Whether to invert the normal map on the Y axis\r\n */\r\n setNormalMapInversions(invertX: boolean, invertY: boolean): void;\r\n\r\n /**\r\n * Sets/gets the coat normal texture (OpenPBR: geometryCoatNormalTexture, PBR: clearCoat.bumpTexture)\r\n */\r\n geometryCoatNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat normal texture scale\r\n */\r\n geometryCoatNormalTextureScale: number;\r\n}\r\n"]}
1
+ {"version":3,"file":"materialLoadingAdapter.js","sourceRoot":"","sources":["../../../../../dev/loaders/src/glTF/2.0/materialLoadingAdapter.ts"],"names":[],"mappings":"","sourcesContent":["import type { Material } from \"core/Materials/material\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Interface for material loading adapters that provides a unified OpenPBR-like interface\r\n * for both OpenPBR and PBR materials, eliminating conditional branches in extensions.\r\n */\r\nexport interface IMaterialLoadingAdapter {\r\n /**\r\n * Gets the underlying material\r\n */\r\n readonly material: Material;\r\n\r\n /**\r\n * Whether the material should be treated as unlit\r\n */\r\n isUnlit: boolean;\r\n\r\n // ========================================\r\n // CULLING PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the back face culling\r\n */\r\n backFaceCulling: boolean;\r\n\r\n /**\r\n * Sets/gets the two sided lighting\r\n */\r\n twoSidedLighting: boolean;\r\n\r\n // ========================================\r\n // ALPHA PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the alpha cutoff value (used for alpha test mode)\r\n */\r\n alphaCutOff: number;\r\n\r\n /**\r\n * Sets/gets whether to use alpha from albedo/base color texture\r\n */\r\n useAlphaFromBaseColorTexture: boolean;\r\n\r\n /**\r\n * Sets/Gets whether the transparency is treated as alpha coverage\r\n */\r\n transparencyAsAlphaCoverage: boolean;\r\n\r\n // ========================================\r\n // BASE PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the base color (OpenPBR: baseColor, PBR: albedoColor)\r\n */\r\n baseColor: Color3;\r\n\r\n /**\r\n * Sets/gets the base color texture (OpenPBR: baseColorTexture, PBR: albedoTexture)\r\n */\r\n baseColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness (OpenPBR: baseDiffuseRoughness, PBR: baseDiffuseRoughness)\r\n */\r\n baseDiffuseRoughness: number;\r\n\r\n /**\r\n * Sets/gets the base diffuse roughness texture (OpenPBR: baseDiffuseRoughnessTexture, PBR: baseDiffuseRoughnessTexture)\r\n */\r\n baseDiffuseRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the base metalness (OpenPBR: baseMetalness, PBR: metallic)\r\n */\r\n baseMetalness: number;\r\n\r\n /**\r\n * Sets/gets the base metalness texture (OpenPBR: baseMetalnessTexture, PBR: metallicTexture)\r\n */\r\n baseMetalnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets whether to use roughness from metallic texture green channel\r\n */\r\n useRoughnessFromMetallicTextureGreen: boolean;\r\n\r\n /**\r\n * Sets whether to use metallic from metallic texture blue channel\r\n */\r\n useMetallicFromMetallicTextureBlue: boolean;\r\n\r\n // ========================================\r\n // SPECULAR PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures specular properties and enables OpenPBR BRDF model for edge color support\r\n * @param enableEdgeColor - Whether to enable edge color support\r\n */\r\n enableSpecularEdgeColor(enableEdgeColor?: boolean): void;\r\n\r\n /**\r\n * Sets/gets the specular weight (OpenPBR: specularWeight, PBR: metallicF0Factor)\r\n */\r\n specularWeight: number;\r\n\r\n /**\r\n * Sets/gets the specular weight texture (OpenPBR: specularWeightTexture, PBR: metallicReflectanceTexture)\r\n */\r\n specularWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular color (OpenPBR: specularColor, PBR: reflectance)\r\n */\r\n