@babylonjs/loaders 9.22.2 → 9.23.0

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Files changed (40) hide show
  1. package/OBJ/objFileLoader.metadata.d.ts +5 -1
  2. package/OBJ/objFileLoader.metadata.js +4 -1
  3. package/OBJ/objFileLoader.metadata.js.map +1 -1
  4. package/OBJ/objFileLoader.pure.d.ts +12 -3
  5. package/OBJ/objFileLoader.pure.js +30 -2
  6. package/OBJ/objFileLoader.pure.js.map +1 -1
  7. package/OBJ/objLoadingOptions.d.ts +6 -0
  8. package/OBJ/objLoadingOptions.js.map +1 -1
  9. package/SPLAT/gaussianSplattingStream.d.ts +162 -15
  10. package/SPLAT/gaussianSplattingStream.js +523 -96
  11. package/SPLAT/gaussianSplattingStream.js.map +1 -1
  12. package/dynamic.js +16 -6
  13. package/dynamic.js.map +1 -1
  14. package/glTF/2.0/Extensions/KHR_interactivity.pure.d.ts +5 -0
  15. package/glTF/2.0/Extensions/KHR_interactivity.pure.js +15 -4
  16. package/glTF/2.0/Extensions/KHR_interactivity.pure.js.map +1 -1
  17. package/glTF/2.0/Extensions/KHR_node_hoverability.pure.d.ts +5 -0
  18. package/glTF/2.0/Extensions/KHR_node_hoverability.pure.js +19 -6
  19. package/glTF/2.0/Extensions/KHR_node_hoverability.pure.js.map +1 -1
  20. package/glTF/2.0/Extensions/KHR_node_selectability.pure.d.ts +5 -0
  21. package/glTF/2.0/Extensions/KHR_node_selectability.pure.js +19 -6
  22. package/glTF/2.0/Extensions/KHR_node_selectability.pure.js.map +1 -1
  23. package/glTF/2.0/Extensions/KHR_node_visibility.pure.d.ts +5 -0
  24. package/glTF/2.0/Extensions/KHR_node_visibility.pure.js +19 -6
  25. package/glTF/2.0/Extensions/KHR_node_visibility.pure.js.map +1 -1
  26. package/glTF/2.0/Extensions/dynamic.js +54 -41
  27. package/glTF/2.0/Extensions/dynamic.js.map +1 -1
  28. package/glTF/2.0/glTFLoader.pure.d.ts +1 -1
  29. package/glTF/2.0/glTFLoader.pure.js +4 -3
  30. package/glTF/2.0/glTFLoader.pure.js.map +1 -1
  31. package/glTF/2.0/glTFLoaderAnimation.d.ts +1 -42
  32. package/glTF/2.0/glTFLoaderAnimation.js +3 -79
  33. package/glTF/2.0/glTFLoaderAnimation.js.map +1 -1
  34. package/glTF/2.0/glTFLoaderAnimation.pure.d.ts +47 -0
  35. package/glTF/2.0/glTFLoaderAnimation.pure.js +91 -0
  36. package/glTF/2.0/glTFLoaderAnimation.pure.js.map +1 -0
  37. package/glTF/2.0/pure.d.ts +1 -0
  38. package/glTF/2.0/pure.js +1 -0
  39. package/glTF/2.0/pure.js.map +1 -1
  40. package/package.json +3 -3
@@ -1,4 +1,8 @@
1
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  export declare const OBJFileLoaderMetadata: {
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  readonly name: "obj";
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- readonly extensions: ".obj";
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+ readonly extensions: {
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+ readonly ".obj": {
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+ readonly isBinary: true;
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+ };
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+ };
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  };
@@ -1,5 +1,8 @@
1
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  export const OBJFileLoaderMetadata = {
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  name: "obj",
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- extensions: ".obj",
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+ // Read the file as bytes so the loader can decode non-UTF-8 OBJ files.
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+ extensions: {
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+ ".obj": { isBinary: true },
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+ },
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  };
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  //# sourceMappingURL=objFileLoader.metadata.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"objFileLoader.metadata.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objFileLoader.metadata.ts"],"names":[],"mappings":"AAEA,MAAM,CAAC,MAAM,qBAAqB,GAAG;IACjC,IAAI,EAAE,KAAK;IACX,UAAU,EAAE,MAAM;CACyB,CAAC","sourcesContent":["import { type ISceneLoaderPluginMetadata } from \"core/index\";\r\n\r\nexport const OBJFileLoaderMetadata = {\r\n name: \"obj\",\r\n extensions: \".obj\",\r\n} as const satisfies ISceneLoaderPluginMetadata;\r\n"]}
1
+ {"version":3,"file":"objFileLoader.metadata.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objFileLoader.metadata.ts"],"names":[],"mappings":"AAEA,MAAM,CAAC,MAAM,qBAAqB,GAAG;IACjC,IAAI,EAAE,KAAK;IAEX,uEAAuE;IACvE,UAAU,EAAE;QACR,MAAM,EAAE,EAAE,QAAQ,EAAE,IAAI,EAAE;KACmB;CACN,CAAC","sourcesContent":["import { type ISceneLoaderPluginExtensions, type ISceneLoaderPluginMetadata } from \"core/index\";\r\n\r\nexport const OBJFileLoaderMetadata = {\r\n name: \"obj\",\r\n\r\n // Read the file as bytes so the loader can decode non-UTF-8 OBJ files.\r\n extensions: {\r\n \".obj\": { isBinary: true },\r\n } as const satisfies ISceneLoaderPluginExtensions,\r\n} as const satisfies ISceneLoaderPluginMetadata;\r\n"]}
@@ -8,6 +8,10 @@ import { type OBJLoadingOptions } from "./objLoadingOptions.js";
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  * This is a babylon scene loader plugin.
