@babylonjs/loaders 8.52.0 → 8.53.0
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/SPLAT/splatFileLoader.js +70 -62
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/package.json +3 -3
package/SPLAT/splatFileLoader.js
CHANGED
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@@ -186,13 +186,80 @@ export class SPLATFileLoader {
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});
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});
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}
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+
const handlePLY = (resolve) => {
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// eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
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SPLATFileLoader._ConvertPLYToSplat(data).then(async (parsedPLY) => {
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scene._blockEntityCollection = !!this._assetContainer;
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switch (parsedPLY.mode) {
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case 0 /* Mode.Splat */:
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{
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const gaussianSplatting = this._loadingOptions.gaussianSplattingMesh ?? new GaussianSplattingMesh("GaussianSplatting", null, scene, this._loadingOptions.keepInRam);
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gaussianSplatting._parentContainer = this._assetContainer;
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babylonMeshesArray.push(gaussianSplatting);
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gaussianSplatting.updateData(parsedPLY.data, parsedPLY.sh, { flipY: false });
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gaussianSplatting.scaling.y *= -1.0;
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if (parsedPLY.chirality === "RightHanded") {
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gaussianSplatting.scaling.y *= -1.0;
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}
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switch (parsedPLY.upAxis) {
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case "X":
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gaussianSplatting.rotation = new Vector3(0, 0, Math.PI / 2);
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break;
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case "Y":
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gaussianSplatting.rotation = new Vector3(0, 0, Math.PI);
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break;
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case "Z":
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gaussianSplatting.rotation = new Vector3(-Math.PI / 2, Math.PI, 0);
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break;
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}
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gaussianSplatting.computeWorldMatrix(true);
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}
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break;
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case 1 /* Mode.PointCloud */:
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{
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const pointcloud = new PointsCloudSystem("PointCloud", 1, scene);
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if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {
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// eslint-disable-next-line github/no-then
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await pointcloud.buildMeshAsync().then((mesh) => {
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babylonMeshesArray.push(mesh);
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});
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}
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else {
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pointcloud.dispose();
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}
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}
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break;
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case 2 /* Mode.Mesh */:
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{
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if (parsedPLY.faces) {
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babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));
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}
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else {
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throw new Error("PLY mesh doesn't contain face informations.");
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}
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}
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break;
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default:
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throw new Error("Unsupported Splat mode");
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}
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scene._blockEntityCollection = false;
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this.applyAutoCameraLimits(parsedPLY, scene);
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resolve(babylonMeshesArray);
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});
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};
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// Check for gzip magic bytes (SPZ format) before attempting decompression
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if (u8[0] !== 0x1f || u8[1] !== 0x8b) {
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return new Promise((resolve) => {
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handlePLY(resolve);
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});
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}
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// Use GZip DecompressionStream for SPZ files
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const readableStream = new ReadableStream({
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start(controller) {
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-
controller.enqueue(new Uint8Array(data));