specularColor: Color3;\r\n\r\n /**\r\n * Sets/gets the specular color texture (OpenPBR: specularColorTexture, PBR: reflectanceTexture)\r\n */\r\n specularColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular roughness (OpenPBR: specularRoughness, PBR: roughness)\r\n */\r\n specularRoughness: number;\r\n\r\n /**\r\n * Sets/gets the specular roughness texture\r\n */\r\n specularRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the specular IOR (OpenPBR: specularIor, PBR: indexOfRefraction)\r\n */\r\n specularIor: number;\r\n\r\n // ========================================\r\n // EMISSION PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the emissive color (OpenPBR: emissionColor, PBR: emissiveColor)\r\n */\r\n emissionColor: Color3;\r\n\r\n /**\r\n * Sets/gets the emissive luminance (OpenPBR: emissionLuminance, PBR: emissiveIntensity)\r\n */\r\n emissionLuminance: number;\r\n\r\n /**\r\n * Sets/gets the emissive texture\r\n */\r\n emissionColorTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // AMBIENT OCCLUSION\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture (OpenPBR: ambientOcclusionTexture, PBR: ambientTexture)\r\n */\r\n ambientOcclusionTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the ambient occlusion texture strength/level\r\n */\r\n ambientOcclusionTextureStrength: number;\r\n\r\n // ========================================\r\n // COAT PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Configures clear coat for PBR material\r\n */\r\n configureCoat(): void;\r\n\r\n /**\r\n * Sets/gets the coat weight (OpenPBR: coatWeight, PBR: clearCoat.intensity)\r\n */\r\n coatWeight: number;\r\n\r\n /**\r\n * Sets/gets the coat weight texture (OpenPBR: coatWeightTexture, PBR: clearCoat.texture)\r\n */\r\n coatWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat color (OpenPBR: coatColor, no PBR equivalent)\r\n */\r\n coatColor: Color3;\r\n\r\n /**\r\n * Sets the coat color texture (OpenPBR: coatColorTexture, no PBR equivalent)\r\n */\r\n coatColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness (OpenPBR: coatRoughness, PBR: clearCoat.roughness)\r\n */\r\n coatRoughness: number;\r\n\r\n /**\r\n * Sets/gets the coat roughness texture (OpenPBR: coatRoughnessTexture, PBR: clearCoat.textureRoughness)\r\n */\r\n coatRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat index of refraction (IOR)\r\n */\r\n coatIor: number;\r\n\r\n /**\r\n * Sets the coat darkening (OpenPBR: coatDarkening, no PBR equivalent)\r\n */\r\n coatDarkening: number;\r\n\r\n /**\r\n * Sets the coat darkening texture (OpenPBR: coatDarkeningTexture, no PBR equivalent)\r\n */\r\n coatDarkeningTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the coat roughness anisotropy (OpenPBR: coatRoughnessAnisotropy, PBR: clearCoat.anisotropy.intensity)\r\n */\r\n coatRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the coat tangent angle for anisotropy (OpenPBR: geometryCoatTangentAngle, PBR: clearCoat.anisotropy.angle)\r\n */\r\n geometryCoatTangentAngle: number;\r\n\r\n /**\r\n * Sets the coat tangent texture for anisotropy (OpenPBR: geometryCoatTangentTexture, PBR: clearCoat.anisotropy.texture)\r\n */\r\n geometryCoatTangentTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // TRANSMISSION LAYER\r\n // ========================================\r\n\r\n /**\r\n * Sets the transmission weight (OpenPBR: transmissionWeight, PBR: subSurface.refractionIntensity)\r\n */\r\n transmissionWeight: number;\r\n\r\n /**\r\n * Sets the transmission weight texture (OpenPBR: transmissionWeightTexture, PBR: subSurface.refractionIntensityTexture)\r\n */\r\n transmissionWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the attenuation distance (OpenPBR: attenuationDistance, PBR: subSurface.volumeIndexOfRefraction)\r\n */\r\n transmissionDepth: