@babylonjs/loaders 9.12.0 → 9.12.1

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Files changed (77) hide show
  1. package/FBX/fbxFileLoader.d.ts +194 -0
  2. package/FBX/fbxFileLoader.js +2440 -0
  3. package/FBX/fbxFileLoader.js.map +1 -0
  4. package/FBX/fbxFileLoader.metadata.d.ts +11 -0
  5. package/FBX/fbxFileLoader.metadata.js +11 -0
  6. package/FBX/fbxFileLoader.metadata.js.map +1 -0
  7. package/FBX/index.d.ts +3 -0
  8. package/FBX/index.js +3 -0
  9. package/FBX/index.js.map +1 -0
  10. package/FBX/interpreter/animation.d.ts +122 -0
  11. package/FBX/interpreter/animation.js +648 -0
  12. package/FBX/interpreter/animation.js.map +1 -0
  13. package/FBX/interpreter/blendShapes.d.ts +44 -0
  14. package/FBX/interpreter/blendShapes.js +192 -0
  15. package/FBX/interpreter/blendShapes.js.map +1 -0
  16. package/FBX/interpreter/connections.d.ts +95 -0
  17. package/FBX/interpreter/connections.js +233 -0
  18. package/FBX/interpreter/connections.js.map +1 -0
  19. package/FBX/interpreter/fbxInterpreter.d.ts +149 -0
  20. package/FBX/interpreter/fbxInterpreter.js +496 -0
  21. package/FBX/interpreter/fbxInterpreter.js.map +1 -0
  22. package/FBX/interpreter/geometry.d.ts +55 -0
  23. package/FBX/interpreter/geometry.js +573 -0
  24. package/FBX/interpreter/geometry.js.map +1 -0
  25. package/FBX/interpreter/materials.d.ts +50 -0
  26. package/FBX/interpreter/materials.js +144 -0
  27. package/FBX/interpreter/materials.js.map +1 -0
  28. package/FBX/interpreter/propertyTemplates.d.ts +22 -0
  29. package/FBX/interpreter/propertyTemplates.js +125 -0
  30. package/FBX/interpreter/propertyTemplates.js.map +1 -0
  31. package/FBX/interpreter/rig.d.ts +20 -0
  32. package/FBX/interpreter/rig.js +259 -0
  33. package/FBX/interpreter/rig.js.map +1 -0
  34. package/FBX/interpreter/sceneDiagnostics.d.ts +14 -0
  35. package/FBX/interpreter/sceneDiagnostics.js +55 -0
  36. package/FBX/interpreter/sceneDiagnostics.js.map +1 -0
  37. package/FBX/interpreter/skeleton.d.ts +93 -0
  38. package/FBX/interpreter/skeleton.js +515 -0
  39. package/FBX/interpreter/skeleton.js.map +1 -0
  40. package/FBX/interpreter/transform.d.ts +21 -0
  41. package/FBX/interpreter/transform.js +92 -0
  42. package/FBX/interpreter/transform.js.map +1 -0
  43. package/FBX/parsers/fbxAsciiParser.d.ts +5 -0
  44. package/FBX/parsers/fbxAsciiParser.js +330 -0
  45. package/FBX/parsers/fbxAsciiParser.js.map +1 -0
  46. package/FBX/parsers/fbxBinaryParser.d.ts +6 -0
  47. package/FBX/parsers/fbxBinaryParser.js +255 -0
  48. package/FBX/parsers/fbxBinaryParser.js.map +1 -0
  49. package/FBX/parsers/zlibInflate.d.ts +7 -0
  50. package/FBX/parsers/zlibInflate.js +350 -0
  51. package/FBX/parsers/zlibInflate.js.map +1 -0
  52. package/FBX/types/fbxTypes.d.ts +54 -0
  53. package/FBX/types/fbxTypes.js +66 -0
  54. package/FBX/types/fbxTypes.js.map +1 -0
  55. package/SPLAT/gaussianSplattingStream.d.ts +341 -0
  56. package/SPLAT/gaussianSplattingStream.js +976 -0
  57. package/SPLAT/gaussianSplattingStream.js.map +1 -0
  58. package/SPLAT/gaussianSplattingWorkBuffer.d.ts +51 -0
  59. package/SPLAT/gaussianSplattingWorkBuffer.js +159 -0
  60. package/SPLAT/gaussianSplattingWorkBuffer.js.map +1 -0
  61. package/SPLAT/gaussianSplattingWorkBufferShaders.d.ts +25 -0
  62. package/SPLAT/gaussianSplattingWorkBufferShaders.js +255 -0
  63. package/SPLAT/gaussianSplattingWorkBufferShaders.js.map +1 -0
  64. package/SPLAT/index.d.ts +1 -0
  65. package/SPLAT/index.js +1 -0
  66. package/SPLAT/index.js.map +1 -1
  67. package/SPLAT/sog.js +18 -16
  68. package/SPLAT/sog.js.map +1 -1
  69. package/SPLAT/splatFileLoader.d.ts +8 -0
  70. package/SPLAT/splatFileLoader.js +49 -0
  71. package/SPLAT/splatFileLoader.js.map +1 -1
  72. package/dynamic.js +9 -0
  73. package/dynamic.js.map +1 -1
  74. package/index.d.ts +1 -0
  75. package/index.js +1 -0
  76. package/index.js.map +1 -1
  77. package/package.json +3 -3
@@ -0,0 +1,255 @@
1
+ /** This file must only contain pure code and pure imports */
2
+ /**
3
+ * Shared shader names for the SOG -> decoded work-buffer copy pass.
4
+ */
5
+ export const GaussianSplattingWorkBufferShaderName = "gsSogDecodeToWorkBuffer";
6
+ /**
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+ * Pass-through vertex shader (GLSL): the geometry is a fullscreen triangle already in NDC.
8
+ */
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+ export const GaussianSplattingWorkBufferVertexShaderGLSL = `precision highp float;
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+ attribute vec3 position;
11
+ void main() {
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+ gl_Position = vec4(position.xy, 0.0, 1.0);
13
+ }
14
+ `;
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+ /**
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+ * Fragment shader (GLSL/WebGL2): decodes one SOG source file into the decoded GS work-buffer layout,
17
+ * writing each splat into its allocated pixel. Mirrors the USE_SOG decode in ShadersInclude/gaussianSplatting.fx
18
+ * but outputs the decoded MRT (center, covA, covB, color) consumed by the standard (non-SOG) draw path.
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+ *
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+ * MRT layout: 0 = center (x,y,z,1), 1 = covA (Sigma00,01,02,11), 2 = covB (Sigma12,22,0,0), 3 = color (rgba).
21
+ */
22
+ export const GaussianSplattingWorkBufferFragmentShaderGLSL = `precision highp float;
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+ precision highp int;
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+
25
+ uniform sampler2D sogMeansLTex;
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+ uniform sampler2D sogMeansUTex;
27
+ uniform sampler2D sogScalesTex;
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+ uniform sampler2D sogQuatsTex;
29
+ uniform sampler2D sogSh0Tex;
30
+ uniform sampler2D sogCodebookTex;
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+
32
+ uniform vec3 sogMeansMin;
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+ uniform vec3 sogMeansMax;
34
+ uniform vec3 sogScalesMin;
35
+ uniform vec3 sogScalesMax;
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+ uniform vec4 sogSh0Min;
37
+ uniform vec4 sogSh0Max;
38
+ uniform int uVersion;
39
+ uniform int uOffset;
40
+ uniform int uCount;
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+ uniform int uDestWidth;
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+ uniform int uSrcWidth;
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+
44
+ layout(location = 0) out vec4 glFragData[4];
45
+
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+ mat3 transposeM(mat3 m) {
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+ return mat3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]);
48
+ }
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+
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+ void main() {
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+ ivec2 p = ivec2(gl_FragCoord.xy);
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+ int global = p.y * uDestWidth + p.x;
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+ if (global < uOffset || global >= uOffset + uCount) {
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+ discard;
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+ }
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+ int k = global - uOffset;
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+ ivec2 src = ivec2(k - (k / uSrcWidth) * uSrcWidth, k / uSrcWidth);
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+
59
+ vec3 mL = texelFetch(sogMeansLTex, src, 0).xyz;
60
+ vec3 mU = texelFetch(sogMeansUTex, src, 0).xyz;
61
+ vec3 sRaw = texelFetch(sogScalesTex, src, 0).xyz;
62
+ vec4 qRaw = texelFetch(sogQuatsTex, src, 0);
63
+ vec4 c0 = texelFetch(sogSh0Tex, src, 0);
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+
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+ // Position: q16 = (u<<8)|l normalized; n = lerp(min,max,q16); pos = sign(n)*(exp(|n|)-1)
66
+ vec3 q16 = (mU * 256.0 + mL) * (255.0 / 65535.0);
67
+ vec3 nPos = mix(sogMeansMin, sogMeansMax, q16);
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+ vec3 center = sign(nPos) * (exp(abs(nPos)) - vec3(1.0));
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+
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+ // Scale (v1: lerp+exp ; v2: codebook lookup)
71
+ vec3 splatScale;
72
+ if (uVersion == 2) {
73
+ vec3 sIdx = floor(sRaw * 255.0 + 0.5);
74
+ splatScale.x = exp(texelFetch(sogCodebookTex, ivec2(int(sIdx.x), 0), 0).r);
75
+ splatScale.y = exp(texelFetch(sogCodebookTex, ivec2(int(sIdx.y), 0), 0).r);
76
+ splatScale.z = exp(texelFetch(sogCodebookTex, ivec2(int(sIdx.z), 0), 0).r);
77
+ } else {
78
+ splatScale = exp(mix(sogScalesMin, sogScalesMax, sRaw));
79
+ }
80
+
81
+ // Quaternion (largest-omitted, mode in alpha as 252 + omitted-index)
82
+ const float invSqrt2 = 0.70710678118;
83
+ vec3 qabc = (qRaw.xyz - vec3(0.5)) * 2.0 * invSqrt2;
84
+ int qMode = int(qRaw.w * 255.0 + 0.5) - 252;
85
+ float qd = sqrt(max(0.0, 1.0 - dot(qabc, qabc)));
86
+ vec4 quat;
87
+ if (qMode == 0) {
88
+ quat = vec4(qd, qabc.x, qabc.y, qabc.z);
89
+ } else if (qMode == 1) {
90
+ quat = vec4(qabc.x, qd, qabc.y, qabc.z);
91
+ } else if (qMode == 2) {
92
+ quat = vec4(qabc.x, qabc.y, qd, qabc.z);
93
+ } else {
94
+ quat = vec4(qabc.x, qabc.y, qabc.z, qd);
95
+ }
96
+
97
+ float qw = quat.x, qx = quat.y, qy = quat.z, qz = quat.w;
98
+ mat3 R = mat3(
99
+ 1.0 - 2.0 * (qy * qy + qz * qz), 2.0 * (qx * qy + qw * qz), 2.0 * (qx * qz - qw * qy),
100
+ 2.0 * (qx * qy - qw * qz), 1.0 - 2.0 * (qx * qx + qz * qz), 2.0 * (qy * qz + qw * qx),
101
+ 2.0 * (qx * qz + qw * qy), 2.0 * (qy * qz - qw * qx), 1.0 - 2.0 * (qx * qx + qy * qy)
102
+ );
103
+ mat3 S2 = mat3(
104
+ 4.0 * splatScale.x * splatScale.x, 0.0, 0.0,
105
+ 0.0, 4.0 * splatScale.y * splatScale.y, 0.0,
106
+ 0.0, 0.0, 4.0 * splatScale.z * splatScale.z
107
+ );
108
+ mat3 Sigma = R * S2 * transposeM(R);
109
+
110
+ // Color (sh0)
111
+ const float SH_C0 = 0.28209479177387814;
112
+ vec3 colRgb;
113
+ float colA;
114
+ if (uVersion == 2) {
115
+ vec3 c3;
116
+ c3.x = texelFetch(sogCodebookTex, ivec2(256 + int(c0.x * 255.0 + 0.5), 0), 0).r;
117
+ c3.y = texelFetch(sogCodebookTex, ivec2(256 + int(c0.y * 255.0 + 0.5), 0), 0).r;
118
+ c3.z = texelFetch(sogCodebookTex, ivec2(256 + int(c0.z * 255.0 + 0.5), 0), 0).r;
119
+ colRgb = vec3(0.5) + c3 * SH_C0;
120
+ colA = c0.w;
121
+ } else {
122
+ vec4 cLerp = mix(sogSh0Min, sogSh0Max, c0);
123
+ colRgb = vec3(0.5) + cLerp.xyz * SH_C0;
124
+ colA = 1.0 / (1.0 + exp(-cLerp.w));
125
+ }
126
+
127
+ glFragData[0] = vec4(center, 1.0);
128
+ glFragData[1] = vec4(Sigma[0][0], Sigma[0][1], Sigma[0][2], Sigma[1][1]);
129
+ glFragData[2] = vec4(Sigma[1][2], Sigma[2][2], 0.0, 0.0);
130
+ glFragData[3] = vec4(colRgb, colA);
131
+ }
132
+ `;
133
+ /**
134
+ * Pass-through vertex shader (WGSL).