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  */
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  export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
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+ /**
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+ * Defines the character encoding used to decode OBJ and MTL files.
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+ */
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+ static ENCODING: string;
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  /**
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  * Defines if UVs are optimized by default during load.
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  */
@@ -59,7 +63,11 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
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  /**
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  * Defines the extension the plugin is able to load.
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  */
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- readonly extensions: ".obj";
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+ readonly extensions: {
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+ readonly ".obj": {
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+ readonly isBinary: true;
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+ };
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+ };
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  private _assetContainer;
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  private _loadingOptions;
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  /**
@@ -81,6 +89,7 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
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  * @param onFailure
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  */
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  private _loadMTL;
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+ private _decode;
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  /** @internal */
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  createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin;
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  /**
@@ -104,7 +113,7 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
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  * @param rootUrl root url to load from
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  * @returns a promise which completes when objects have been loaded to the scene
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  */
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- loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void>;
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+ loadAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string): Promise<void>;
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  /**
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  * Load into an asset container.
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  * @param scene The scene to load into
@@ -112,7 +121,7 @@ export declare class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoa
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  * @param rootUrl The root url for scene and resources
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  * @returns The loaded asset container
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  */
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- loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer>;
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+ loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, rootUrl: string): Promise<AssetContainer>;
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  /**
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  * Read the OBJ file and create an Array of meshes.
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  * Each mesh contains all information given by the OBJ and the MTL file.
@@ -39,6 +39,7 @@ export class OBJFileLoader {
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  }
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  static get _DefaultLoadingOptions() {
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  return {
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+ encoding: OBJFileLoader.ENCODING,
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  computeNormals: OBJFileLoader.COMPUTE_NORMALS,
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  optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,
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  importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,
@@ -67,10 +68,32 @@ export class OBJFileLoader {
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  //The complete path to the mtl file
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  const pathOfFile = rootUrl + url;
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  // Loads through the babylon tools to allow fileInput search.
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- Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request, exception) => {
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+ Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, true, (request, exception) => {
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  onFailure(pathOfFile, exception);
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  });
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  }
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+ _decode(data) {
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+ if (typeof data === "string") {
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+ return data;
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+ }
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+ const bytes = new Uint8Array(data);
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+ const encoding = this._loadingOptions.encoding ?? "auto";
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+ if (encoding !== "auto") {
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+ return new TextDecoder(encoding).decode(bytes);
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+ }
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+ if (bytes[0] === 0xff && bytes[1] === 0xfe) {
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+ return new TextDecoder("utf-16le").decode(bytes);
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+ }
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+ if (bytes[0] === 0xfe && bytes[1] === 0xff) {
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+ return new TextDecoder("utf-16be").decode(bytes);
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+ }
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+ try {
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+ return new TextDecoder("utf-8", { fatal: true }).decode(bytes);
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+ }
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+ catch {
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+ return new TextDecoder("gb18030").decode(bytes);
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+ }
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+ }
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  /** @internal */
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  createPlugin(options) {
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  return new OBJFileLoader(options[OBJFileLoaderMetadata.name]);
@@ -178,6 +201,7 @@ export class OBJFileLoader {
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  const materialsFromMTLFile = new MTLFileLoader();
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  const materialToUse = [];
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  const babylonMeshesArray = []; //The mesh for babylon
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+ data = this._decode(data);
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  // Sanitize data
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  data = data.replace(/#.*$/gm, "").trim();
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  // Main function
@@ -194,7 +218,7 @@ export class OBJFileLoader {
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  this._loadMTL(fileToLoad, rootUrl, (dataLoaded) => {
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  try {
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  //Create materials thanks MTLLoader function
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- materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);
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+ materialsFromMTLFile.parseMTL(scene, this._decode(dataLoaded), rootUrl, this._assetContainer);
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  //Look at each material loaded in the mtl file
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  for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {
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  //Three variables to get all meshes with the same material
@@ -274,6 +298,10 @@ export class OBJFileLoader {
274
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  });
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  }
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  }
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+ /**
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+ * Defines the character encoding used to decode OBJ and MTL files.
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+ */
304
+ OBJFileLoader.ENCODING = "auto";
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  /**
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  * Defines if UVs are optimized by default during load.