number;\r\n\r\n /**\r\n * Sets the attenuation color (OpenPBR: attenuationColor, PBR: subSurface.tintColor)\r\n */\r\n transmissionColor: Color3;\r\n\r\n /**\r\n * Sets the dispersion Abbe number\r\n */\r\n transmissionDispersionAbbeNumber: number;\r\n\r\n /**\r\n * Configures transmission for thin-surface transmission (KHR_materials_transmission)\r\n */\r\n configureTransmission(): void;\r\n\r\n // ========================================\r\n // VOLUME PROPERTIES\r\n // ========================================\r\n\r\n /**\r\n * Sets the thickness texture (OpenPBR: thicknessTexture, PBR: subSurface.thicknessTexture)\r\n */\r\n volumeThicknessTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thickness factor (OpenPBR: thickness, PBR: subSurface.maximumThickness)\r\n */\r\n volumeThickness: number;\r\n\r\n // ========================================\r\n // SUBSURFACE PROPERTIES (Subsurface Scattering)\r\n // ========================================\r\n\r\n /**\r\n * Configures subsurface properties for PBR material\r\n */\r\n configureSubsurface(): void;\r\n\r\n /**\r\n * Sets/gets the subsurface weight\r\n */\r\n subsurfaceWeight: number;\r\n\r\n /**\r\n * Sets/gets the subsurface weight texture\r\n */\r\n subsurfaceWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets/gets the subsurface color (OpenPBR: subsurfaceColor, PBR: subSurface.tintColor)\r\n */\r\n subsurfaceColor: Color3;\r\n\r\n /**\r\n * Sets/gets the subsurface color texture (OpenPBR: subsurfaceColorTexture, PBR: subSurface.tintColorTexture)\r\n */\r\n subsurfaceColorTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // FUZZ LAYER (Sheen)\r\n // ========================================\r\n\r\n /**\r\n * Configures initial settings for fuzz for material.\r\n */\r\n configureFuzz(): void;\r\n\r\n /**\r\n * Sets the fuzz weight (OpenPBR: fuzzWeight, PBR: fuzz.intensity)\r\n */\r\n fuzzWeight: number;\r\n\r\n /**\r\n * Sets the fuzz color (OpenPBR: fuzzColor, PBR: fuzz.color)\r\n */\r\n fuzzColor: Color3;\r\n\r\n /**\r\n * Sets the fuzz color texture (OpenPBR: fuzzColorTexture, PBR: fuzz.texture)\r\n */\r\n fuzzColorTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the fuzz roughness (OpenPBR: fuzzRoughness, PBR: fuzz.roughness)\r\n */\r\n fuzzRoughness: number;\r\n\r\n /**\r\n * Sets the fuzz roughness texture (OpenPBR: fuzzRoughnessTexture, PBR: fuzz.textureRoughness)\r\n */\r\n fuzzRoughnessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // ANISOTROPY\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the specular roughness anisotropy (OpenPBR: specularRoughnessAnisotropy, PBR: anisotropy.intensity)\r\n */\r\n specularRoughnessAnisotropy: number;\r\n\r\n /**\r\n * Sets the anisotropy rotation (OpenPBR: anisotropyRotation, PBR: anisotropy.angle)\r\n */\r\n geometryTangentAngle: number;\r\n\r\n /**\r\n * Sets/gets the anisotropy texture (OpenPBR: geometryTangentTexture, PBR: anisotropy.texture)\r\n */\r\n geometryTangentTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Configures glTF-style anisotropy for OpenPBR materials\r\n * @param useGltfStyle - Whether to use glTF-style anisotropy (default: true)\r\n */\r\n configureGltfStyleAnisotropy(useGltfStyle?: boolean): void;\r\n\r\n // ========================================\r\n // THIN FILM IRIDESCENCE\r\n // ========================================\r\n\r\n /**\r\n * Sets the thin film weight\r\n */\r\n thinFilmWeight: number;\r\n\r\n /**\r\n * Sets the thin film IOR\r\n */\r\n thinFilmIor: number;\r\n\r\n /**\r\n * Sets the thin film thickness minimum\r\n */\r\n thinFilmThicknessMinimum: number;\r\n\r\n /**\r\n * Sets the thin film thickness maximum\r\n */\r\n thinFilmThicknessMaximum: number;\r\n\r\n /**\r\n * Sets the thin film iridescence texture\r\n */\r\n thinFilmWeightTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the thin film thickness texture\r\n */\r\n thinFilmThicknessTexture: Nullable<BaseTexture>;\r\n\r\n // ========================================\r\n // UNLIT MATERIALS\r\n // ========================================\r\n\r\n /**\r\n * Sets the unlit flag (OpenPBR: unlit, PBR: unlit)\r\n */\r\n unlit: boolean;\r\n\r\n // ========================================\r\n // GEOMETRY PARAMETERS\r\n // ========================================\r\n\r\n /**\r\n * Sets/gets the geometry opacity (OpenPBR: geometryOpacity, PBR: alpha)\r\n */\r\n geometryOpacity: number;\r\n\r\n /**\r\n * Sets/gets the geometry normal texture (OpenPBR: geometryNormalTexture, PBR: bumpTexture)\r\n */\r\n geometryNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the normal map inversions for PBR material only\r\n * @param invertX - Whether to invert the normal map on the X axis\r\n * @param invertY - Whether to invert the normal map on the Y axis\r\n */\r\n setNormalMapInversions(invertX: boolean, invertY: boolean): void;\r\n\r\n /**\r\n * Sets/gets the coat normal texture (OpenPBR: geometryCoatNormalTexture, PBR: clearCoat.bumpTexture)\r\n */\r\n geometryCoatNormalTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Sets the coat normal texture scale\r\n */\r\n geometryCoatNormalTextureScale: number;\r\n}\r\n"]}
@@ -513,41 +513,35 @@ export declare class OpenPBRMaterialLoadingAdapter implements IMaterialLoadingAd
513
513
  */
514
514
  configureGltfStyleAnisotropy(useGltfStyle?: boolean): void;
515
515
  /**
516
- * Sets the iridescence weight.
517
- * TODO: Implementation pending OpenPBR iridescence feature availability.
518
- * @param value The iridescence intensity value
516
+ * Sets the thin film weight.
517
+ * @param value The thin film weight value
519
518
  */
520
- set iridescenceWeight(value: number);
519
+ set thinFilmWeight(value: number);
521
520
  /**
522
- * Sets the iridescence IOR.
523
- * TODO: Implementation pending OpenPBR iridescence feature availability.
524
- * @param value The iridescence IOR value
521
+ * Sets the thin film IOR.
522
+ * @param value The thin film IOR value
525
523
  */
526
- set iridescenceIor(value: number);
524
+ set thinFilmIor(value: number);
527
525
  /**
528
- * Sets the iridescence thickness minimum.
529
- * TODO: Implementation pending OpenPBR iridescence feature availability.
526
+ * Sets the thin film thickness minimum.
530
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  * @param value The minimum thickness value in nanometers
531
528
  */
532
- set iridescenceThicknessMinimum(value: number);
529
+ set thinFilmThicknessMinimum(value: number);
533
530
  /**
534
- * Sets the iridescence thickness maximum.
535
- * TODO: Implementation pending OpenPBR iridescence feature availability.
531
+ * Sets the thin film thickness maximum.
536
532
  * @param value The maximum thickness value in nanometers
537
533
  */
538
- set iridescenceThicknessMaximum(value: number);
534
+ set thinFilmThicknessMaximum(value: number);
539
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  /**
540
- * Sets the iridescence texture.
541
- * TODO: Implementation pending OpenPBR iridescence feature availability.
542
- * @param value The iridescence intensity texture or null
536
+ * Sets the thin film weight texture.
537
+ * @param value The thin film weight texture or null
543
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  */
544
- set iridescenceTexture(value: Nullable<BaseTexture>);
539
+ set thinFilmWeightTexture(value: Nullable<BaseTexture>);
545
540
  /**
546
- * Sets the iridescence thickness texture.
547
- * TODO: Implementation pending OpenPBR iridescence feature availability.
548
- * @param value The iridescence thickness texture or null
541
+ * Sets the thin film thickness texture.