135
+ */
136
+ export const GaussianSplattingWorkBufferVertexShaderWGSL = `
137
+ attribute position : vec3<f32>;
138
+ @vertex
139
+ fn main(input : VertexInputs) -> FragmentInputs {
140
+ vertexOutputs.position = vec4<f32>(input.position.xy, 0.0, 1.0);
141
+ }
142
+ `;
143
+ /**
144
+ * Fragment shader (WGSL/WebGPU) — same decode as the GLSL variant, writing 4 MRT attachments.
145
+ */
146
+ export const GaussianSplattingWorkBufferFragmentShaderWGSL = `
147
+ var sogMeansLTexSampler : sampler;
148
+ var sogMeansLTex : texture_2d<f32>;
149
+ var sogMeansUTexSampler : sampler;
150
+ var sogMeansUTex : texture_2d<f32>;
151
+ var sogScalesTexSampler : sampler;
152
+ var sogScalesTex : texture_2d<f32>;
153
+ var sogQuatsTexSampler : sampler;
154
+ var sogQuatsTex : texture_2d<f32>;
155
+ var sogSh0TexSampler : sampler;
156
+ var sogSh0Tex : texture_2d<f32>;
157
+ var sogCodebookTexSampler : sampler;
158
+ var sogCodebookTex : texture_2d<f32>;
159
+
160
+ uniform sogMeansMin : vec3<f32>;
161
+ uniform sogMeansMax : vec3<f32>;
162
+ uniform sogScalesMin : vec3<f32>;
163
+ uniform sogScalesMax : vec3<f32>;
164
+ uniform sogSh0Min : vec4<f32>;
165
+ uniform sogSh0Max : vec4<f32>;
166
+ uniform uVersion : i32;
167
+ uniform uOffset : i32;
168
+ uniform uCount : i32;
169
+ uniform uDestWidth : i32;
170
+ uniform uSrcWidth : i32;
171
+
172
+ @fragment
173
+ fn main(input : FragmentInputs) -> FragmentOutputs {
174
+ let p : vec2<i32> = vec2<i32>(i32(fragmentInputs.position.x), i32(fragmentInputs.position.y));
175
+ let global : i32 = p.y * uniforms.uDestWidth + p.x;
176
+ if (global < uniforms.uOffset || global >= uniforms.uOffset + uniforms.uCount) {
177
+ discard;
178
+ }
179
+ let k : i32 = global - uniforms.uOffset;
180
+ let src : vec2<i32> = vec2<i32>(k - (k / uniforms.uSrcWidth) * uniforms.uSrcWidth, k / uniforms.uSrcWidth);
181
+
182
+ let mL : vec3<f32> = textureLoad(sogMeansLTex, src, 0).xyz;
183
+ let mU : vec3<f32> = textureLoad(sogMeansUTex, src, 0).xyz;
184
+ let sRaw : vec3<f32> = textureLoad(sogScalesTex, src, 0).xyz;
185
+ let qRaw : vec4<f32> = textureLoad(sogQuatsTex, src, 0);
186
+ let c0 : vec4<f32> = textureLoad(sogSh0Tex, src, 0);
187
+
188
+ let q16 : vec3<f32> = (mU * 256.0 + mL) * (255.0 / 65535.0);
189
+ let nPos : vec3<f32> = mix(uniforms.sogMeansMin, uniforms.sogMeansMax, q16);
190
+ let center : vec3<f32> = sign(nPos) * (exp(abs(nPos)) - vec3<f32>(1.0));
191
+
192
+ var splatScale : vec3<f32>;
193
+ if (uniforms.uVersion == 2) {
194
+ let sIdx : vec3<f32> = floor(sRaw * 255.0 + 0.5);
195
+ splatScale.x = exp(textureLoad(sogCodebookTex, vec2<i32>(i32(sIdx.x), 0), 0).r);
196
+ splatScale.y = exp(textureLoad(sogCodebookTex, vec2<i32>(i32(sIdx.y), 0), 0).r);
197
+ splatScale.z = exp(textureLoad(sogCodebookTex, vec2<i32>(i32(sIdx.z), 0), 0).r);
198
+ } else {
199
+ splatScale = exp(mix(uniforms.sogScalesMin, uniforms.sogScalesMax, sRaw));
200
+ }
201
+
202
+ let invSqrt2 : f32 = 0.70710678118;
203
+ let qabc : vec3<f32> = (qRaw.xyz - vec3<f32>(0.5)) * 2.0 * invSqrt2;
204
+ let qMode : i32 = i32(qRaw.w * 255.0 + 0.5) - 252;
205
+ let qd : f32 = sqrt(max(0.0, 1.0 - dot(qabc, qabc)));
206
+ var quat : vec4<f32>;
207
+ if (qMode == 0) {
208
+ quat = vec4<f32>(qd, qabc.x, qabc.y, qabc.z);
209
+ } else if (qMode == 1) {
210
+ quat = vec4<f32>(qabc.x, qd, qabc.y, qabc.z);
211
+ } else if (qMode == 2) {
212
+ quat = vec4<f32>(qabc.x, qabc.y, qd, qabc.z);
213
+ } else {
214
+ quat = vec4<f32>(qabc.x, qabc.y, qabc.z, qd);
215
+ }
216
+
217
+ let qw : f32 = quat.x;
218
+ let qx : f32 = quat.y;
219
+ let qy : f32 = quat.z;
220
+ let qz : f32 = quat.w;
221
+ let R : mat3x3<f32> = mat3x3<f32>(
222
+ 1.0 - 2.0 * (qy * qy + qz * qz), 2.0 * (qx * qy + qw * qz), 2.0 * (qx * qz - qw * qy),
223
+ 2.0 * (qx * qy - qw * qz), 1.0 - 2.0 * (qx * qx + qz * qz), 2.0 * (qy * qz + qw * qx),
224
+ 2.0 * (qx * qz + qw * qy), 2.0 * (qy * qz - qw * qx), 1.0 - 2.0 * (qx * qx + qy * qy)
225
+ );
226
+ let S2 : mat3x3<f32> = mat3x3<f32>(
227
+ 4.0 * splatScale.x * splatScale.x, 0.0, 0.0,
228
+ 0.0, 4.0 * splatScale.y * splatScale.y, 0.0,
229
+ 0.0, 0.0, 4.0 * splatScale.z * splatScale.z
230
+ );
231
+ let Sigma : mat3x3<f32> = R * S2 * transpose(R);
232
+
233
+ let SH_C0 : f32 = 0.28209479177387814;
234
+ var colRgb : vec3<f32>;
235
+ var colA : f32;
236
+ if (uniforms.uVersion == 2) {
237
+ var c3 : vec3<f32>;
238
+ c3.x = textureLoad(sogCodebookTex, vec2<i32>(256 + i32(c0.x * 255.0 + 0.5), 0), 0).r;
239
+ c3.y = textureLoad(sogCodebookTex, vec2<i32>(256 + i32(c0.y * 255.0 + 0.5), 0), 0).r;
240
+ c3.z = textureLoad(sogCodebookTex, vec2<i32>(256 + i32(c0.z * 255.0 + 0.5), 0), 0).r;
241
+ colRgb = vec3<f32>(0.5) + c3 * SH_C0;
242
+ colA = c0.w;
243
+ } else {
244
+ let cLerp : vec4<f32> = mix(uniforms.sogSh0Min, uniforms.sogSh0Max, c0);
245
+ colRgb = vec3<f32>(0.5) + cLerp.xyz * SH_C0;
246
+ colA = 1.0 / (1.0 + exp(-cLerp.w));
247
+ }
248
+
249
+ fragmentOutputs.fragData0 = vec4<f32>(center, 1.0);
250
+ fragmentOutputs.fragData1 = vec4<f32>(Sigma[0][0], Sigma[0][1], Sigma[0][2], Sigma[1][1]);
251
+ fragmentOutputs.fragData2 = vec4<f32>(Sigma[1][2], Sigma[2][2], 0.0, 0.0);
252
+ fragmentOutputs.fragData3 = vec4<f32>(colRgb, colA);
253
+ }
254
+ `;
255
+ //# sourceMappingURL=gaussianSplattingWorkBufferShaders.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"gaussianSplattingWorkBufferShaders.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/gaussianSplattingWorkBufferShaders.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAE7D;;GAEG;AACH,MAAM,CAAC,MAAM,qCAAqC,GAAG,yBAAyB,CAAC;AAE/E;;GAEG;AACH,MAAM,CAAC,MAAM,2CAA2C,GAAG;;;;;CAK1D,CAAC;AAEF;;;;;;GAMG;AACH,MAAM,CAAC,MAAM,6CAA6C,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8G5D,CAAC;AAEF;;GAEG;AACH,MAAM,CAAC,MAAM,2CAA2C,GAAG;;;;;;CAM1D,CAAC;AAEF;;GAEG;AACH,MAAM,CAAC,MAAM,6CAA6C,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4G5D,CAAC","sourcesContent":["/** This file must only contain pure code and pure imports */\r\n\r\n/**\r\n * Shared shader names for the SOG -> decoded work-buffer copy pass.\r\n */\r\nexport const GaussianSplattingWorkBufferShaderName = \"gsSogDecodeToWorkBuffer\";\r\n\r\n/**\r\n * Pass-through vertex shader (GLSL): the geometry is a fullscreen triangle already in NDC.\r\n */\r\nexport const GaussianSplattingWorkBufferVertexShaderGLSL = `precision highp float;\r\nattribute vec3 position;\r\nvoid main() {\r\n gl_Position = vec4(position.xy, 0.0, 1.0);\r\n}\r\n`;\r\n\r\n/**\r\n * Fragment shader (GLSL/WebGL2): decodes one SOG source file into the decoded GS work-buffer layout,\r\n * writing each splat into its allocated pixel. Mirrors the USE_SOG decode in ShadersInclude/gaussianSplatting.fx\r\n * but outputs the decoded MRT (center, covA, covB, color) consumed by the standard (non-SOG) draw path.