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  */
@@ -1 +1 @@
1
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eslint-disable @typescript-eslint/promise-function-async */\r\nimport { type Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n type ISceneLoaderPluginAsync,\r\n type ISceneLoaderPluginFactory,\r\n type ISceneLoaderPlugin,\r\n type ISceneLoaderAsyncResult,\r\n type SceneLoaderPluginOptions,\r\n RegisterSceneLoaderPlugin,\r\n} from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type WebRequest } from \"core/Misc/webRequest\";\r\nimport { OBJFileLoaderMetadata } from \"./objFileLoader.metadata\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport { type OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport { type Mesh } from \"core/Meshes/mesh.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = /*#__PURE__*/ new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n\r\n /**\r\n * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.\r\n */\r\n public static USE_LEGACY_BEHAVIOR = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = OBJFileLoaderMetadata.name;\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public readonly extensions = OBJFileLoaderMetadata.extensions;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: Partial<Readonly<OBJLoadingOptions>>) {\r\n this._loadingOptions = { ...OBJFileLoader._DefaultLoadingOptions, ...(loadingOptions ?? {}) };\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n useLegacyBehavior: OBJFileLoader.USE_LEGACY_BEHAVIOR,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, false, (request?: WebRequest, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(options[OBJFileLoaderMetadata.name]);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ 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 OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n // eslint-disable-next-line github/no-then\r\n return this._parseSolidAsync(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 /**\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 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 * 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 @typescript-eslint/promise-function-async, 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 result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\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 * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseSolidAsync(meshesNames: any, scene: Scene, data: string, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse: string[] = [];\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n // Sanitize data\r\n data = data.replace(/#.*$/gm, \"\").trim();\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, dataLoaded, rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(mtlPromises).then(() => {\r\n const isLine = (mesh: AbstractMesh) => Boolean(mesh._internalMetadata?.[\"_isLine\"] ?? false);\r\n\r\n // Iterate over the mesh, determine if it is a line mesh, clone or modify the material to line rendering.\r\n babylonMeshesArray.forEach((mesh) => {\r\n if (isLine(mesh)) {\r\n let mat = mesh.material ?? new StandardMaterial(mesh.name + \"_line\", scene);\r\n // If another mesh is using this material and it is not a line then we need to clone it.\r\n const needClone = mat.getBindedMeshes().filter((e) => !isLine(e)).length > 0;\r\n if (needClone) {\r\n mat = mat.clone(mat.name + \"_line\") ?? mat;\r\n }\r\n mat.wireframe = true;\r\n mesh.material = mat;\r\n if (mesh._internalMetadata) {\r\n mesh._internalMetadata[\"_isLine\"] = undefined;\r\n }\r\n }\r\n });\r\n\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\n//Add this loader into the register plugin\r\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the OBJFileLoader scene loader plugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterOBJFileLoader(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterSceneLoaderPlugin(new OBJFileLoader());\r\n}\r\n"]}
1
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eslint-disable @typescript-eslint/promise-function-async */\r\nimport { type Nullable } from \"core/types\";\r\nimport { Vector2 } from \"core/Maths/math.vector.pure\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport {\r\n type ISceneLoaderPluginAsync,\r\n type ISceneLoaderPluginFactory,\r\n type ISceneLoaderPlugin,\r\n type ISceneLoaderAsyncResult,\r\n type SceneLoaderPluginOptions,\r\n RegisterSceneLoaderPlugin,\r\n} from \"core/Loading/sceneLoader\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type WebRequest } from \"core/Misc/webRequest\";\r\nimport { OBJFileLoaderMetadata } from \"./objFileLoader.metadata\";\r\nimport { MTLFileLoader } from \"./mtlFileLoader\";\r\nimport { type OBJLoadingOptions } from \"./objLoadingOptions\";\r\nimport { SolidParser } from \"./solidParser\";\r\nimport { type Mesh } from \"core/Meshes/mesh.pure\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial.pure\";\r\n\r\n/**\r\n * OBJ file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class OBJFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the character encoding used to decode OBJ and MTL files.