@babylonjs/loaders 9.6.2 → 9.8.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/SPLAT/splatFileLoader.js +2 -2
- package/SPLAT/splatFileLoader.js.map +1 -1
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +8 -14
- package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
- package/glTF/2.0/glTFLoader.d.ts +2 -1
- package/glTF/2.0/glTFLoader.js +12 -7
- package/glTF/2.0/glTFLoader.js.map +1 -1
- package/glTF/2.0/materialLoadingAdapter.d.ts +22 -2
- package/glTF/2.0/materialLoadingAdapter.js.map +1 -1
- package/glTF/2.0/openpbrMaterialLoadingAdapter.d.ts +25 -1
- package/glTF/2.0/openpbrMaterialLoadingAdapter.js +178 -26
- package/glTF/2.0/openpbrMaterialLoadingAdapter.js.map +1 -1
- package/glTF/2.0/pbrMaterialLoadingAdapter.d.ts +24 -0
- package/glTF/2.0/pbrMaterialLoadingAdapter.js +60 -5
- package/glTF/2.0/pbrMaterialLoadingAdapter.js.map +1 -1
- package/package.json +3 -3
package/SPLAT/splatFileLoader.js
CHANGED
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@@ -23,7 +23,7 @@ export class SPLATFileLoader {
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* Creates loader for gaussian splatting files
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* @param loadingOptions options for loading and parsing splat and PLY files.
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*/
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-
constructor(loadingOptions =
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+
constructor(loadingOptions = {}) {
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/**
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* Defines the name of the plugin.
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*/
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@@ -34,7 +34,7 @@ export class SPLATFileLoader {
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* force data to come in as an ArrayBuffer
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*/
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this.extensions = SPLATFileLoaderMetadata.extensions;
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-
this._loadingOptions = loadingOptions;
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+
this._loadingOptions = { ...SPLATFileLoader._DefaultLoadingOptions, ...loadingOptions };
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}
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/** @internal */
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createPlugin(options) {
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@@ -1 +1 @@
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1
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-
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eslint-disable @typescript-eslint/promise-function-async*/\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport {\r\n type ISceneLoaderPluginAsync,\r\n type ISceneLoaderPluginFactory,\r\n type ISceneLoaderAsyncResult,\r\n type ISceneLoaderProgressEvent,\r\n type SceneLoaderPluginOptions,\r\n RegisterSceneLoaderPlugin,\r\n} from \"core/Loading/sceneLoader\";\r\nimport { SPLATFileLoaderMetadata } from \"./splatFileLoader.metadata\";\r\nimport { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointsCloudSystem } from \"core/Particles/pointsCloudSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { type SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\nimport { type GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { ConvertSpzToSplatAsync, GetSpzModule, ParseSpz } from \"./spz\";\r\nimport { Mode, type IParsedSplat } from \"./splatDefs\";\r\nimport { ParseSogMeta, type SOGRootData } from \"./sog\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { type ArcRotateCamera } from \"core/Cameras/arcRotateCamera\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the splat loader.\r\n */\r\n [SPLATFileLoaderMetadata.name]: Partial<SPLATLoadingOptions>;\r\n }\r\n}\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * @experimental\r\n * SPLAT file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = SPLATFileLoaderMetadata.name;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private readonly _loadingOptions: Readonly<SPLATLoadingOptions>;\r\n /**\r\n * Defines the extensions the splat loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n */\r\n public readonly extensions = SPLATFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Creates loader for gaussian splatting files\r\n * @param loadingOptions options for loading and parsing splat and PLY files.