\r\n *\r\n * MRT layout: 0 = center (x,y,z,1), 1 = covA (Sigma00,01,02,11), 2 = covB (Sigma12,22,0,0), 3 = color (rgba).\r\n */\r\nexport const GaussianSplattingWorkBufferFragmentShaderGLSL = `precision highp float;\r\nprecision highp int;\r\n\r\nuniform sampler2D sogMeansLTex;\r\nuniform sampler2D sogMeansUTex;\r\nuniform sampler2D sogScalesTex;\r\nuniform sampler2D sogQuatsTex;\r\nuniform sampler2D sogSh0Tex;\r\nuniform sampler2D sogCodebookTex;\r\n\r\nuniform vec3 sogMeansMin;\r\nuniform vec3 sogMeansMax;\r\nuniform vec3 sogScalesMin;\r\nuniform vec3 sogScalesMax;\r\nuniform vec4 sogSh0Min;\r\nuniform vec4 sogSh0Max;\r\nuniform int uVersion;\r\nuniform int uOffset;\r\nuniform int uCount;\r\nuniform int uDestWidth;\r\nuniform int uSrcWidth;\r\n\r\nlayout(location = 0) out vec4 glFragData[4];\r\n\r\nmat3 transposeM(mat3 m) {\r\n return mat3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]);\r\n}\r\n\r\nvoid main() {\r\n ivec2 p = ivec2(gl_FragCoord.xy);\r\n int global = p.y * uDestWidth + p.x;\r\n if (global < uOffset || global >= uOffset + uCount) {\r\n discard;\r\n }\r\n int k = global - uOffset;\r\n ivec2 src = ivec2(k - (k / uSrcWidth) * uSrcWidth, k / uSrcWidth);\r\n\r\n vec3 mL = texelFetch(sogMeansLTex, src, 0).xyz;\r\n vec3 mU = texelFetch(sogMeansUTex, src, 0).xyz;\r\n vec3 sRaw = texelFetch(sogScalesTex, src, 0).xyz;\r\n vec4 qRaw = texelFetch(sogQuatsTex, src, 0);\r\n vec4 c0 = texelFetch(sogSh0Tex, src, 0);\r\n\r\n // Position: q16 = (u<<8)|l normalized; n = lerp(min,max,q16); pos = sign(n)*(exp(|n|)-1)\r\n vec3 q16 = (mU * 256.0 + mL) * (255.0 / 65535.0);\r\n vec3 nPos = mix(sogMeansMin, sogMeansMax, q16);\r\n vec3 center = sign(nPos) * (exp(abs(nPos)) - vec3(1.0));\r\n\r\n // Scale (v1: lerp+exp ; v2: codebook lookup)\r\n vec3 splatScale;\r\n if (uVersion == 2) {\r\n vec3 sIdx = floor(sRaw * 255.0 + 0.5);\r\n splatScale.x = exp(texelFetch(sogCodebookTex, ivec2(int(sIdx.x), 0), 0).r);\r\n splatScale.y = exp(texelFetch(sogCodebookTex, ivec2(int(sIdx.y), 0), 0).r);\r\n splatScale.z = exp(texelFetch(sogCodebookTex, ivec2(int(sIdx.z), 0), 0).r);\r\n } else {\r\n splatScale = exp(mix(sogScalesMin, sogScalesMax, sRaw));\r\n }\r\n\r\n // Quaternion (largest-omitted, mode in alpha as 252 + omitted-index)\r\n const float invSqrt2 = 0.70710678118;\r\n vec3 qabc = (qRaw.xyz - vec3(0.5)) * 2.0 * invSqrt2;\r\n int qMode = int(qRaw.w * 255.0 + 0.5) - 252;\r\n float qd = sqrt(max(0.0, 1.0 - dot(qabc, qabc)));\r\n vec4 quat;\r\n if (qMode == 0) {\r\n quat = vec4(qd, qabc.x, qabc.y, qabc.z);\r\n } else if (qMode == 1) {\r\n quat = vec4(qabc.x, qd, qabc.y, qabc.z);\r\n } else if (qMode == 2) {\r\n quat = vec4(qabc.x, qabc.y, qd, qabc.z);\r\n } else {\r\n quat = vec4(qabc.x, qabc.y, qabc.z, qd);\r\n }\r\n\r\n float qw = quat.x, qx = quat.y, qy = quat.z, qz = quat.w;\r\n mat3 R = mat3(\r\n 1.0 - 2.0 * (qy * qy + qz * qz), 2.0 * (qx * qy + qw * qz), 2.0 * (qx * qz - qw * qy),\r\n 2.0 * (qx * qy - qw * qz), 1.0 - 2.0 * (qx * qx + qz * qz), 2.0 * (qy * qz + qw * qx),\r\n 2.0 * (qx * qz + qw * qy), 2.0 * (qy * qz - qw * qx), 1.0 - 2.0 * (qx * qx + qy * qy)\r\n );\r\n mat3 S2 = mat3(\r\n 4.0 * splatScale.x * splatScale.x, 0.0, 0.0,\r\n 0.0, 4.0 * splatScale.y * splatScale.y, 0.0,\r\n 0.0, 0.0, 4.0 * splatScale.z * splatScale.z\r\n );\r\n mat3 Sigma = R * S2 * transposeM(R);\r\n\r\n // Color (sh0)\r\n const float SH_C0 = 0.28209479177387814;\r\n vec3 colRgb;\r\n float colA;\r\n if (uVersion == 2) {\r\n vec3 c3;\r\n c3.x = texelFetch(sogCodebookTex, ivec2(256 + int(c0.x * 255.0 + 0.5), 0), 0).r;\r\n c3.y = texelFetch(sogCodebookTex, ivec2(256 + int(c0.y * 255.0 + 0.5), 0), 0).r;\r\n c3.z = texelFetch(sogCodebookTex, ivec2(256 + int(c0.z * 255.0 + 0.5), 0), 0).r;\r\n colRgb = vec3(0.5) + c3 * SH_C0;\r\n colA = c0.w;\r\n } else {\r\n vec4 cLerp = mix(sogSh0Min, sogSh0Max, c0);\r\n colRgb = vec3(0.5) + cLerp.xyz * SH_C0;\r\n colA = 1.0 / (1.0 + exp(-cLerp.w));\r\n }\r\n\r\n glFragData[0] = vec4(center, 1.0);\r\n glFragData[1] = vec4(Sigma[0][0], Sigma[0][1], Sigma[0][2], Sigma[1][1]);\r\n glFragData[2] = vec4(Sigma[1][2], Sigma[2][2], 0.0, 0.0);\r\n glFragData[3] = vec4(colRgb, colA);\r\n}\r\n`;\r\n\r\n/**\r\n * Pass-through vertex shader (WGSL).\r\n */\r\nexport const GaussianSplattingWorkBufferVertexShaderWGSL = `\r\nattribute position : vec3<f32>;\r\n@vertex\r\nfn main(input : VertexInputs) -> FragmentInputs {\r\n vertexOutputs.position = vec4<f32>(input.position.xy, 0.0, 1.0);\r\n}\r\n`;\r\n\r\n/**\r\n * Fragment shader (WGSL/WebGPU) — same decode as the GLSL variant, writing 4 MRT attachments.\r\n */\r\nexport const GaussianSplattingWorkBufferFragmentShaderWGSL = `\r\nvar sogMeansLTexSampler : sampler;\r\nvar sogMeansLTex : texture_2d<f32>;\r\nvar sogMeansUTexSampler : sampler;\r\nvar sogMeansUTex : texture_2d<f32>;\r\nvar sogScalesTexSampler : sampler;\r\nvar sogScalesTex : texture_2d<f32>;\r\nvar sogQuatsTexSampler : sampler;\r\nvar sogQuatsTex : texture_2d<f32>;\r\nvar sogSh0TexSampler : sampler;\r\nvar sogSh0Tex : texture_2d<f32>;\r\nvar sogCodebookTexSampler : sampler;\r\nvar sogCodebookTex : texture_2d<f32>;\r\n\r\nuniform sogMeansMin : vec3<f32>;\r\nuniform sogMeansMax : vec3<f32>;\r\nuniform sogScalesMin : vec3<f32>;\r\nuniform sogScalesMax : vec3<f32>;\r\nuniform sogSh0Min : vec4<f32>;\r\nuniform sogSh0Max : vec4<f32>;\r\nuniform uVersion : i32;\r\nuniform uOffset : i32;\r\nuniform uCount : i32;\r\nuniform uDestWidth : i32;\r\nuniform uSrcWidth : i32;\r\n\r\n@fragment\r\nfn main(input : FragmentInputs) -> FragmentOutputs {\r\n let p : vec2<i32> = vec2<i32>(i32(fragmentInputs.position.x), i32(fragmentInputs.position.y));\r\n let global : i32 = p.y * uniforms.uDestWidth + p.x;\r\n if (global < uniforms.uOffset || global >= uniforms.uOffset + uniforms.uCount) {\r\n discard;\r\n }\r\n let k : i32 = global - uniforms.uOffset;\r\n let src : vec2<i32> = vec2<i32>(k - (k / uniforms.uSrcWidth) * uniforms.uSrcWidth, k / uniforms.uSrcWidth);\r\n\r\n let mL : vec3<f32> = textureLoad(sogMeansLTex, src, 0).xyz;\r\n let mU : vec3<f32> = textureLoad(sogMeansUTex, src, 0).xyz;\r\n let sRaw : vec3<f32> = textureLoad(sogScalesTex, src, 0).xyz;\r\n let qRaw : vec4<f32> = textureLoad(sogQuatsTex, src, 0);\r\n let c0 : vec4<f32> = textureLoad(sogSh0Tex, src, 0);\r\n\r\n let q16 : vec3<f32> = (mU * 256.0 + mL) * (255.0 / 65535.0);\r\n let nPos : vec3<f32> = mix(uniforms.sogMeansMin, uniforms.sogMeansMax, q16);\r\n let center : vec3<f32> = sign(nPos) * (exp(abs(nPos)) - vec3<f32>(1.0));\r\n\r\n var splatScale : vec3<f32>;\r\n if (uniforms.uVersion == 2) {\r\n let sIdx : vec3<f32> = floor(sRaw * 255.0 + 0.5);\r\n splatScale.x = exp(textureLoad(sogCodebookTex, vec2<i32>(i32(sIdx.x), 0), 0).r);\r\n splatScale.y = exp(textureLoad(sogCodebookTex, vec2<i32>(i32(sIdx.y), 0), 0).r);\r\n splatScale.z = exp(textureLoad(sogCodebookTex, vec2<i32>(i32(sIdx.z), 0), 0).r);\r\n } else {\r\n splatScale = exp(mix(uniforms.sogScalesMin, uniforms.sogScalesMax, sRaw));\r\n }\r\n\r\n let invSqrt2 : f32 = 0.70710678118;\r\n let qabc : vec3<f32> = (qRaw.xyz - vec3<f32>(0.5)) * 2.0 * invSqrt2;\r\n let qMode : i32 = i32(qRaw.w * 255.0 + 0.5) - 252;\r\n let qd : f32 = sqrt(max(0.0, 1.0 - dot(qabc, qabc)));\r\n var quat : vec4<f32>;\r\n if (qMode == 0) {\r\n quat = vec4<f32>(qd, qabc.x, qabc.y, qabc.z);\r\n } else if (qMode == 1) {\r\n quat = vec4<f32>(qabc.x, qd, qabc.y, qabc.z);\r\n } else if (qMode == 2) {\r\n quat = vec4<f32>(qabc.x, qabc.y, qd, qabc.z);\r\n } else {\r\n quat = vec4<f32>(qabc.x, qabc.y, qabc.z, qd);\r\n }\r\n\r\n let qw : f32 = quat.x;\r\n let qx : f32 = quat.y;\r\n let qy : f32 = quat.z;\r\n let qz : f32 = quat.w;\r\n let R : mat3x3<f32> = mat3x3<f32>(\r\n 1.0 - 2.0 * (qy * qy + qz * qz), 2.0 * (qx * qy + qw * qz), 2.0 * (qx * qz - qw * qy),\r\n 2.0 * (qx * qy - qw * qz), 1.0 - 2.0 * (qx * qx + qz * qz), 2.0 * (qy * qz + qw * qx),\r\n 2.0 * (qx * qz + qw * qy), 2.0 * (qy * qz - qw * qx), 1.0 - 2.0 * (qx * qx + qy * qy)\r\n );\r\n let S2 : mat3x3<f32> = mat3x3<f32>(\r\n 4.0 * splatScale.x * splatScale.x, 0.0, 0.0,\r\n 0.0, 4.0 * splatScale.y * splatScale.y, 0.0,\r\n 0.0, 0.0, 4.0 * splatScale.z * splatScale.z\r\n );\r\n let Sigma : mat3x3<f32> = R * S2 * transpose(R);\r\n\r\n let SH_C0 : f32 = 0.28209479177387814;\r\n var colRgb : vec3<f32>;\r\n var colA : f32;\r\n if (uniforms.uVersion == 2) {\r\n var c3 : vec3<f32>;\r\n c3.x = textureLoad(sogCodebookTex, vec2<i32>(256 + i32(c0.x * 255.0 + 0.5), 0), 0).r;\r\n c3.y = textureLoad(sogCodebookTex, vec2<i32>(256 + i32(c0.y * 255.0 + 0.5), 0), 0).r;\r\n c3.z = textureLoad(sogCodebookTex, vec2<i32>(256 + i32(c0.z * 255.0 + 0.5), 0), 0).r;\r\n colRgb = vec3<f32>(0.5) + c3 * SH_C0;\r\n colA = c0.w;\r\n } else {\r\n let cLerp : vec4<f32> = mix(uniforms.sogSh0Min, uniforms.sogSh0Max, c0);\r\n colRgb = vec3<f32>(0.5) + cLerp.xyz * SH_C0;\r\n colA = 1.0 / (1.0 + exp(-cLerp.w));\r\n }\r\n\r\n fragmentOutputs.fragData0 = vec4<f32>(center, 1.0);\r\n fragmentOutputs.fragData1 = vec4<f32>(Sigma[0][0], Sigma[0][1], Sigma[0][2], Sigma[1][1]);\r\n fragmentOutputs.fragData2 = vec4<f32>(Sigma[1][2], Sigma[2][2], 0.0, 0.0);\r\n fragmentOutputs.fragData3 = vec4<f32>(colRgb, colA);\r\n}\r\n`;\r\n"]}
package/SPLAT/index.d.ts CHANGED
@@ -1,2 +1,3 @@
1
1
  export * from "./splatLoadingOptions.js";
2
2
  export * from "./splatFileLoader.js";
3
+ export * from "./gaussianSplattingStream.js";
package/SPLAT/index.js CHANGED
@@ -1,4 +1,5 @@
1
1
  /* eslint-disable @typescript-eslint/no-restricted-imports */
2
2
  export * from "./splatLoadingOptions.js";
3
3
  export * from "./splatFileLoader.js";
4
+ export * from "./gaussianSplattingStream.js";
4
5
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,uBAAuB,CAAC;AACtC,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./splatLoadingOptions\";\r\nexport * from \"./splatFileLoader\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/index.ts"],"names":[],"mappings":"AAAA,6DAA6D;AAC7D,cAAc,uBAAuB,CAAC;AACtC,cAAc,mBAAmB,CAAC;AAClC,cAAc,2BAA2B,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/no-restricted-imports */\r\nexport * from \"./splatLoadingOptions\";\r\nexport * from \"./splatFileLoader\";\r\nexport * from \"./gaussianSplattingStream\";\r\n"]}
package/SPLAT/sog.js CHANGED
@@ -23,7 +23,7 @@ async function LoadWebpImageData(rootUrlOrData, filename, engine) {
23
23
  ctx.drawImage(image, 0, 0);
24
24
  // Extract pixel data (RGBA per pixel)
25
25
  const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
26
- resolve({ bits: new Uint8Array(imageData.data.buffer), width: imageData.width });
26
+ resolve({ bits: new Uint8Array(imageData.data.buffer), width: imageData.width, height: imageData.height });
27
27
  }
28
28
  catch (error) {
29
29
  // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors
@@ -296,6 +296,9 @@ function CreateSogTexture(scene, bits, width, height) {
296
296
  tex.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;
297
297
  return tex;
298
298
  }
299
+ function CreateSogTextureFromImage(scene, image) {
300
+ return CreateSogTexture(scene, image.bits, image.width, image.height);
301
+ }
299
302
  function DecodeSogPositions(data, meansl, meansu, splatCount) {
300
303
  const unlog = (n) => Math.sign(n) * (Math.exp(Math.abs(n)) - 1);
301
304
  if (!Array.isArray(data.means.mins) || !Array.isArray(data.means.maxs)) {
@@ -348,26 +351,25 @@ export async function ParseSogMetaAsTextures(dataOrFiles, rootUrl, scene) {
348
351
  return await LoadWebpImageData(rootUrl, fileName, scene.getEngine());
349
352
  }));
350
353
  const splatCount = data.count ?? data.means.shape[0];
351
- const engine = scene.getEngine();
352
- const splatTextureWidth = Math.min(splatCount, engine.getCaps().maxTextureSize);
353
- const splatTextureHeight = Math.ceil(splatCount / splatTextureWidth);
354
- // means_l, means_u, scales, quats, sh0 share the same (w,h)
355
- const meansL = CreateSogTexture(scene, images[0].bits, splatTextureWidth, splatTextureHeight);
356
- const meansU = CreateSogTexture(scene, images[1].bits, splatTextureWidth, splatTextureHeight);
357
- const scales = CreateSogTexture(scene, images[2].bits, splatTextureWidth, splatTextureHeight);
358
- const quats = CreateSogTexture(scene, images[3].bits, splatTextureWidth, splatTextureHeight);
359
- const sh0 = CreateSogTexture(scene, images[4].bits, splatTextureWidth, splatTextureHeight);
354
+ const splatTexelCount = images[0].width * images[0].height;
355
+ if (splatTexelCount < splatCount) {
356
+ throw new Error(`SOG texture contains ${splatTexelCount} texels, but metadata references ${splatCount} splats.`);
357
+ }
358
+ // means_l, means_u, scales, quats, sh0 share the same (w,h) — size each texture from its image so
359
+ // the uploaded data size matches the texture exactly (multi-row webp images otherwise produce a
360
+ // mis-sized, empty texture).