542
+ * @param value The thin film thickness texture or null
549
543
  */
550
- set iridescenceThicknessTexture(value: Nullable<BaseTexture>);
544
+ set thinFilmThicknessTexture(value: Nullable<BaseTexture>);
551
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  /**
552
546
  * Sets whether the OpenPBR material is unlit.
553
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  * @param value True to make the material unlit
@@ -778,58 +778,47 @@ export class OpenPBRMaterialLoadingAdapter {
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  // THIN FILM IRIDESCENCE
779
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  // ========================================
780
780
  /**
781
- * Sets the iridescence weight.
782
- * TODO: Implementation pending OpenPBR iridescence feature availability.
783
- * @param value The iridescence intensity value
781
+ * Sets the thin film weight.
782
+ * @param value The thin film weight value
784
783
  */
785
- set iridescenceWeight(value) {
786
- // TODO: Implement when OpenPBR iridescence is available
787
- // this._material.iridescenceWeight = value;
784
+ set thinFilmWeight(value) {
785
+ this._material.thinFilmWeight = value;
788
786
  }
789
787
  /**
790
- * Sets the iridescence IOR.
791
- * TODO: Implementation pending OpenPBR iridescence feature availability.
792
- * @param value The iridescence IOR value
788
+ * Sets the thin film IOR.
789
+ * @param value The thin film IOR value
793
790
  */
794
- set iridescenceIor(value) {
795
- // TODO: Implement when OpenPBR iridescence is available
796
- // this._material.iridescenceIor = value;
791
+ set thinFilmIor(value) {
792
+ this._material.thinFilmIor = value;
797
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  }
798
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  /**
799
- * Sets the iridescence thickness minimum.
800
- * TODO: Implementation pending OpenPBR iridescence feature availability.
795
+ * Sets the thin film thickness minimum.
801
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  * @param value The minimum thickness value in nanometers
802
797
  */
803
- set iridescenceThicknessMinimum(value) {
804
- // TODO: Implement when OpenPBR iridescence is available
805
- // this._material.iridescenceThicknessMinimum = value;
798
+ set thinFilmThicknessMinimum(value) {
799
+ this._material.thinFilmThicknessMin = value / 1000.0; // Convert to micrometers for OpenPBR
806
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  }
807
801
  /**
808
- * Sets the iridescence thickness maximum.
809
- * TODO: Implementation pending OpenPBR iridescence feature availability.
802
+ * Sets the thin film thickness maximum.
810
803
  * @param value The maximum thickness value in nanometers
811
804
  */
812
- set iridescenceThicknessMaximum(value) {
813
- // TODO: Implement when OpenPBR iridescence is available
814
- // this._material.iridescenceThicknessMaximum = value;
805
+ set thinFilmThicknessMaximum(value) {
806
+ this._material.thinFilmThickness = value / 1000.0; // Convert to micrometers for OpenPBR
815
807
  }
816
808
  /**
817
- * Sets the iridescence texture.
818
- * TODO: Implementation pending OpenPBR iridescence feature availability.
819
- * @param value The iridescence intensity texture or null
809
+ * Sets the thin film weight texture.
810
+ * @param value The thin film weight texture or null
820
811
  */
821
- set iridescenceTexture(value) {
822
- // TODO: Implement when OpenPBR iridescence is available
823
- // this._material.iridescenceTexture = value;
812
+ set thinFilmWeightTexture(value) {
813
+ this._material.thinFilmWeightTexture = value;
824
814
  }
825
815
  /**
826
- * Sets the iridescence thickness texture.
827
- * TODO: Implementation pending OpenPBR iridescence feature availability.
828
- * @param value The iridescence thickness texture or null
816
+ * Sets the thin film thickness texture.
817
+ * @param value The thin film thickness texture or null
829
818
  */
830
- set iridescenceThicknessTexture(value) {
831
- // TODO: Implement when OpenPBR iridescence is available
832
- // this._material.iridescenceThicknessTexture = value;
819
+ set thinFilmThicknessTexture(value) {
820
+ this._material.thinFilmThicknessTexture = value;
821
+ this._material._useThinFilmThicknessFromTextureGreen = true;
833
822
  }
834
823
  // ========================================
835
824
  // UNLIT MATERIALS