\r\n */\r\n constructor(loadingOptions: Partial<Readonly<SPLATLoadingOptions>> = SPLATFileLoader._DefaultLoadingOptions) {\r\n this._loadingOptions = loadingOptions;\r\n }\r\n\r\n private static readonly _DefaultLoadingOptions = {\r\n keepInRam: false,\r\n flipY: false,\r\n needsRotationScaleTextures: false,\r\n spzLibraryUrl: typeof WebAssembly === \"object\" ? \"https://unpkg.com/@adobe/spz@0.2.0/dist/spz.js\" : undefined,\r\n } as const satisfies SPLATLoadingOptions;\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\r\n return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);\r\n }\r\n\r\n /**\r\n * Imports from the loaded gaussian splatting data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @param _onProgress callback called while file is loading\r\n * @param _fileName Defines the name of the file to load\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(\r\n meshesNames: any,\r\n scene: Scene,\r\n data: any,\r\n rootUrl: string,\r\n _onProgress?: (event: ISceneLoaderProgressEvent) => void,\r\n _fileName?: string\r\n ): Promise<ISceneLoaderAsyncResult> {\r\n // eslint-disable-next-line github/no-then\r\n return await this._parseAsync(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n private static _BuildPointCloud(pointcloud: PointsCloudSystem, data: ArrayBuffer): boolean {\r\n if (!data.byteLength) {\r\n return false;\r\n }\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(data);\r\n\r\n // parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const pointcloudfunc = function (particle: any, i: number) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n particle.position = new Vector3(x, y, z);\r\n\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n particle.color = new Color4(r, g, b, 1);\r\n };\r\n\r\n pointcloud.addPoints(vertexCount, pointcloudfunc);\r\n return true;\r\n }\r\n\r\n private static _BuildMesh(scene: Scene, parsedPLY: IParsedSplat): Mesh {\r\n const mesh = new Mesh(\"PLYMesh\", scene);\r\n\r\n const uBuffer = new Uint8Array(parsedPLY.data);\r\n const fBuffer = new Float32Array(parsedPLY.data);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const positions = [];\r\n\r\n const vertexData = new VertexData();\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n positions.push(x, y, z);\r\n }\r\n\r\n if (parsedPLY.hasVertexColors) {\r\n const colors = new Float32Array(vertexCount * 4);\r\n for (let i = 0; i < vertexCount; i++) {\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n colors[i * 4 + 0] = r;\r\n colors[i * 4 + 1] = g;\r\n colors[i * 4 + 2] = b;\r\n colors[i * 4 + 3] = 1;\r\n }\r\n vertexData.colors = colors;\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = parsedPLY.faces!;\r\n\r\n vertexData.applyToMesh(mesh);\r\n return mesh;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax, @typescript-eslint/naming-convention\r\n private async _unzipWithFFlateAsync(data: Uint8Array): Promise<Map<string, Uint8Array>> {\r\n // eslint-disable-next-line @typescript-eslint/ban-ts-comment\r\n // @ts-ignore\r\n let fflate = this._loadingOptions.fflate as typeof import(\"fflate\");\r\n // ensure fflate is loaded\r\n if (!fflate) {\r\n if (typeof (window as any).fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(this._loadingOptions.deflateURL ?? \"https://unpkg.com/fflate/umd/index.js\");\r\n }\r\n fflate = (window as any).fflate as typeof fflate;\r\n }\r\n\r\n const { unzipSync } = fflate;\r\n\r\n const unzipped = unzipSync(data) as Record<string, Uint8Array>; // { [filename: string]: Uint8Array }\r\n\r\n const files = new Map<string, Uint8Array>();\r\n for (const [name, content] of Object.entries(unzipped)) {\r\n files.set(name, content);\r\n }\r\n return files;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n const makeGSFromParsedSOG = (parsedSOG: IParsedSplat) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting =\r\n this._loadingOptions.gaussianSplattingMesh ??\r\n new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam, this._loadingOptions.needsRotationScaleTextures);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh, { flipY: false }, undefined, parsedSOG.shDegree);\r\n gaussianSplatting.scaling.y *= -1;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n scene._blockEntityCollection = false;\r\n };\r\n\r\n // check if data is json string\r\n if (typeof data === \"string\") {\r\n const dataSOG = JSON.parse(data) as SOGRootData;\r\n if (dataSOG && dataSOG.means && dataSOG.scales && dataSOG.quats && dataSOG.sh0) {\r\n return new Promise((resolve) => {\r\n ParseSogMeta(dataSOG, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG data.\");\r\n });\r\n });\r\n }\r\n }\r\n\r\n const u8 = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n // ZIP signature check for SOG\r\n if (u8[0] === 0x50 && u8[1] === 0x4b) {\r\n return new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._unzipWithFFlateAsync(u8).then((files) => {\r\n ParseSogMeta(files, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n }) // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG zip data.