\r\n */\r\n public static ENCODING = \"auto\";\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n public static OPTIMIZE_WITH_UV = true;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n public static INVERT_Y = false;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n public static get INVERT_TEXTURE_Y() {\r\n return MTLFileLoader.INVERT_TEXTURE_Y;\r\n }\r\n\r\n public static set INVERT_TEXTURE_Y(value: boolean) {\r\n MTLFileLoader.INVERT_TEXTURE_Y = value;\r\n }\r\n\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n public static IMPORT_VERTEX_COLORS = false;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n public static COMPUTE_NORMALS = false;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n public static OPTIMIZE_NORMALS = false;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n public static UV_SCALING = /*#__PURE__*/ new Vector2(1, 1);\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n public static SKIP_MATERIALS = false;\r\n\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n *\r\n * Defaults to true for backwards compatibility.\r\n */\r\n public static MATERIAL_LOADING_FAILS_SILENTLY = true;\r\n\r\n /**\r\n * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.\r\n */\r\n public static USE_LEGACY_BEHAVIOR = false;\r\n\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = OBJFileLoaderMetadata.name;\r\n /**\r\n * Defines the extension the plugin is able to load.\r\n */\r\n public readonly extensions = OBJFileLoaderMetadata.extensions;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private _loadingOptions: OBJLoadingOptions;\r\n\r\n /**\r\n * Creates loader for .OBJ files\r\n *\r\n * @param loadingOptions options for loading and parsing OBJ/MTL files.\r\n */\r\n constructor(loadingOptions?: Partial<Readonly<OBJLoadingOptions>>) {\r\n this._loadingOptions = { ...OBJFileLoader._DefaultLoadingOptions, ...(loadingOptions ?? {}) };\r\n }\r\n\r\n private static get _DefaultLoadingOptions(): OBJLoadingOptions {\r\n return {\r\n encoding: OBJFileLoader.ENCODING,\r\n computeNormals: OBJFileLoader.COMPUTE_NORMALS,\r\n optimizeNormals: OBJFileLoader.OPTIMIZE_NORMALS,\r\n importVertexColors: OBJFileLoader.IMPORT_VERTEX_COLORS,\r\n invertY: OBJFileLoader.INVERT_Y,\r\n invertTextureY: OBJFileLoader.INVERT_TEXTURE_Y,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: OBJFileLoader.UV_SCALING,\r\n materialLoadingFailsSilently: OBJFileLoader.MATERIAL_LOADING_FAILS_SILENTLY,\r\n optimizeWithUV: OBJFileLoader.OPTIMIZE_WITH_UV,\r\n skipMaterials: OBJFileLoader.SKIP_MATERIALS,\r\n useLegacyBehavior: OBJFileLoader.USE_LEGACY_BEHAVIOR,\r\n };\r\n }\r\n\r\n /**\r\n * Calls synchronously the MTL file attached to this obj.\r\n * Load function or importMesh function don't enable to load 2 files in the same time asynchronously.\r\n * Without this function materials are not displayed in the first frame (but displayed after).\r\n * In consequence it is impossible to get material information in your HTML file\r\n *\r\n * @param url The URL of the MTL file\r\n * @param rootUrl defines where to load data from\r\n * @param onSuccess Callback function to be called when the MTL file is loaded\r\n * @param onFailure\r\n */\r\n private _loadMTL(\r\n url: string,\r\n rootUrl: string,\r\n onSuccess: (response: string | ArrayBuffer, responseUrl?: string) => any,\r\n onFailure: (pathOfFile: string, exception?: any) => void\r\n ) {\r\n //The complete path to the mtl file\r\n const pathOfFile = rootUrl + url;\r\n\r\n // Loads through the babylon tools to allow fileInput search.\r\n Tools.LoadFile(pathOfFile, onSuccess, undefined, undefined, true, (request?: WebRequest, exception?: any) => {\r\n onFailure(pathOfFile, exception);\r\n });\r\n }\r\n\r\n private _decode(data: string | ArrayBuffer): string {\r\n if (typeof data === \"string\") {\r\n return data;\r\n }\r\n\r\n const bytes = new Uint8Array(data);\r\n const encoding = this._loadingOptions.encoding ?? \"auto\";\r\n if (encoding !== \"auto\") {\r\n return new TextDecoder(encoding).decode(bytes);\r\n }\r\n\r\n if (bytes[0] === 0xff && bytes[1] === 0xfe) {\r\n return new TextDecoder(\"utf-16le\").decode(bytes);\r\n }\r\n if (bytes[0] === 0xfe && bytes[1] === 0xff) {\r\n return new TextDecoder(\"utf-16be\").decode(bytes);\r\n }\r\n\r\n try {\r\n return new TextDecoder(\"utf-8\", { fatal: true }).decode(bytes);\r\n } catch {\r\n return new TextDecoder(\"gb18030\").decode(bytes);\r\n }\r\n }\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync | ISceneLoaderPlugin {\r\n return new OBJFileLoader(options[OBJFileLoaderMetadata.name]);\r\n }\r\n\r\n /**\r\n * If the data string can be loaded directly.\r\n * @returns if the data can be loaded directly\r\n */\r\n public canDirectLoad(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Imports one or more meshes from the loaded OBJ 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 OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<ISceneLoaderAsyncResult> {\r\n //get the meshes from OBJ file\r\n // eslint-disable-next-line github/no-then\r\n return this._parseSolidAsync(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 /**\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 no-restricted-syntax\r\n public loadAsync(scene: Scene, data: string | ArrayBuffer, 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 * 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 @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public loadAssetContainerAsync(scene: Scene, data: string | ArrayBuffer, 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 result.meshes.forEach((mesh) => container.meshes.push(mesh));\r\n result.meshes.forEach((mesh) => {\r\n const material = mesh.material;\r\n if (material) {\r\n // Materials\r\n if (container.materials.indexOf(material) == -1) {\r\n container.materials.push(material);\r\n\r\n // Textures\r\n const textures = material.getActiveTextures();\r\n textures.forEach((t) => {\r\n if (container.textures.indexOf(t) == -1) {\r\n container.textures.push(t);\r\n }\r\n });\r\n }\r\n }\r\n });\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 * Read the OBJ file and create an Array of meshes.