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controller.enqueue(new Uint8Array(data));
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controller.close();
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},
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});
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// Use GZip DecompressionStream
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const decompressionStream = new DecompressionStream("gzip");
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const decompressedStream = readableStream.pipeThrough(decompressionStream);
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return new Promise((resolve) => {
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@@ -223,66 +290,7 @@ export class SPLATFileLoader {
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})
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// eslint-disable-next-line github/no-then
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.catch(() => {
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-
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// eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
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SPLATFileLoader._ConvertPLYToSplat(data).then(async (parsedPLY) => {
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scene._blockEntityCollection = !!this._assetContainer;
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switch (parsedPLY.mode) {
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case 0 /* Mode.Splat */:
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{
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const gaussianSplatting = this._loadingOptions.gaussianSplattingMesh ?? new GaussianSplattingMesh("GaussianSplatting", null, scene, this._loadingOptions.keepInRam);
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gaussianSplatting._parentContainer = this._assetContainer;
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babylonMeshesArray.push(gaussianSplatting);
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gaussianSplatting.updateData(parsedPLY.data, parsedPLY.sh, { flipY: false });
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gaussianSplatting.scaling.y *= -1.0;
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if (parsedPLY.chirality === "RightHanded") {
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gaussianSplatting.scaling.y *= -1.0;
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}
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switch (parsedPLY.upAxis) {
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case "X":
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gaussianSplatting.rotation = new Vector3(0, 0, Math.PI / 2);
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break;
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case "Y":
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gaussianSplatting.rotation = new Vector3(0, 0, Math.PI);
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break;
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case "Z":
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gaussianSplatting.rotation = new Vector3(-Math.PI / 2, Math.PI, 0);
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break;
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}
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gaussianSplatting.computeWorldMatrix(true);
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}
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break;
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case 1 /* Mode.PointCloud */:
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{
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const pointcloud = new PointsCloudSystem("PointCloud", 1, scene);
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if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {
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// eslint-disable-next-line github/no-then
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await pointcloud.buildMeshAsync().then((mesh) => {
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babylonMeshesArray.push(mesh);
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});
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}
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else {
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pointcloud.dispose();
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}
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}
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break;
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case 2 /* Mode.Mesh */:
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{
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if (parsedPLY.faces) {
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babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));
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}
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else {
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throw new Error("PLY mesh doesn't contain face informations.");
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}
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}
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break;
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default:
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throw new Error("Unsupported Splat mode");
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}
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scene._blockEntityCollection = false;
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this.applyAutoCameraLimits(parsedPLY, scene);
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resolve(babylonMeshesArray);
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});
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handlePLY(resolve);
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});
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});
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}
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@@ -1 +1 @@
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1
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-