361
+ const meansL = CreateSogTextureFromImage(scene, images[0]);
362
+ const meansU = CreateSogTextureFromImage(scene, images[1]);
363
+ const scales = CreateSogTextureFromImage(scene, images[2]);
364
+ const quats = CreateSogTextureFromImage(scene, images[3]);
365
+ const sh0 = CreateSogTextureFromImage(scene, images[4]);
360
366
  let shCentroids;
361
367
  let shLabels;
362
368
  let shCoeffCount = 0;
363
369
  let shDegree = 0;
364
370
  if (data.shN && images.length >= 7) {
365
- const centroidsImage = images[5];
366
- const labelsImage = images[6];
367
- const centroidsHeight = centroidsImage.bits.length / 4 / centroidsImage.width;
368
- shCentroids = CreateSogTexture(scene, centroidsImage.bits, centroidsImage.width, centroidsHeight);
369
- const labelsHeight = labelsImage.bits.length / 4 / labelsImage.width;
370
- shLabels = CreateSogTexture(scene, labelsImage.bits, labelsImage.width, labelsHeight);
371
+ shCentroids = CreateSogTextureFromImage(scene, images[5]);
372
+ shLabels = CreateSogTextureFromImage(scene, images[6]);
371
373
  shCoeffCount = data.shN.bands ? (data.shN.bands + 1) ** 2 - 1 : data.shN.shape[1] / 3;
372
374
  shDegree = data.shN.bands ?? Math.round(Math.sqrt(shCoeffCount + 1) - 1);
373
375
  }
package/SPLAT/sog.js.map CHANGED
@@ -1 +1 @@
1
- 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{ type Scene } from \"core/scene\";\r\nimport { type IParsedSplat, type ISogTexturePack, Mode } from \"./splatDefs\";\r\nimport { AllocateShBuffers } from \"core/Meshes/GaussianSplatting/gaussianSplattingMeshBase\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { type AbstractEngine } from \"core/Engines\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Definition of a SOG data file\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SOGDataFile {\r\n /**\r\n * index 0 is number of splats index 1 is number of components per splat (3 for vec3, 4 for vec4, etc.)\r\n */\r\n shape: number[];\r\n /**\r\n * type of components\r\n */\r\n dtype: string;\r\n /**\r\n * min range of data\r\n */\r\n mins?: number | number[];\r\n /**\r\n * max range of data\r\n */\r\n maxs?: number | number[];\r\n /**\r\n * palette for indexed data (quantized)\r\n */\r\n codebook?: number[]; // Only for version 2\r\n /**\r\n * type of encoding\r\n */\r\n encoding?: string;\r\n /**\r\n * number of bits for quantization (if any)\r\n */\r\n quantization?: number;\r\n /**\r\n * webp file names\r\n */\r\n files: string[];\r\n /**\r\n * SH band count (if applicable)\r\n */\r\n bands?: number;\r\n}\r\n\r\n/**\r\n * Definition of the root SOG data file\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SOGRootData {\r\n /**\r\n * version of the SOG format\r\n */\r\n version?: number;\r\n /**\r\n * mean positions of the splats\r\n */\r\n means: SOGDataFile;\r\n /**\r\n * scales of the splats\r\n */\r\n scales: SOGDataFile;\r\n /**\r\n * quaternions of the splats\r\n */\r\n quats: SOGDataFile;\r\n /**\r\n * SH0 coefficients of the splats (base color)\r\n */\r\n sh0: SOGDataFile;\r\n /**\r\n * Optional higher order SH coefficients of the splats (lighting information)\r\n */\r\n shN?: SOGDataFile;\r\n /**\r\n * number of splats (optional, can be inferred from means.shape[0])\r\n */\r\n count?: number;\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ninterface IWebPImage {\r\n bits: Uint8Array;\r\n width: number;\r\n}\r\nconst SH_C0 = 0.28209479177387814;\r\n\r\nasync function LoadWebpImageData(rootUrlOrData: string | Uint8Array, filename: string, engine: AbstractEngine): Promise<IWebPImage> {\r\n const promise = new Promise<IWebPImage>((resolve, reject) => {\r\n const image = engine.createCanvasImage();\r\n if (!image) {\r\n throw new Error(\"Failed to create ImageBitmap\");\r\n }\r\n image.onload = () => {\r\n try {\r\n // Draw to canvas\r\n const canvas = engine.createCanvas(image.width, image.height);\r\n if (!canvas) {\r\n throw new Error(\"Failed to create canvas\");\r\n }\r\n const ctx = canvas.getContext(\"2d\");\r\n if (!ctx) {\r\n throw new Error(\"Failed to get 2D context\");\r\n }\r\n ctx.drawImage(image, 0, 0);\r\n\r\n // Extract pixel data (RGBA per pixel)\r\n const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);\r\n resolve({ bits: new Uint8Array(imageData.data.buffer), width: imageData.width });\r\n } catch (error) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n }\r\n };\r\n image.onerror = (error) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n };\r\n\r\n image.crossOrigin = \"anonymous\"; // To avoid CORS issues\r\n let objectUrl: string | undefined;\r\n if (typeof rootUrlOrData === \"string\") {\r\n // old behavior: URL + filename\r\n if (!filename) {\r\n throw new Error(\"filename is required when using a URL\");\r\n }\r\n image.src = rootUrlOrData + filename;\r\n } else {\r\n // new behavior: Uint8Array\r\n const blob = new Blob([rootUrlOrData as any], { type: \"image/webp\" });\r\n objectUrl = URL.createObjectURL(blob);\r\n image.src = objectUrl;\r\n }\r\n });\r\n return await promise;\r\n}\r\n\r\nasync function ParseSogDatas(data: SOGRootData, imageDataArrays: IWebPImage[], scene: Scene): Promise<IParsedSplat> {\r\n const splatCount = data.count ? data.count : data.means.shape[0];\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // Undo the symmetric log transform used at encode time:\r\n const unlog = (n: number) => Math.sign(n) * (Math.exp(Math.abs(n)) - 1);\r\n\r\n const meansl = imageDataArrays[0].bits;\r\n const meansu = imageDataArrays[1].bits;\r\n // Check that data.means.mins is an array\r\n if (!Array.isArray(data.means.mins) || !Array.isArray(data.means.maxs)) {\r\n throw new Error(\"Missing arrays in SOG data.\");\r\n }\r\n\r\n // --- Positions\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const meansMin = data.means.mins[j];\r\n const meansMax = data.means.maxs[j];\r\n const meansup = meansu[index + j];\r\n const meanslow = meansl[index + j];\r\n const q = (meansup << 8) | meanslow;\r\n const n = Scalar.Lerp(meansMin, meansMax, q / 65535);\r\n position[i * 8 + j] = unlog(n);\r\n }\r\n }\r\n\r\n // --- Scales\r\n const scales = imageDataArrays[2].bits;\r\n if (data.version === 2) {\r\n if (!data.scales.codebook) {\r\n throw new Error(\"Missing codebook in SOG version 2 scales data.\");\r\n }\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const sc = data.scales.codebook[scales[index + j]];\r\n const sce = Math.exp(sc);\r\n scale[i * 8 + 3 + j] = sce;\r\n }\r\n }\r\n } else {\r\n if (!Array.isArray(data.scales.mins) || !Array.isArray(data.scales.maxs)) {\r\n throw new Error(\"Missing arrays in SOG scales data.\");\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const sc = scales[index + j];\r\n const lsc = Scalar.Lerp(data.scales.mins[j], data.scales.maxs[j], sc / 255);\r\n const lsce = Math.exp(lsc);\r\n scale[i * 8 + 3 + j] = lsce;\r\n }\r\n }\r\n }\r\n\r\n // --- Colors/SH0\r\n const colors = imageDataArrays[4].bits;\r\n if (data.version === 2) {\r\n if (!data.sh0.codebook) {\r\n throw new Error(\"Missing codebook in SOG version 2 sh0 data.\");\r\n }\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const component = 0.5 + data.sh0.codebook[colors[index + j]] * SH_C0;\r\n rgba[i * 32 + 24 + j] = Math.max(0, Math.min(255, Math.round(255 * component)));\r\n }\r\n rgba[i * 32 + 24 + 3] = colors[index + 3];\r\n }\r\n } else {\r\n if (!Array.isArray(data.sh0.mins) || !Array.isArray(data.sh0.maxs)) {\r\n throw new Error(\"Missing arrays in SOG sh0 data.\");\r\n }\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 4; j++) {\r\n const colorsMin = data.sh0.mins[j];\r\n const colorsMax = data.sh0.maxs[j];\r\n\r\n const colort = colors[index + j];\r\n const c = Scalar.Lerp(colorsMin, colorsMax, colort / 255);\r\n\r\n let csh;\r\n if (j < 3) {\r\n csh = 0.5 + c * SH_C0;\r\n } else {\r\n csh = 1.0 / (1.0 + Math.exp(-c));\r\n }\r\n\r\n rgba[i * 32 + 24 + j] = Math.max(0, Math.min(255, Math.round(255 * csh)));\r\n }\r\n }\r\n }\r\n\r\n // --- Rotations\r\n // Dequantize the stored three components:\r\n const toComp = (c: number) => ((c / 255 - 0.5) * 2.0) / Math.SQRT2;\r\n\r\n const quatArray = imageDataArrays[3].bits;\r\n for (let i = 0; i < splatCount; i++) {\r\n const quatsr = quatArray[i * 4 + 0];\r\n const quatsg = quatArray[i * 4 + 1];\r\n const quatsb = quatArray[i * 4 + 2];\r\n const quatsa = quatArray[i * 4 + 3];\r\n\r\n const a = toComp(quatsr);\r\n const b = toComp(quatsg);\r\n const c = toComp(quatsb);\r\n\r\n const mode = quatsa - 252; // 0..3 (R,G,B,A is one of the four components)\r\n\r\n // Reconstruct the omitted component so that ||q|| = 1 and w.l.o.g. the omitted one is non-negative\r\n const t = a * a + b * b + c * c;\r\n const d = Math.sqrt(Math.max(0, 1 - t));\r\n\r\n // Place components according to mode\r\n let q: [number, number, number, number];\r\n switch (mode) {\r\n case 0:\r\n q = [d, a, b, c];\r\n break; // omitted = x\r\n case 1:\r\n q = [a, d, b, c];\r\n break; // omitted = y\r\n case 2:\r\n q = [a, b, d, c];\r\n break; // omitted = z\r\n case 3:\r\n q = [a, b, c, d];\r\n break; // omitted = w\r\n default:\r\n throw new Error(\"Invalid quaternion mode\");\r\n }\r\n\r\n rot[i * 32 + 28 + 0] = q[0] * 127.5 + 127.5;\r\n rot[i * 32 + 28 + 1] = q[1] * 127.5 + 127.5;\r\n rot[i * 32 + 28 + 2] = q[2] * 127.5 + 127.5;\r\n rot[i * 32 + 28 + 3] = q[3] * 127.5 + 127.5;\r\n }\r\n\r\n // --- SH\r\n if (data.shN) {\r\n const coeffs = data.shN.bands ? (data.shN.bands + 1) ** 2 - 1 : data.shN.shape[1] / 3; // 3 components per coeff\r\n const shDegree = data.shN.bands !== undefined && data.shN.bands !== null ? data.shN.bands : Math.round(Math.sqrt(coeffs + 1) - 1);\r\n const shCentroids = imageDataArrays[5].bits;\r\n const shLabelsData = imageDataArrays[6].bits;\r\n const shCentroidsWidth = imageDataArrays[5].width;\r\n\r\n const shComponentCount = coeffs * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n //let shIndexRead = byteOffset;\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh = AllocateShBuffers(textureCount, height * width * 4 * 4);\r\n\r\n if (data.version === 2) {\r\n if (!data.shN.codebook) {\r\n throw new Error(\"Missing codebook in SOG version 2 shN data.