\r\n * Each mesh contains all information given by the OBJ and the MTL file.\r\n * i.e. vertices positions and indices, optional normals values, optional UV values, optional material\r\n * @param meshesNames defines a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene defines the scene where are displayed the data\r\n * @param data defines the content of the obj file\r\n * @param rootUrl defines the path to the folder\r\n * @returns the list of loaded meshes\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseSolidAsync(meshesNames: any, scene: Scene, data: string | ArrayBuffer, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n let fileToLoad: string = \"\"; //The name of the mtlFile to load\r\n const materialsFromMTLFile: MTLFileLoader = new MTLFileLoader();\r\n const materialToUse: string[] = [];\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n data = this._decode(data);\r\n\r\n // Sanitize data\r\n data = data.replace(/#.*$/gm, \"\").trim();\r\n\r\n // Main function\r\n const solidParser = new SolidParser(materialToUse, babylonMeshesArray, this._loadingOptions);\r\n\r\n solidParser.parse(meshesNames, data, scene, this._assetContainer, (fileName: string) => {\r\n fileToLoad = fileName;\r\n });\r\n\r\n // load the materials\r\n const mtlPromises: Array<Promise<void>> = [];\r\n // Check if we have a file to load\r\n if (fileToLoad !== \"\" && !this._loadingOptions.skipMaterials) {\r\n //Load the file synchronously\r\n mtlPromises.push(\r\n new Promise((resolve, reject) => {\r\n this._loadMTL(\r\n fileToLoad,\r\n rootUrl,\r\n (dataLoaded) => {\r\n try {\r\n //Create materials thanks MTLLoader function\r\n materialsFromMTLFile.parseMTL(scene, this._decode(dataLoaded), rootUrl, this._assetContainer);\r\n //Look at each material loaded in the mtl file\r\n for (let n = 0; n < materialsFromMTLFile.materials.length; n++) {\r\n //Three variables to get all meshes with the same material\r\n let startIndex = 0;\r\n const _indices = [];\r\n let _index;\r\n\r\n //The material from MTL file is used in the meshes loaded\r\n //Push the indice in an array\r\n //Check if the material is not used for another mesh\r\n while ((_index = materialToUse.indexOf(materialsFromMTLFile.materials[n].name, startIndex)) > -1) {\r\n _indices.push(_index);\r\n startIndex = _index + 1;\r\n }\r\n //If the material is not used dispose it\r\n if (_index === -1 && _indices.length === 0) {\r\n //If the material is not needed, remove it\r\n materialsFromMTLFile.materials[n].dispose();\r\n } else {\r\n for (let o = 0; o < _indices.length; o++) {\r\n //Apply the material to the Mesh for each mesh with the material\r\n const mesh = babylonMeshesArray[_indices[o]];\r\n const material = materialsFromMTLFile.materials[n];\r\n mesh.material = material;\r\n\r\n if (!mesh.getTotalIndices()) {\r\n // No indices, we need to turn on point cloud\r\n material.pointsCloud = true;\r\n }\r\n }\r\n }\r\n }\r\n resolve();\r\n } catch (e) {\r\n Tools.Warn(`Error processing MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(e);\r\n }\r\n }\r\n },\r\n (pathOfFile: string, exception?: any) => {\r\n Tools.Warn(`Error downloading MTL file: '${fileToLoad}'`);\r\n if (this._loadingOptions.materialLoadingFailsSilently) {\r\n resolve();\r\n } else {\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n reject(exception);\r\n }\r\n }\r\n );\r\n })\r\n );\r\n }\r\n //Return an array with all Mesh\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(mtlPromises).then(() => {\r\n const isLine = (mesh: AbstractMesh) => Boolean(mesh._internalMetadata?.[\"_isLine\"] ?? false);\r\n\r\n // Iterate over the mesh, determine if it is a line mesh, clone or modify the material to line rendering.\r\n babylonMeshesArray.forEach((mesh) => {\r\n if (isLine(mesh)) {\r\n let mat = mesh.material ?? new StandardMaterial(mesh.name + \"_line\", scene);\r\n // If another mesh is using this material and it is not a line then we need to clone it.\r\n const needClone = mat.getBindedMeshes().filter((e) => !isLine(e)).length > 0;\r\n if (needClone) {\r\n mat = mat.clone(mat.name + \"_line\") ?? mat;\r\n }\r\n mat.wireframe = true;\r\n mesh.material = mat;\r\n if (mesh._internalMetadata) {\r\n mesh._internalMetadata[\"_isLine\"] = undefined;\r\n }\r\n }\r\n });\r\n\r\n return babylonMeshesArray;\r\n });\r\n }\r\n}\r\n\r\n//Add this loader into the register plugin\r\n\r\nlet _Registered = false;\r\n/**\r\n * Registers the OBJFileLoader scene loader plugin.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterOBJFileLoader(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterSceneLoaderPlugin(new OBJFileLoader());\r\n}\r\n"]}
@@ -3,6 +3,12 @@ import { type Vector2 } from "@babylonjs/core/Maths/math.vector.js";
3
3
  * Options for loading OBJ/MTL files
4
4
  */
5
5
  export type OBJLoadingOptions = {
6
+ /**
7
+ * Defines the character encoding used to decode OBJ and MTL files.
8
+ * Use "auto" to detect UTF-8/UTF-16 and fall back to GB18030, or provide an encoding label supported by TextDecoder.
9
+ * Defaults to "auto".
10
+ */
11
+ encoding?: string;
6
12
  /**
7
13
  * Defines if UVs are optimized by default during load.