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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 { IParsedSplat } from \"./splatDefs\";\r\nimport { ParseSogMeta } from \"./sog\";\r\nimport type { SOGRootData } from \"./sog\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { ArcRotateCamera } from \"core/Cameras/arcRotateCamera\";\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: IParsedSplat): 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 // eslint-disable-next-line @typescript-eslint/ban-ts-comment\r\n // @ts-ignore\r\n let fflate = this._loadingOptions.fflate as typeof import(\"fflate\");\r\n // ensure fflate is loaded\r\n if (!fflate) {\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 fflate = (window as any).fflate as typeof fflate;\r\n }\r\n\r\n const { unzipSync } = fflate;\r\n\r\n const unzipped = unzipSync(data) as Record<string, Uint8Array>; // { [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);\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: IParsedSplat) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting = this._loadingOptions.gaussianSplattingMesh ?? new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh, { flipY: false });\r\n gaussianSplatting.scaling.y *= -1;\r\n gaussianSplatting.computeWorldMatrix(true);\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 =\r\n this._loadingOptions.gaussianSplattingMesh ?? 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, { flipY: false });\r\n if (!this._loadingOptions.flipY) {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n }\r\n scene._blockEntityCollection = false;\r\n this.applyAutoCameraLimits(parsedSPZ, scene);\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 =\r\n this._loadingOptions.gaussianSplattingMesh ?? 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, { flipY: false });\r\n gaussianSplatting.scaling.y *= -1.0;\r\n\r\n if (parsedPLY.chirality === \"RightHanded\") {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n }\r\n\r\n switch (parsedPLY.upAxis) {\r\n case \"X\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI / 2);\r\n break;\r\n case \"Y\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI);\r\n break;\r\n case \"Z\":\r\n gaussianSplatting.rotation = new Vector3(-Math.PI / 2, Math.PI, 0);\r\n break;\r\n }\r\n gaussianSplatting.computeWorldMatrix(true);\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 this.applyAutoCameraLimits(parsedPLY, scene);\r\n resolve(babylonMeshesArray);\r\n });\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Applies camera limits based on parsed meta data\r\n * @param meta parsed splat meta data\r\n * @param scene\r\n */\r\n private applyAutoCameraLimits(meta: IParsedSplat, scene: Scene): void {\r\n if (this._loadingOptions.disableAutoCameraLimits) {\r\n return;\r\n }\r\n if ((meta.safeOrbitCameraRadiusMin !== undefined || meta.safeOrbitCameraElevationMinMax !== undefined) && scene.activeCamera?.getClassName() === \"ArcRotateCamera\") {\r\n const arcCam = scene.activeCamera as ArcRotateCamera;\r\n if (meta.safeOrbitCameraElevationMinMax) {\r\n arcCam.lowerBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[1];\r\n arcCam.upperBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[0];\r\n }\r\n\r\n if (meta.safeOrbitCameraRadiusMin) {\r\n arcCam.lowerRadiusLimit = meta.safeOrbitCameraRadiusMin;\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<IParsedSplat> {\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 ElementMode: Record<string, number> = {\r\n Vertex: 0,\r\n Chunk: 1,\r\n SH: 2,\r\n Float_Tuple: 3,\r\n Float: 4,\r\n Uchar: 5,\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 const metaData: Partial<IParsedSplat> = {};\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 } else if (chunkMode == ElementMode.Float_Tuple) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float * 2);\r\n metaData.safeOrbitCameraElevationMinMax = [view.getFloat32(0, true), view.getFloat32(4, true)];\r\n } else if (chunkMode == ElementMode.Float) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float);\r\n metaData.safeOrbitCameraRadiusMin = view.getFloat32(0, true);\r\n } else if (chunkMode == ElementMode.Uchar) {\r\n const view = new DataView(data, rowChunkOffset, offsets.uchar);\r\n if (name == \"up_axis\") {\r\n metaData.upAxis = view.getUint8(0) == 0 ? \"X\" : view.getUint8(0) == 1 ? \"Y\" : \"Z\";\r\n } else if (name == \"chirality\") {\r\n metaData.chirality = view.getUint8(0) == 0 ? \"LeftHanded\" : \"RightHanded\";\r\n }\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 } else if (type == \"sh\") {\r\n chunkMode = ElementMode.SH;\r\n } else if (type == \"safe_orbit_camera_elevation_min_max_radians\") {\r\n chunkMode = ElementMode.Float_Tuple;\r\n } else if (type == \"safe_orbit_camera_radius_min\") {\r\n chunkMode = ElementMode.Float;\r\n } else if (type == \"up_axis\" || type == \"chirality\") {\r\n chunkMode = ElementMode.Uchar;\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({\r\n ...metaData,\r\n mode: currentMode,\r\n data: splatsData.buffer,\r\n sh: splatsData.sh,\r\n faces: faces,\r\n hasVertexColors: !!propertyColorCount,\r\n compressed: false,\r\n rawSplat: false,\r\n });\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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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 { IParsedSplat } from \"./splatDefs\";\r\nimport { ParseSogMeta } from \"./sog\";\r\nimport type { SOGRootData } from \"./sog\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport type { ArcRotateCamera } from \"core/Cameras/arcRotateCamera\";\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: IParsedSplat): 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 // eslint-disable-next-line @typescript-eslint/ban-ts-comment\r\n // @ts-ignore\r\n let fflate = this._loadingOptions.fflate as typeof import(\"fflate\");\r\n // ensure fflate is loaded\r\n if (!fflate) {\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 fflate = (window as any).fflate as typeof fflate;\r\n }\r\n\r\n const { unzipSync } = fflate;\r\n\r\n const unzipped = unzipSync(data) as Record<string, Uint8Array>; // { [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);\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: IParsedSplat) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting = this._loadingOptions.gaussianSplattingMesh ?? new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh, { flipY: false });\r\n gaussianSplatting.scaling.y *= -1;\r\n gaussianSplatting.computeWorldMatrix(true);\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 handlePLY = (resolve: (value: AbstractMesh[]) => void) => {\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 =\r\n this._loadingOptions.gaussianSplattingMesh ?? 