\");\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n const n = shLabelsData[i * 4 + 0] + (shLabelsData[i * 4 + 1] << 8);\r\n const u = (n % 64) * coeffs;\r\n const v = Math.floor(n / 64);\r\n\r\n for (let k = 0; k < coeffs; k++) {\r\n for (let j = 0; j < 3; j++) {\r\n const shIndexWrite = k * 3 + j;\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n\r\n const shValue = data.shN.codebook[shCentroids[(u + k) * 4 + j + v * shCentroidsWidth * 4]] * 127.5 + 127.5;\r\n shArray[byteIndexInTexture + offsetPerSplat] = Math.max(0, Math.min(255, shValue));\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < splatCount; i++) {\r\n const n = shLabelsData[i * 4 + 0] + (shLabelsData[i * 4 + 1] << 8);\r\n const u = (n % 64) * coeffs;\r\n const v = Math.floor(n / 64);\r\n const shMin = data.shN.mins as number;\r\n const shMax = data.shN.maxs as number;\r\n\r\n for (let j = 0; j < 3; j++) {\r\n for (let k = 0; k < coeffs / 3; k++) {\r\n const shIndexWrite = k * 3 + j;\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n\r\n const shValue = Scalar.Lerp(shMin, shMax, shCentroids[(u + k) * 4 + j + v * shCentroidsWidth * 4] / 255) * 127.5 + 127.5;\r\n shArray[byteIndexInTexture + offsetPerSplat] = Math.max(0, Math.min(255, shValue));\r\n }\r\n }\r\n }\r\n }\r\n return await new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh, shDegree: shDegree });\r\n });\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false });\r\n });\r\n}\r\n\r\n/**\r\n * Parse SOG data from either a SOGRootData object (with webp files loaded from rootUrl) or from a Map of filenames to Uint8Array file data (including meta.json)\r\n * @param dataOrFiles Either the SOGRootData or a Map of filenames to Uint8Array file data (including meta.json)\r\n * @param rootUrl Base URL to load webp files from (if dataOrFiles is SOGRootData)\r\n * @param scene The Babylon.js scene\r\n * @returns Parsed data\r\n */\r\nexport async function ParseSogMeta(dataOrFiles: SOGRootData | Map<string, Uint8Array>, rootUrl: string, scene: Scene): Promise<IParsedSplat> {\r\n let data: SOGRootData;\r\n let files: Map<string, Uint8Array> | undefined;\r\n\r\n if (dataOrFiles instanceof Map) {\r\n files = dataOrFiles;\r\n\r\n const metaFile = files.get(\"meta.json\");\r\n if (!metaFile) {\r\n throw new Error(\"meta.json not found in files Map\");\r\n }\r\n\r\n data = JSON.parse(new TextDecoder().decode(metaFile)) as SOGRootData;\r\n } else {\r\n data = dataOrFiles;\r\n }\r\n\r\n // Collect all file names\r\n const urls = [...data.means.files, ...data.scales.files, ...data.quats.files, ...data.sh0.files];\r\n if (data.shN) {\r\n urls.push(...data.shN.files);\r\n }\r\n\r\n // Load webp images in parallel\r\n const imageDataArrays: IWebPImage[] = await Promise.all(\r\n urls.map(async (fileName) => {\r\n if (files && files.has(fileName)) {\r\n // load from in-memory Uint8Array\r\n const fileData = files.get(fileName)!;\r\n return await LoadWebpImageData(fileData, fileName, scene.getEngine());\r\n } else {\r\n // fallback: load from URL\r\n return await LoadWebpImageData(rootUrl, fileName, scene.getEngine());\r\n }\r\n })\r\n );\r\n\r\n return await ParseSogDatas(data, imageDataArrays, scene);\r\n}\r\n\r\nfunction CreateSogTexture(scene: Scene, bits: Uint8Array, width: number, height: number): RawTexture {\r\n const tex = new RawTexture(bits, width, height, Constants.TEXTUREFORMAT_RGBA, scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_UNSIGNED_BYTE);\r\n tex.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n tex.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n return tex;\r\n}\r\n\r\nfunction DecodeSogPositions(data: SOGRootData, meansl: Uint8Array, meansu: Uint8Array, splatCount: number): Float32Array {\r\n const unlog = (n: number) => Math.sign(n) * (Math.exp(Math.abs(n)) - 1);\r\n if (!Array.isArray(data.means.mins) || !Array.isArray(data.means.maxs)) {\r\n throw new Error(\"Missing arrays in SOG data.\");\r\n }\r\n // Stride-4 layout (x,y,z,w) expected by the depth-sort worker and the centers texture.\r\n const positions = new Float32Array(splatCount * 4);\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const q = (meansu[index + j] << 8) | meansl[index + j];\r\n const n = Scalar.Lerp(data.means.mins[j], data.means.maxs[j], q / 65535);\r\n positions[i * 4 + j] = unlog(n);\r\n }\r\n positions[i * 4 + 3] = 1.0;\r\n }\r\n return positions;\r\n}\r\n\r\n/**\r\n * Parse SOG data and produce a set of GPU textures + dequantization parameters.\r\n * The shader will sample these raw RGBA8 textures and reconstruct positions/scales/rotations/colors/SH on the GPU.\r\n * @param dataOrFiles Either the SOGRootData or a Map of filenames to Uint8Array file data (including meta.json)\r\n * @param rootUrl Base URL to load webp files from (if dataOrFiles is SOGRootData)\r\n * @param scene The Babylon.js scene\r\n * @returns Parsed splat info with `sogTextures` populated.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/no-restricted-types\r\nexport async function ParseSogMetaAsTextures(dataOrFiles: SOGRootData | Map<string, Uint8Array>, rootUrl: string, scene: Scene): Promise<IParsedSplat> {\r\n let data: SOGRootData;\r\n let files: Map<string, Uint8Array> | undefined;\r\n\r\n if (dataOrFiles instanceof Map) {\r\n files = dataOrFiles;\r\n const metaFile = files.get(\"meta.json\");\r\n if (!metaFile) {\r\n throw new Error(\"meta.json not found in files Map\");\r\n }\r\n data = JSON.parse(new TextDecoder().decode(metaFile)) as SOGRootData;\r\n } else {\r\n data = dataOrFiles;\r\n }\r\n\r\n const urls = [...data.means.files, ...data.scales.files, ...data.quats.files, ...data.sh0.files];\r\n if (data.shN) {\r\n urls.push(...data.shN.files);\r\n }\r\n\r\n const images: IWebPImage[] = await Promise.all(\r\n urls.map(async (fileName) => {\r\n if (files && files.has(fileName)) {\r\n return await LoadWebpImageData(files.get(fileName)!, fileName, scene.getEngine());\r\n }\r\n return await LoadWebpImageData(rootUrl, fileName, scene.getEngine());\r\n })\r\n );\r\n\r\n const splatCount = data.count ?? data.means.shape[0];\r\n const engine = scene.getEngine();\r\n const splatTextureWidth = Math.min(splatCount, engine.getCaps().maxTextureSize);\r\n const splatTextureHeight = Math.ceil(splatCount / splatTextureWidth);\r\n\r\n // means_l, means_u, scales, quats, sh0 share the same (w,h)\r\n const meansL = CreateSogTexture(scene, images[0].bits, splatTextureWidth, splatTextureHeight);\r\n const meansU = CreateSogTexture(scene, images[1].bits, splatTextureWidth, splatTextureHeight);\r\n const scales = CreateSogTexture(scene, images[2].bits, splatTextureWidth, splatTextureHeight);\r\n const quats = CreateSogTexture(scene, images[3].bits, splatTextureWidth, splatTextureHeight);\r\n const sh0 = CreateSogTexture(scene, images[4].bits, splatTextureWidth, splatTextureHeight);\r\n\r\n let shCentroids: RawTexture | undefined;\r\n let shLabels: RawTexture | undefined;\r\n let shCoeffCount = 0;\r\n let shDegree = 0;\r\n\r\n if (data.shN && images.length >= 7) {\r\n const centroidsImage = images[5];\r\n const labelsImage = images[6];\r\n const centroidsHeight = centroidsImage.bits.length / 4 / centroidsImage.width;\r\n shCentroids = CreateSogTexture(scene, centroidsImage.bits, centroidsImage.width, centroidsHeight);\r\n const labelsHeight = labelsImage.bits.length / 4 / labelsImage.width;\r\n shLabels = CreateSogTexture(scene, labelsImage.bits, labelsImage.width, labelsHeight);\r\n\r\n shCoeffCount = data.shN.bands ? (data.shN.bands + 1) ** 2 - 1 : data.shN.shape[1] / 3;\r\n shDegree = data.shN.bands ?? Math.round(Math.sqrt(shCoeffCount + 1) - 1);\r\n }\r\n\r\n // Optional codebook packed into a 1D R32F texture: [scales(256) | sh0(256) | shN(256)]\r\n let codebookTexture: RawTexture | undefined;\r\n if (data.version === 2) {\r\n const codebookSize = 256;\r\n const packed = new Float32Array(codebookSize * 3);\r\n if (data.scales.codebook) {\r\n packed.set(data.scales.codebook.slice(0, codebookSize), 0);\r\n }\r\n if (data.sh0.codebook) {\r\n packed.set(data.sh0.codebook.slice(0, codebookSize), codebookSize);\r\n }\r\n if (data.shN?.codebook) {\r\n packed.set(data.shN.codebook.slice(0, codebookSize), codebookSize * 2);\r\n }\r\n codebookTexture = new RawTexture(\r\n packed,\r\n codebookSize * 3,\r\n 1,\r\n Constants.TEXTUREFORMAT_R,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n codebookTexture.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n codebookTexture.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n }\r\n\r\n const meansMins = data.means.mins as number[];\r\n const meansMaxs = data.means.maxs as number[];\r\n\r\n const pack: ISogTexturePack = {\r\n version: (data.version === 2 ? 2 : 1) as 1 | 2,\r\n splatCount,\r\n shDegree,\r\n meansTextureL: meansL,\r\n meansTextureU: meansU,\r\n scalesTexture: scales,\r\n quatsTexture: quats,\r\n sh0Texture: sh0,\r\n shCentroidsTexture: shCentroids,\r\n shLabelsTexture: shLabels,\r\n codebookTexture,\r\n meansMin: [meansMins[0], meansMins[1], meansMins[2]],\r\n meansMax: [meansMaxs[0], meansMaxs[1], meansMaxs[2]],\r\n scalesMin: Array.isArray(data.scales.mins) ? [data.scales.mins[0], data.scales.mins[1], data.scales.mins[2]] : undefined,\r\n scalesMax: Array.isArray(data.scales.maxs) ? [data.scales.maxs[0], data.scales.maxs[1], data.scales.maxs[2]] : undefined,\r\n sh0Min: Array.isArray(data.sh0.mins) ? [data.sh0.mins[0], data.sh0.mins[1], data.sh0.mins[2], data.sh0.mins[3]] : undefined,\r\n sh0Max: Array.isArray(data.sh0.maxs) ? [data.sh0.maxs[0], data.sh0.maxs[1], data.sh0.maxs[2], data.sh0.maxs[3]] : undefined,\r\n shnMin: typeof data.shN?.mins === \"number\" ? data.shN.mins : undefined,\r\n shnMax: typeof data.shN?.maxs === \"number\" ? data.shN.maxs : undefined,\r\n shCoeffCount,\r\n positions: DecodeSogPositions(data, images[0].bits, images[1].bits, splatCount),\r\n };\r\n\r\n return { mode: Mode.Splat, data: new ArrayBuffer(0), hasVertexColors: false, shDegree, sogTextures: pack };\r\n}\r\n"]}