8
14
  */
@@ -1 +1 @@
1
- {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { type Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean;\r\n /**\r\n * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.\r\n */\r\n useLegacyBehavior: boolean;\r\n};\r\n"]}
1
+ {"version":3,"file":"objLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/OBJ/objLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { type Vector2 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Options for loading OBJ/MTL files\r\n */\r\nexport type OBJLoadingOptions = {\r\n /**\r\n * Defines the character encoding used to decode OBJ and MTL files.\r\n * Use \"auto\" to detect UTF-8/UTF-16 and fall back to GB18030, or provide an encoding label supported by TextDecoder.\r\n * Defaults to \"auto\".\r\n */\r\n encoding?: string;\r\n /**\r\n * Defines if UVs are optimized by default during load.\r\n */\r\n optimizeWithUV: boolean;\r\n /**\r\n * Defines custom scaling of UV coordinates of loaded meshes.\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n UVScaling: Vector2;\r\n /**\r\n * Invert model on y-axis (does a model scaling inversion)\r\n */\r\n invertY: boolean;\r\n /**\r\n * Invert Y-Axis of referenced textures on load\r\n */\r\n invertTextureY: boolean;\r\n /**\r\n * Include in meshes the vertex colors available in some OBJ files. This is not part of OBJ standard.\r\n */\r\n importVertexColors: boolean;\r\n /**\r\n * Compute the normals for the model, even if normals are present in the file.\r\n */\r\n computeNormals: boolean;\r\n /**\r\n * Optimize the normals for the model. Lighting can be uneven if you use OptimizeWithUV = true because new vertices can be created for the same location if they pertain to different faces.\r\n * Using OptimizehNormals = true will help smoothing the lighting by averaging the normals of those vertices.\r\n */\r\n optimizeNormals: boolean;\r\n /**\r\n * Skip loading the materials even if defined in the OBJ file (materials are ignored).\r\n */\r\n skipMaterials: boolean;\r\n /**\r\n * When a material fails to load OBJ loader will silently fail and onSuccess() callback will be triggered.\r\n */\r\n materialLoadingFailsSilently: boolean;\r\n /**\r\n * Loads assets without handedness conversions. This flag is for compatibility. Use it only if absolutely required. Defaults to false.\r\n */\r\n useLegacyBehavior: boolean;\r\n};\r\n"]}
@@ -1,4 +1,4 @@
1
- import { GaussianSplattingMesh } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMesh.js";
1
+ import { GaussianSplattingMesh, type IGaussianSplattingLodBudgetParticipant } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMesh.js";
2
2
  import { type GaussianSplattingPartProxyMesh } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingPartProxyMesh.js";
3
3
  import { type Scene } from "@babylonjs/core/scene.js";
4
4
  import { type Nullable } from "@babylonjs/core/types.js";
@@ -31,6 +31,9 @@ interface ISOGLODNode {
31
31
  activeLod?: number;
32
32
  /** Distance-based ideal LOD level for this node, recomputed per frame. */
33
33
  optimalLod?: number;
34
+ /** Projected screen size (pixels) of the node's AABB — the max across active cameras. Larger nodes keep finer
35
+ * detail under the splat budget. Only computed while the budget is enabled. */
36
+ pixelSize?: number;
34
37
  /** Available LOD levels for this leaf, sorted ascending (0 = finest). Set during the tree walk. */
35
38
  availableLevels?: number[];
36
39
  /** Coarsest available level (= max key), always streamed as the permanent base layer. */
@@ -132,6 +135,17 @@ export interface IGaussianSplattingStreamOptions {
132
135
  * return to it avoids a re-download. Only used when a budget enables eviction. PlayCanvas default `100`.
133
136
  */
134
137
  evictionCooldownFrames?: number;
138
+ /**
139
+ * Enables budget-driven LOD: caps the total rendered splats by converging a screen-space (size + distance)
140
+ * pixel-size threshold to the budget. Selection is view-direction-independent, so it is consistent across any
141
+ * number of active cameras (each node takes the finest level and largest projected size any camera demands).
142
+ * A number is an explicit splat cap; `"auto"` picks a device-tiered default (desktop 2.5M / iOS 1.5M /
143
+ * other mobile 1M; XR shares the mobile tier). **Undefined (default) disables the cap** — LOD is pure
144
+ * distance, identical to prior behavior. Runtime-mutable via the {@link splatBudget} accessor. When this stream
145
+ * is hosted in a compound, the compound's {@link GaussianSplattingMesh.splatBudget} (if set) overrides this and
146
+ * apportions a shared budget across all its streams.
147
+ */
148
+ splatBudget?: number | "auto";
135
149
  /**
136
150
  * When set, the stream does not render itself; instead it reserves a region of this compound mesh and
137
151
  * decodes/sorts into it, so its splats are depth-sorted and drawn in ONE pass together with the compound's
@@ -171,7 +185,7 @@ export interface IGaussianSplattingStreamOptions {
171
185
  *
172
186
  * @experimental
173
187
  */
174
- export declare class GaussianSplattingStream extends GaussianSplattingMesh {
188
+ export declare class GaussianSplattingStream extends GaussianSplattingMesh implements IGaussianSplattingLodBudgetParticipant {
175
189
  private readonly _metadata;
176
190
  private readonly _rootUrl;
177
191
  private readonly _streamOptions;
@@ -186,9 +200,12 @@ export declare class GaussianSplattingStream extends GaussianSplattingMesh {
186
200
  private _lodUpdateInterval;
187
201
  private _lodUpdateDistance;
188
202
  private _maxDetailLod;
203
+ private _lodPixelThreshold;
204
+ private _hostBudgetAllocation;
189
205
  private _frustumCulling;
190
206
  private readonly _frustumPlanes;
191
207
  private readonly _cullViewProj;
208
+ private readonly _frustumScratch;
192
209
  private _workBuffer;
193
210
  private _decodeSh;
194
211
  private _streamShDegree;
@@ -219,7 +236,8 @@ export declare class GaussianSplattingStream extends GaussianSplattingMesh {
219
236
  private _lodObserver;
220
237
  private _baseLayerReady;
221
238
  private _framesSinceLodUpdate;
222
- private readonly _lastLodCamPos;
239
+ private readonly _lastLodCamPositions;
240
+ private _lastLodSignature;
223
241
  private _forceLodUpdate;
224
242
  private readonly _boundsMin;
225
243
  private readonly _boundsMax;
@@ -318,6 +336,66 @@ export declare class GaussianSplattingStream extends GaussianSplattingMesh {
318
336
  */
319
337
  get maxDetailLod(): number;
320
338
  set maxDetailLod(value: number);
339
+ /**
340
+ * This stream's own budget-driven LOD cap in splats (see {@link IGaussianSplattingStreamOptions.splatBudget}).
341
+ * `0` disables the budget (pure distance LOD). Setting it caps the rendered splat count, taking effect on the
342
+ * next frame. When this stream is hosted in a compound whose own budget is set, that shared budget overrides
343
+ * this value — read the actual runtime cap from {@link effectiveSplatBudget}, not this getter (which always
344
+ * reports the configured own cap).