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, { flipY: false });\r\n gaussianSplatting.scaling.y *= -1.0;\r\n\r\n if (parsedPLY.chirality === \"RightHanded\") {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n }\r\n\r\n switch (parsedPLY.upAxis) {\r\n case \"X\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI / 2);\r\n break;\r\n case \"Y\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI);\r\n break;\r\n case \"Z\":\r\n gaussianSplatting.rotation = new Vector3(-Math.PI / 2, Math.PI, 0);\r\n break;\r\n }\r\n gaussianSplatting.computeWorldMatrix(true);\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 this.applyAutoCameraLimits(parsedPLY, scene);\r\n resolve(babylonMeshesArray);\r\n });\r\n };\r\n\r\n // Check for gzip magic bytes (SPZ format) before attempting decompression\r\n if (u8[0] !== 0x1f || u8[1] !== 0x8b) {\r\n return new Promise((resolve) => {\r\n handlePLY(resolve);\r\n });\r\n }\r\n\r\n // Use GZip DecompressionStream for SPZ files\r\n const readableStream = new ReadableStream({\r\n start(controller) {\r\n controller.enqueue(new Uint8Array(data));\r\n controller.close();\r\n },\r\n });\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 =\r\n this._loadingOptions.gaussianSplattingMesh ?? 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, { flipY: false });\r\n if (!this._loadingOptions.flipY) {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n }\r\n scene._blockEntityCollection = false;\r\n this.applyAutoCameraLimits(parsedSPZ, scene);\r\n resolve(babylonMeshesArray);\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n handlePLY(resolve);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Applies camera limits based on parsed meta data\r\n * @param meta parsed splat meta data\r\n * @param scene\r\n */\r\n private applyAutoCameraLimits(meta: IParsedSplat, scene: Scene): void {\r\n if (this._loadingOptions.disableAutoCameraLimits) {\r\n return;\r\n }\r\n if ((meta.safeOrbitCameraRadiusMin !== undefined || meta.safeOrbitCameraElevationMinMax !== undefined) && scene.activeCamera?.getClassName() === \"ArcRotateCamera\") {\r\n const arcCam = scene.activeCamera as ArcRotateCamera;\r\n if (meta.safeOrbitCameraElevationMinMax) {\r\n arcCam.lowerBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[1];\r\n arcCam.upperBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[0];\r\n }\r\n\r\n if (meta.safeOrbitCameraRadiusMin) {\r\n arcCam.lowerRadiusLimit = meta.safeOrbitCameraRadiusMin;\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<IParsedSplat> {\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 ElementMode: Record<string, number> = {\r\n Vertex: 0,\r\n Chunk: 1,\r\n SH: 2,\r\n Float_Tuple: 3,\r\n Float: 4,\r\n Uchar: 5,\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 const metaData: Partial<IParsedSplat> = {};\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 } else if (chunkMode == ElementMode.Float_Tuple) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float * 2);\r\n metaData.safeOrbitCameraElevationMinMax = [view.getFloat32(0, true), view.getFloat32(4, true)];\r\n } else if (chunkMode == ElementMode.Float) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float);\r\n metaData.safeOrbitCameraRadiusMin = view.getFloat32(0, true);\r\n } else if (chunkMode == ElementMode.Uchar) {\r\n const view = new DataView(data, rowChunkOffset, offsets.uchar);\r\n if (name == \"up_axis\") {\r\n metaData.upAxis = view.getUint8(0) == 0 ? \"X\" : view.getUint8(0) == 1 ? \"Y\" : \"Z\";\r\n } else if (name == \"chirality\") {\r\n metaData.chirality = view.getUint8(0) == 0 ? \"LeftHanded\" : \"RightHanded\";\r\n }\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 } else if (type == \"sh\") {\r\n chunkMode = ElementMode.SH;\r\n } else if (type == \"safe_orbit_camera_elevation_min_max_radians\") {\r\n chunkMode = ElementMode.Float_Tuple;\r\n } else if (type == \"safe_orbit_camera_radius_min\") {\r\n chunkMode = ElementMode.Float;\r\n } else if (type == \"up_axis\" || type == \"chirality\") {\r\n chunkMode = ElementMode.Uchar;\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({\r\n ...metaData,\r\n mode: currentMode,\r\n data: splatsData.buffer,\r\n sh: splatsData.sh,\r\n faces: faces,\r\n hasVertexColors: !!propertyColorCount,\r\n compressed: false,\r\n rawSplat: false,\r\n });\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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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
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{
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"name": "@babylonjs/loaders",
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-
"version": "8.
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+
"version": "8.53.0",
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"main": "index.js",
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"module": "index.js",
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"types": "index.d.ts",
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@@ -18,10 +18,10 @@
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"postcompile": "build-tools -c add-js-to-es6"
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},
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"devDependencies": {
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-
"@babylonjs/core": "8.
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+
"@babylonjs/core": "8.53.0",
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"@dev/build-tools": "^1.0.0",
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"@lts/loaders": "^1.0.0",
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24
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-
"babylonjs-gltf2interface": "8.
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+
"babylonjs-gltf2interface": "8.53.0"
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},
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"peerDependencies": {
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"@babylonjs/core": "^8.0.0",
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