1
+ 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{ type Scene } from \"core/scene\";\r\nimport { type IParsedSplat, type ISogTexturePack, Mode } from \"./splatDefs\";\r\nimport { AllocateShBuffers } from \"core/Meshes/GaussianSplatting/gaussianSplattingMeshBase\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { type AbstractEngine } from \"core/Engines\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\n/**\r\n * Definition of a SOG data file\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SOGDataFile {\r\n /**\r\n * index 0 is number of splats index 1 is number of components per splat (3 for vec3, 4 for vec4, etc.)\r\n */\r\n shape: number[];\r\n /**\r\n * type of components\r\n */\r\n dtype: string;\r\n /**\r\n * min range of data\r\n */\r\n mins?: number | number[];\r\n /**\r\n * max range of data\r\n */\r\n maxs?: number | number[];\r\n /**\r\n * palette for indexed data (quantized)\r\n */\r\n codebook?: number[]; // Only for version 2\r\n /**\r\n * type of encoding\r\n */\r\n encoding?: string;\r\n /**\r\n * number of bits for quantization (if any)\r\n */\r\n quantization?: number;\r\n /**\r\n * webp file names\r\n */\r\n files: string[];\r\n /**\r\n * SH band count (if applicable)\r\n */\r\n bands?: number;\r\n}\r\n\r\n/**\r\n * Definition of the root SOG data file\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface SOGRootData {\r\n /**\r\n * version of the SOG format\r\n */\r\n version?: number;\r\n /**\r\n * mean positions of the splats\r\n */\r\n means: SOGDataFile;\r\n /**\r\n * scales of the splats\r\n */\r\n scales: SOGDataFile;\r\n /**\r\n * quaternions of the splats\r\n */\r\n quats: SOGDataFile;\r\n /**\r\n * SH0 coefficients of the splats (base color)\r\n */\r\n sh0: SOGDataFile;\r\n /**\r\n * Optional higher order SH coefficients of the splats (lighting information)\r\n */\r\n shN?: SOGDataFile;\r\n /**\r\n * number of splats (optional, can be inferred from means.shape[0])\r\n */\r\n count?: number;\r\n}\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\ninterface IWebPImage {\r\n bits: Uint8Array;\r\n width: number;\r\n height: number;\r\n}\r\nconst SH_C0 = 0.28209479177387814;\r\n\r\nasync function LoadWebpImageData(rootUrlOrData: string | Uint8Array, filename: string, engine: AbstractEngine): Promise<IWebPImage> {\r\n const promise = new Promise<IWebPImage>((resolve, reject) => {\r\n const image = engine.createCanvasImage();\r\n if (!image) {\r\n throw new Error(\"Failed to create ImageBitmap\");\r\n }\r\n image.onload = () => {\r\n try {\r\n // Draw to canvas\r\n const canvas = engine.createCanvas(image.width, image.height);\r\n if (!canvas) {\r\n throw new Error(\"Failed to create canvas\");\r\n }\r\n const ctx = canvas.getContext(\"2d\");\r\n if (!ctx) {\r\n throw new Error(\"Failed to get 2D context\");\r\n }\r\n ctx.drawImage(image, 0, 0);\r\n\r\n // Extract pixel data (RGBA per pixel)\r\n const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);\r\n resolve({ bits: new Uint8Array(imageData.data.buffer), width: imageData.width, height: imageData.height });\r\n } catch (error) {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n }\r\n };\r\n image.onerror = (error) => {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(`Error loading image ${image.src} with exception: ${error}`);\r\n };\r\n\r\n image.crossOrigin = \"anonymous\"; // To avoid CORS issues\r\n let objectUrl: string | undefined;\r\n if (typeof rootUrlOrData === \"string\") {\r\n // old behavior: URL + filename\r\n if (!filename) {\r\n throw new Error(\"filename is required when using a URL\");\r\n }\r\n image.src = rootUrlOrData + filename;\r\n } else {\r\n // new behavior: Uint8Array\r\n const blob = new Blob([rootUrlOrData as any], { type: \"image/webp\" });\r\n objectUrl = URL.createObjectURL(blob);\r\n image.src = objectUrl;\r\n }\r\n });\r\n return await promise;\r\n}\r\n\r\nasync function ParseSogDatas(data: SOGRootData, imageDataArrays: IWebPImage[], scene: Scene): Promise<IParsedSplat> {\r\n const splatCount = data.count ? data.count : data.means.shape[0];\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // Undo the symmetric log transform used at encode time:\r\n const unlog = (n: number) => Math.sign(n) * (Math.exp(Math.abs(n)) - 1);\r\n\r\n const meansl = imageDataArrays[0].bits;\r\n const meansu = imageDataArrays[1].bits;\r\n // Check that data.means.mins is an array\r\n if (!Array.isArray(data.means.mins) || !Array.isArray(data.means.maxs)) {\r\n throw new Error(\"Missing arrays in SOG data.\");\r\n }\r\n\r\n // --- Positions\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const meansMin = data.means.mins[j];\r\n const meansMax = data.means.maxs[j];\r\n const meansup = meansu[index + j];\r\n const meanslow = meansl[index + j];\r\n const q = (meansup << 8) | meanslow;\r\n const n = Scalar.Lerp(meansMin, meansMax, q / 65535);\r\n position[i * 8 + j] = unlog(n);\r\n }\r\n }\r\n\r\n // --- Scales\r\n const scales = imageDataArrays[2].bits;\r\n if (data.version === 2) {\r\n if (!data.scales.codebook) {\r\n throw new Error(\"Missing codebook in SOG version 2 scales data.\");\r\n }\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const sc = data.scales.codebook[scales[index + j]];\r\n const sce = Math.exp(sc);\r\n scale[i * 8 + 3 + j] = sce;\r\n }\r\n }\r\n } else {\r\n if (!Array.isArray(data.scales.mins) || !Array.isArray(data.scales.maxs)) {\r\n throw new Error(\"Missing arrays in SOG scales data.\");\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const sc = scales[index + j];\r\n const lsc = Scalar.Lerp(data.scales.mins[j], data.scales.maxs[j], sc / 255);\r\n const lsce = Math.exp(lsc);\r\n scale[i * 8 + 3 + j] = lsce;\r\n }\r\n }\r\n }\r\n\r\n // --- Colors/SH0\r\n const colors = imageDataArrays[4].bits;\r\n if (data.version === 2) {\r\n if (!data.sh0.codebook) {\r\n throw new Error(\"Missing codebook in SOG version 2 sh0 data.\");\r\n }\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const component = 0.5 + data.sh0.codebook[colors[index + j]] * SH_C0;\r\n rgba[i * 32 + 24 + j] = Math.max(0, Math.min(255, Math.round(255 * component)));\r\n }\r\n rgba[i * 32 + 24 + 3] = colors[index + 3];\r\n }\r\n } else {\r\n if (!Array.isArray(data.sh0.mins) || !Array.isArray(data.sh0.maxs)) {\r\n throw new Error(\"Missing arrays in SOG sh0 data.\");\r\n }\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 4; j++) {\r\n const colorsMin = data.sh0.mins[j];\r\n const colorsMax = data.sh0.maxs[j];\r\n\r\n const colort = colors[index + j];\r\n const c = Scalar.Lerp(colorsMin, colorsMax, colort / 255);\r\n\r\n let csh;\r\n if (j < 3) {\r\n csh = 0.5 + c * SH_C0;\r\n } else {\r\n csh = 1.0 / (1.0 + Math.exp(-c));\r\n }\r\n\r\n rgba[i * 32 + 24 + j] = Math.max(0, Math.min(255, Math.round(255 * csh)));\r\n }\r\n }\r\n }\r\n\r\n // --- Rotations\r\n // Dequantize the stored three components:\r\n const toComp = (c: number) => ((c / 255 - 0.5) * 2.0) / Math.SQRT2;\r\n\r\n const quatArray = imageDataArrays[3].bits;\r\n for (let i = 0; i < splatCount; i++) {\r\n const quatsr = quatArray[i * 4 + 0];\r\n const quatsg = quatArray[i * 4 + 1];\r\n const quatsb = quatArray[i * 4 + 2];\r\n const quatsa = quatArray[i * 4 + 3];\r\n\r\n const a = toComp(quatsr);\r\n const b = toComp(quatsg);\r\n const c = toComp(quatsb);\r\n\r\n const mode = quatsa - 252; // 0..3 (R,G,B,A is one of the four components)\r\n\r\n // Reconstruct the omitted component so that ||q|| = 1 and w.l.o.g. the omitted one is non-negative\r\n const t = a * a + b * b + c * c;\r\n const d = Math.sqrt(Math.max(0, 1 - t));\r\n\r\n // Place components according to mode\r\n let q: [number, number, number, number];\r\n switch (mode) {\r\n case 0:\r\n q = [d, a, b, c];\r\n break; // omitted = x\r\n case 1:\r\n q = [a, d, b, c];\r\n break; // omitted = y\r\n case 2:\r\n q = [a, b, d, c];\r\n break; // omitted = z\r\n case 3:\r\n q = [a, b, c, d];\r\n break; // omitted = w\r\n default:\r\n throw new Error(\"Invalid quaternion mode\");\r\n }\r\n\r\n rot[i * 32 + 28 + 0] = q[0] * 127.5 + 127.5;\r\n rot[i * 32 + 28 + 1] = q[1] * 127.5 + 127.5;\r\n rot[i * 32 + 28 + 2] = q[2] * 127.5 + 127.5;\r\n rot[i * 32 + 28 + 3] = q[3] * 127.5 + 127.5;\r\n }\r\n\r\n // --- SH\r\n if (data.shN) {\r\n const coeffs = data.shN.bands ? (data.shN.bands + 1) ** 2 - 1 : data.shN.shape[1] / 3; // 3 components per coeff\r\n const shDegree = data.shN.bands !== undefined && data.shN.bands !== null ? data.shN.bands : Math.round(Math.sqrt(coeffs + 1) - 1);\r\n const shCentroids = imageDataArrays[5].bits;\r\n const shLabelsData = imageDataArrays[6].bits;\r\n const shCentroidsWidth = imageDataArrays[5].width;\r\n\r\n const shComponentCount = coeffs * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n //let shIndexRead = byteOffset;\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh = AllocateShBuffers(textureCount, height * width * 4 * 4);\r\n\r\n if (data.version === 2) {\r\n if (!data.shN.codebook) {\r\n throw new Error(\"Missing codebook in SOG version 2 shN data.