345
+ * @experimental
346
+ */
347
+ get splatBudget(): number;
348
+ set splatBudget(value: number);
349
+ /**
350
+ * The splat cap actually in force this frame: a hosting compound's apportioned allocation when this stream is
351
+ * coordinated, otherwise this stream's own {@link splatBudget}, clamped to what can be kept resident. `0` means
352
+ * no cap (pure distance LOD). Unlike {@link splatBudget}, this reflects the compound override, so it is the value
353
+ * to display or reason about at runtime.
354
+ * @experimental
355
+ */
356
+ get effectiveSplatBudget(): number;
357
+ /**
358
+ * Resolves the raw {@link splatBudget} option to a concrete cap: `undefined` ⇒ 0 (disabled), `"auto"` ⇒ a
359
+ * device-tiered default, a positive number ⇒ itself (floored).
360
+ * @param option the raw option value
361
+ * @returns the resolved splat cap (0 = disabled)
362
+ */
363
+ private _resolveSplatBudget;
364
+ /**
365
+ * Device-tiered default splat budget for {@link splatBudget} `"auto"`: desktop 2.5M, iOS 1.5M, other mobile
366
+ * (incl. Android/XR) 1M. XR is folded into the mobile tier (no reliable at-construction detection).
367
+ * @returns the default splat cap for this device
368
+ */
369
+ private _computeDefaultSplatBudget;
370
+ /**
371
+ * The splat budget this stream converges against this frame: the compound's apportioned allocation when hosted
372
+ * and coordinated, else this stream's own resolved budget. Clamped to the resident budget so the stream never
373
+ * targets more splats than can be kept resident. `0` means the budget is disabled.
374
+ * @returns the effective splat cap (0 = disabled)
375
+ */
376
+ private _effectiveSplatBudget;
377
+ /**
378
+ * Whether budget-driven LOD is active this frame.
379
+ * @returns true when a positive effective budget is in force
380
+ */
381
+ private _splatBudgetEnabled;
382
+ /**
383
+ * {@link IGaussianSplattingLodBudgetParticipant}: the splats this stream would render at full (distance-optimal)
384
+ * detail — its demand on a host compound's shared budget. Computed from the current per-node distance-optimal
385
+ * levels (no pixel threshold), so it does not depend on the allocation it is helping to compute.
386
+ * @returns the full-detail rendered splat count (0 before the base layer is ready)
387
+ */
388
+ getBudgetDemand(): number;
389
+ /**
390
+ * {@link IGaussianSplattingLodBudgetParticipant}: sets the compound's apportioned share of the shared budget.
391
+ * `null` releases coordination (revert to this stream's own {@link splatBudget}); a number (incl. 0, meaning
392
+ * "coordinated at the coarsest level") drives the pixel-threshold convergence. Any change to the (already integer)
393
+ * allocation forces a next-frame re-eval: a decrease may put the current selection over the new cap, and even a
394
+ * small increase can unlock a finer level that a stationary camera would otherwise never re-evaluate to. The
395
+ * apportioned demand is allocation-independent, so this settles in one step and does not churn frame to frame.
396
+ * @param splats the apportioned allocation, or null to release coordination
397
+ */
398
+ setBudgetAllocation(splats: Nullable<number>): void;
321
399
  /**
322
400
  * Coarsest LOD level index in the scene (number of LOD levels minus one). Useful as the upper bound
323
401
  * for {@link maxDetailLod}.
@@ -361,10 +439,17 @@ export declare class GaussianSplattingStream extends GaussianSplattingMesh {
361
439
  */
362
440
  private _getEffectiveWorldMatrix;
363
441
  /**
364
- * Re-evaluates the optimal LOD for every node based on the camera position. The result is stored in
365
- * each node's `optimalLod`. Rendering is unaffected; this currently drives only diagnostics and the
366
- * debug wireframe display.
367
- * @param camera camera to evaluate against (defaults to the scene's active camera)
442
+ * The cameras the LOD should serve: `scene.activeCameras` when set (split-view / multi-view), else the single
443
+ * `scene.activeCamera`. Mirrors the sort path's multi-camera handling.
444
+ * @returns the non-null active cameras (may be empty)
445
+ */
446
+ private _getActiveLodCameras;
447
+ /**
448
+ * Re-evaluates the optimal LOD for every node from the active cameras. Each node takes the finest level and the
449
+ * largest projected pixel size any active camera demands (so every pane of a split view is served), and the
450
+ * frustum bias uses the union of the frusta. Selection is view-direction-independent, so single- and multi-camera
451
+ * rendering are consistent. The results are stored in each node's `optimalLod` / `pixelSize`.
452
+ * @param camera when provided, evaluate against just this camera; otherwise use the active-camera set
368
453
  */
369
454
  evaluateOptimalLods(camera?: Nullable<Camera>): void;
370
455
  /**
@@ -548,10 +633,61 @@ export declare class GaussianSplattingStream extends GaussianSplattingMesh {
548
633
  */
549
634
  private _cappedLevelForNode;
550
635
  /**
551
- * Computes each node's {@link ISOGLODNode.targetLevel}: the distance-based optimal level snapped to an
552
- * available level, capped so no node renders finer (more detailed) than {@link maxDetailLod}.
636
+ * Computes each node's {@link ISOGLODNode.targetLevel}. With the splat budget disabled this is the
637
+ * distance-optimal level snapped to an available level (capped by {@link maxDetailLod}) — unchanged prior
638
+ * behavior. With the budget enabled it converges a global pixel-size threshold to the budget and coarsens each
639
+ * node from its distance-optimal ceiling by how far its projected size falls below that threshold.