\");\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n const n = shLabelsData[i * 4 + 0] + (shLabelsData[i * 4 + 1] << 8);\r\n const u = (n % 64) * coeffs;\r\n const v = Math.floor(n / 64);\r\n\r\n for (let k = 0; k < coeffs; k++) {\r\n for (let j = 0; j < 3; j++) {\r\n const shIndexWrite = k * 3 + j;\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n\r\n const shValue = data.shN.codebook[shCentroids[(u + k) * 4 + j + v * shCentroidsWidth * 4]] * 127.5 + 127.5;\r\n shArray[byteIndexInTexture + offsetPerSplat] = Math.max(0, Math.min(255, shValue));\r\n }\r\n }\r\n }\r\n } else {\r\n for (let i = 0; i < splatCount; i++) {\r\n const n = shLabelsData[i * 4 + 0] + (shLabelsData[i * 4 + 1] << 8);\r\n const u = (n % 64) * coeffs;\r\n const v = Math.floor(n / 64);\r\n const shMin = data.shN.mins as number;\r\n const shMax = data.shN.maxs as number;\r\n\r\n for (let j = 0; j < 3; j++) {\r\n for (let k = 0; k < coeffs / 3; k++) {\r\n const shIndexWrite = k * 3 + j;\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n\r\n const shValue = Scalar.Lerp(shMin, shMax, shCentroids[(u + k) * 4 + j + v * shCentroidsWidth * 4] / 255) * 127.5 + 127.5;\r\n shArray[byteIndexInTexture + offsetPerSplat] = Math.max(0, Math.min(255, shValue));\r\n }\r\n }\r\n }\r\n }\r\n return await new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh, shDegree: shDegree });\r\n });\r\n }\r\n\r\n return await new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false });\r\n });\r\n}\r\n\r\n/**\r\n * Parse SOG data from either a SOGRootData object (with webp files loaded from rootUrl) or from a Map of filenames to Uint8Array file data (including meta.json)\r\n * @param dataOrFiles Either the SOGRootData or a Map of filenames to Uint8Array file data (including meta.json)\r\n * @param rootUrl Base URL to load webp files from (if dataOrFiles is SOGRootData)\r\n * @param scene The Babylon.js scene\r\n * @returns Parsed data\r\n */\r\nexport async function ParseSogMeta(dataOrFiles: SOGRootData | Map<string, Uint8Array>, rootUrl: string, scene: Scene): Promise<IParsedSplat> {\r\n let data: SOGRootData;\r\n let files: Map<string, Uint8Array> | undefined;\r\n\r\n if (dataOrFiles instanceof Map) {\r\n files = dataOrFiles;\r\n\r\n const metaFile = files.get(\"meta.json\");\r\n if (!metaFile) {\r\n throw new Error(\"meta.json not found in files Map\");\r\n }\r\n\r\n data = JSON.parse(new TextDecoder().decode(metaFile)) as SOGRootData;\r\n } else {\r\n data = dataOrFiles;\r\n }\r\n\r\n // Collect all file names\r\n const urls = [...data.means.files, ...data.scales.files, ...data.quats.files, ...data.sh0.files];\r\n if (data.shN) {\r\n urls.push(...data.shN.files);\r\n }\r\n\r\n // Load webp images in parallel\r\n const imageDataArrays: IWebPImage[] = await Promise.all(\r\n urls.map(async (fileName) => {\r\n if (files && files.has(fileName)) {\r\n // load from in-memory Uint8Array\r\n const fileData = files.get(fileName)!;\r\n return await LoadWebpImageData(fileData, fileName, scene.getEngine());\r\n } else {\r\n // fallback: load from URL\r\n return await LoadWebpImageData(rootUrl, fileName, scene.getEngine());\r\n }\r\n })\r\n );\r\n\r\n return await ParseSogDatas(data, imageDataArrays, scene);\r\n}\r\n\r\nfunction CreateSogTexture(scene: Scene, bits: Uint8Array, width: number, height: number): RawTexture {\r\n const tex = new RawTexture(bits, width, height, Constants.TEXTUREFORMAT_RGBA, scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_UNSIGNED_BYTE);\r\n tex.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n tex.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n return tex;\r\n}\r\n\r\nfunction CreateSogTextureFromImage(scene: Scene, image: IWebPImage): RawTexture {\r\n return CreateSogTexture(scene, image.bits, image.width, image.height);\r\n}\r\n\r\nfunction DecodeSogPositions(data: SOGRootData, meansl: Uint8Array, meansu: Uint8Array, splatCount: number): Float32Array {\r\n const unlog = (n: number) => Math.sign(n) * (Math.exp(Math.abs(n)) - 1);\r\n if (!Array.isArray(data.means.mins) || !Array.isArray(data.means.maxs)) {\r\n throw new Error(\"Missing arrays in SOG data.\");\r\n }\r\n // Stride-4 layout (x,y,z,w) expected by the depth-sort worker and the centers texture.\r\n const positions = new Float32Array(splatCount * 4);\r\n for (let i = 0; i < splatCount; i++) {\r\n const index = i * 4;\r\n for (let j = 0; j < 3; j++) {\r\n const q = (meansu[index + j] << 8) | meansl[index + j];\r\n const n = Scalar.Lerp(data.means.mins[j], data.means.maxs[j], q / 65535);\r\n positions[i * 4 + j] = unlog(n);\r\n }\r\n positions[i * 4 + 3] = 1.0;\r\n }\r\n return positions;\r\n}\r\n\r\n/**\r\n * Parse SOG data and produce a set of GPU textures + dequantization parameters.\r\n * The shader will sample these raw RGBA8 textures and reconstruct positions/scales/rotations/colors/SH on the GPU.\r\n * @param dataOrFiles Either the SOGRootData or a Map of filenames to Uint8Array file data (including meta.json)\r\n * @param rootUrl Base URL to load webp files from (if dataOrFiles is SOGRootData)\r\n * @param scene The Babylon.js scene\r\n * @returns Parsed splat info with `sogTextures` populated.\r\n */\r\n// eslint-disable-next-line @typescript-eslint/no-restricted-types\r\nexport async function ParseSogMetaAsTextures(dataOrFiles: SOGRootData | Map<string, Uint8Array>, rootUrl: string, scene: Scene): Promise<IParsedSplat> {\r\n let data: SOGRootData;\r\n let files: Map<string, Uint8Array> | undefined;\r\n\r\n if (dataOrFiles instanceof Map) {\r\n files = dataOrFiles;\r\n const metaFile = files.get(\"meta.json\");\r\n if (!metaFile) {\r\n throw new Error(\"meta.json not found in files Map\");\r\n }\r\n data = JSON.parse(new TextDecoder().decode(metaFile)) as SOGRootData;\r\n } else {\r\n data = dataOrFiles;\r\n }\r\n\r\n const urls = [...data.means.files, ...data.scales.files, ...data.quats.files, ...data.sh0.files];\r\n if (data.shN) {\r\n urls.push(...data.shN.files);\r\n }\r\n\r\n const images: IWebPImage[] = await Promise.all(\r\n urls.map(async (fileName) => {\r\n if (files && files.has(fileName)) {\r\n return await LoadWebpImageData(files.get(fileName)!, fileName, scene.getEngine());\r\n }\r\n return await LoadWebpImageData(rootUrl, fileName, scene.getEngine());\r\n })\r\n );\r\n\r\n const splatCount = data.count ?? data.means.shape[0];\r\n const splatTexelCount = images[0].width * images[0].height;\r\n if (splatTexelCount < splatCount) {\r\n throw new Error(`SOG texture contains ${splatTexelCount} texels, but metadata references ${splatCount} splats.`);\r\n }\r\n\r\n // means_l, means_u, scales, quats, sh0 share the same (w,h) — size each texture from its image so\r\n // the uploaded data size matches the texture exactly (multi-row webp images otherwise produce a\r\n // mis-sized, empty texture).\r\n const meansL = CreateSogTextureFromImage(scene, images[0]);\r\n const meansU = CreateSogTextureFromImage(scene, images[1]);\r\n const scales = CreateSogTextureFromImage(scene, images[2]);\r\n const quats = CreateSogTextureFromImage(scene, images[3]);\r\n const sh0 = CreateSogTextureFromImage(scene, images[4]);\r\n\r\n let shCentroids: RawTexture | undefined;\r\n let shLabels: RawTexture | undefined;\r\n let shCoeffCount = 0;\r\n let shDegree = 0;\r\n\r\n if (data.shN && images.length >= 7) {\r\n shCentroids = CreateSogTextureFromImage(scene, images[5]);\r\n shLabels = CreateSogTextureFromImage(scene, images[6]);\r\n\r\n shCoeffCount = data.shN.bands ? (data.shN.bands + 1) ** 2 - 1 : data.shN.shape[1] / 3;\r\n shDegree = data.shN.bands ?? Math.round(Math.sqrt(shCoeffCount + 1) - 1);\r\n }\r\n\r\n // Optional codebook packed into a 1D R32F texture: [scales(256) | sh0(256) | shN(256)]\r\n let codebookTexture: RawTexture | undefined;\r\n if (data.version === 2) {\r\n const codebookSize = 256;\r\n const packed = new Float32Array(codebookSize * 3);\r\n if (data.scales.codebook) {\r\n packed.set(data.scales.codebook.slice(0, codebookSize), 0);\r\n }\r\n if (data.sh0.codebook) {\r\n packed.set(data.sh0.codebook.slice(0, codebookSize), codebookSize);\r\n }\r\n if (data.shN?.codebook) {\r\n packed.set(data.shN.codebook.slice(0, codebookSize), codebookSize * 2);\r\n }\r\n codebookTexture = new RawTexture(\r\n packed,\r\n codebookSize * 3,\r\n 1,\r\n Constants.TEXTUREFORMAT_R,\r\n scene,\r\n false,\r\n false,\r\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\r\n Constants.TEXTURETYPE_FLOAT\r\n );\r\n codebookTexture.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n codebookTexture.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n }\r\n\r\n const meansMins = data.means.mins as number[];\r\n const meansMaxs = data.means.maxs as number[];\r\n\r\n const pack: ISogTexturePack = {\r\n version: (data.version === 2 ? 2 : 1) as 1 | 2,\r\n splatCount,\r\n shDegree,\r\n meansTextureL: meansL,\r\n meansTextureU: meansU,\r\n scalesTexture: scales,\r\n quatsTexture: quats,\r\n sh0Texture: sh0,\r\n shCentroidsTexture: shCentroids,\r\n shLabelsTexture: shLabels,\r\n codebookTexture,\r\n meansMin: [meansMins[0], meansMins[1], meansMins[2]],\r\n meansMax: [meansMaxs[0], meansMaxs[1], meansMaxs[2]],\r\n scalesMin: Array.isArray(data.scales.mins) ? [data.scales.mins[0], data.scales.mins[1], data.scales.mins[2]] : undefined,\r\n scalesMax: Array.isArray(data.scales.maxs) ? [data.scales.maxs[0], data.scales.maxs[1], data.scales.maxs[2]] : undefined,\r\n sh0Min: Array.isArray(data.sh0.mins) ? [data.sh0.mins[0], data.sh0.mins[1], data.sh0.mins[2], data.sh0.mins[3]] : undefined,\r\n sh0Max: Array.isArray(data.sh0.maxs) ? [data.sh0.maxs[0], data.sh0.maxs[1], data.sh0.maxs[2], data.sh0.maxs[3]] : undefined,\r\n shnMin: typeof data.shN?.mins === \"number\" ? data.shN.mins : undefined,\r\n shnMax: typeof data.shN?.maxs === \"number\" ? data.shN.maxs : undefined,\r\n shCoeffCount,\r\n positions: DecodeSogPositions(data, images[0].bits, images[1].bits, splatCount),\r\n };\r\n\r\n return { mode: Mode.Splat, data: new ArrayBuffer(0), hasVertexColors: false, shDegree, sogTextures: pack };\r\n}\r\n"]}
@@ -63,6 +63,14 @@ export declare class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneL
63
63
  * @returns a promise containing the loaded meshes, particles, skeletons and animations
64
64
  */
65
65
  importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, _onProgress?: (event: ISceneLoaderProgressEvent) => void, _fileName?: string): Promise<ISceneLoaderAsyncResult>;
66
+ /**
67
+ * Detects a PlayCanvas-style `lod-meta.json` payload and, if found, creates a streaming mesh for it.
68
+ * @param scene hosting scene
69
+ * @param data loaded file data
70
+ * @param rootUrl root url the metadata's relative paths resolve against
71
+ * @returns the streaming mesh, or null when the data is not SOG LOD metadata
72
+ */
73
+ private _tryCreateLODStream;
66
74
  private static _BuildPointCloud;
67
75
  private static _BuildMesh;
68
76
  private _unzipWithFFlateAsync;