553
640
  */
554
641
  private _computeTargetLevels;
642
+ /**
643
+ * Splat count of the always-rendered environment layer (0 when none), coerced to a finite non-negative integer.
644
+ * Counted as a fixed cost in both the budget demand and the leaf convergence so it is never over-drawn.
645
+ * @returns the environment's rendered splat count
646
+ */
647
+ private _environmentSplatCount;
648
+ /**
649
+ * The level a node renders at for a given pixel-size threshold `t`: its distance-optimal ceiling, coarsened by
650
+ * `round(log_mult(t / pixelSize))` geometric steps when its projected size is below `t`. Snapped to
651
+ * an available level honoring {@link maxDetailLod}.
652
+ * @param node leaf node
653
+ * @param t pixel-size threshold (pixels)
654
+ * @returns the chosen available LOD level
655
+ */
656
+ private _budgetedLevel;
657
+ /**
658
+ * Splat count of a node's file at a given (already snapped) available level.
659
+ * @param node leaf node
660
+ * @param level available LOD level
661
+ * @returns the level's splat count (0 if absent)
662
+ */
663
+ private _countAtLevel;
664
+ /**
665
+ * Sum of every leaf's rendered splat count at pixel-size threshold `t`.
666
+ * @param t pixel-size threshold (pixels)
667
+ * @returns total rendered splats
668
+ */
669
+ private _totalSplatsAtThreshold;
670
+ /**
671
+ * Converges the global pixel-size threshold {@link _lodPixelThreshold} to the largest detail whose total rendered
672
+ * splats is still within `budget` (the pixel-scale cut, floored at the true sub-pixel limit of 1 px). The
673
+ * total is monotonically non-increasing in the threshold, so a bisection on `[floorT, ceilT]` — where `ceilT`
674
+ * coarsens every node to its coarsest available level — gives a GUARANTEED result at or under the cap. When even
675
+ * that coarsest state exceeds the budget (the budget is below the pinned minimum detail), the threshold is set to
676
+ * `ceilT` so every node renders at minimum detail — the best achievable; the cap is then unavoidable. O(leaves)
677
+ * per iteration; no decode.
678
+ * @param budget target maximum rendered splat count
679
+ */
680
+ private _convergePixelThreshold;
681
+ /**
682
+ * The finest already-decoded level of a node that is at least as coarse as `level` (index >= level). Used to
683
+ * enforce the budget cap immediately without waiting for a download. Returns `null` when no such level is resident
684
+ * — including when eviction has freed the base layer — so the caller keeps the currently-visible (resident) file
685
+ * rather than switching to a non-resident one, which would render a hole.
686
+ * @param node leaf node
687
+ * @param level the minimum coarseness (level index) required
688
+ * @returns a resident level index >= level, or null when none is resident
689
+ */
690
+ private _residentLevelAtLeast;
555
691
  /**
556
692
  * Applies each node's {@link ISOGLODNode.targetLevel}: switches a node to its target level when that
557
693
  * level's file is already decoded, otherwise records a pending download request for the file and leaves
@@ -605,17 +741,28 @@ export declare class GaussianSplattingStream extends GaussianSplattingMesh {
605
741
  */
606
742
  private _onLodFrame;
607
743
  /**
608
- * Updates each leaf node's {@link ISOGLODNode.inFrustum} flag from a per-node frustum test against the
609
- * active camera. When {@link frustumCulling} is disabled (or there is no camera) every node is marked
610
- * in-frustum. Bounds are static (from the LOD tree), so flags are valid for all nodes regardless of
611
- * decode state. Returns true when any node's in-frustum state changed (so the LOD bias must be re-applied).
744
+ * A cheap signature of the discrete inputs (besides camera translation, tracked separately) that affect projected
745
+ * pixel size: each camera's identity, FOV, FOV mode and viewport, plus the engine render size and the effective
746
+ * world matrix revision. A change invalidates the throttled budget LOD so a colocated camera swap / viewport
747
+ * resize / FOV change or the stream (or its hosted proxy) being moved or scaled while still in frustum, which
748
+ * shifts every node's distance and projected size — can't leave it stale.
749
+ * @param cameras the active cameras
750
+ * @returns the signature string
751
+ */
752
+ private _computeLodSignature;
753
+ /**
754
+ * Updates each leaf node's {@link ISOGLODNode.inFrustum} flag: a node is in-frustum if it is inside ANY
755
+ * active camera's frustum (the union). When {@link frustumCulling} is disabled (or there are no cameras)
756
+ * every node is marked in-frustum. Bounds are static (from the LOD tree), so flags are valid for all nodes
757
+ * regardless of decode state. Returns true when any node's in-frustum state changed (so the LOD bias must be re-applied).
612
758
  * @returns whether any node's in-frustum state changed
613
759
  */
614
760
  private _updateNodeFrustum;
615
761
  /**
616
- * Reads the splat count from SOG metadata.
762
+ * Reads the splat count from SOG metadata, coerced to a finite non-negative integer (metadata is untrusted, so
763
+ * `count` / `shape[0]` may be a string or malformed — a non-numeric value must not leak into count arithmetic).
617
764
  * @param data SOG metadata
618
- * @returns the splat count
765
+ * @returns the splat count (0 when absent/invalid)
619
766
  */
620
767
  private static _GetSplatCount;
621
768
  /**