\");\r\n });\r\n });\r\n });\r\n }\r\n\r\n const handlePLY = (resolve: (value: AbstractMesh[]) => void) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n switch (parsedPLY.mode) {\r\n case Mode.Splat:\r\n {\r\n const gaussianSplatting =\r\n this._loadingOptions.gaussianSplattingMesh ??\r\n new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam, this._loadingOptions.needsRotationScaleTextures);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedPLY.data, parsedPLY.sh, { flipY: false }, undefined, parsedPLY.shDegree);\r\n gaussianSplatting.scaling.y *= -1.0;\r\n\r\n if (parsedPLY.chirality === \"RightHanded\") {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n }\r\n\r\n switch (parsedPLY.upAxis) {\r\n case \"X\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI / 2);\r\n break;\r\n case \"Y\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI);\r\n break;\r\n case \"Z\":\r\n gaussianSplatting.rotation = new Vector3(-Math.PI / 2, Math.PI, 0);\r\n break;\r\n }\r\n gaussianSplatting.computeWorldMatrix(true);\r\n }\r\n break;\r\n case Mode.PointCloud:\r\n {\r\n const pointcloud = new PointsCloudSystem(\"PointCloud\", 1, scene);\r\n if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {\r\n // eslint-disable-next-line github/no-then\r\n await pointcloud.buildMeshAsync().then((mesh) => {\r\n babylonMeshesArray.push(mesh);\r\n });\r\n } else {\r\n pointcloud.dispose();\r\n }\r\n }\r\n break;\r\n case Mode.Mesh:\r\n {\r\n if (parsedPLY.faces) {\r\n babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));\r\n } else {\r\n throw new Error(\"PLY mesh doesn't contain face informations.\");\r\n }\r\n }\r\n break;\r\n default:\r\n throw new Error(\"Unsupported Splat mode\");\r\n }\r\n scene._blockEntityCollection = false;\r\n this.applyAutoCameraLimits(parsedPLY, scene);\r\n resolve(babylonMeshesArray);\r\n });\r\n };\r\n\r\n // Check for gzip magic bytes to detect SPZ format\r\n if (u8[0] !== 0x1f || u8[1] !== 0x8b) {\r\n return new Promise((resolve) => {\r\n handlePLY(resolve);\r\n });\r\n }\r\n\r\n const applyParsedSPZ = (parsedSPZ: IParsedSplat, resolve: (meshes: typeof babylonMeshesArray) => void) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting =\r\n this._loadingOptions.gaussianSplattingMesh ??\r\n new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam, this._loadingOptions.needsRotationScaleTextures);\r\n if (parsedSPZ.trainedWithAntialiasing) {\r\n const gsMaterial = gaussianSplatting.material as GaussianSplattingMaterial;\r\n gsMaterial.kernelSize = 0.1;\r\n gsMaterial.compensation = true;\r\n }\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSPZ.data, parsedSPZ.sh, { flipY: false }, undefined, parsedSPZ.shDegree);\r\n if (!this._loadingOptions.flipY) {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n }\r\n scene._blockEntityCollection = false;\r\n this.applyAutoCameraLimits(parsedSPZ, scene);\r\n resolve(babylonMeshesArray);\r\n };\r\n\r\n if (this._loadingOptions.spzLibraryUrl) {\r\n // WASM path: load spz module from URL, pass raw gzip data directly\r\n // eslint-disable-next-line github/no-then\r\n return GetSpzModule(this._loadingOptions.spzLibraryUrl).then((spz) => {\r\n const cloud = spz.loadSpzFromBuffer(new Uint8Array(data), { to: spz.CoordinateSystem.RUB });\r\n // eslint-disable-next-line github/no-then\r\n return ConvertSpzToSplatAsync(cloud, scene).then((parsedSPZ) => {\r\n return new Promise<AbstractMesh[]>((resolve) => {\r\n applyParsedSPZ(parsedSPZ, resolve);\r\n });\r\n });\r\n });\r\n }\r\n\r\n // Manual path: decompress gzip, then parse with the built-in SPZ parser\r\n const readableStream = new ReadableStream({\r\n start(controller) {\r\n controller.enqueue(new Uint8Array(data));\r\n controller.close();\r\n },\r\n });\r\n const decompressionStream = new DecompressionStream(\"gzip\");\r\n const decompressedStream = readableStream.pipeThrough(decompressionStream);\r\n\r\n return new Promise((resolve) => {\r\n new Response(decompressedStream)\r\n .arrayBuffer()\r\n // eslint-disable-next-line github/no-then\r\n .then((buffer) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n ParseSpz(buffer, scene, this._loadingOptions).then((parsedSPZ) => {\r\n applyParsedSPZ(parsedSPZ, resolve);\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n handlePLY(resolve);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Applies camera limits based on parsed meta data\r\n * @param meta parsed splat meta data\r\n * @param scene\r\n */\r\n private applyAutoCameraLimits(meta: IParsedSplat, scene: Scene): void {\r\n if (this._loadingOptions.disableAutoCameraLimits) {\r\n return;\r\n }\r\n if ((meta.safeOrbitCameraRadiusMin !== undefined || meta.safeOrbitCameraElevationMinMax !== undefined) && scene.activeCamera?.getClassName() === \"ArcRotateCamera\") {\r\n const arcCam = scene.activeCamera as ArcRotateCamera;\r\n if (meta.safeOrbitCameraElevationMinMax) {\r\n arcCam.lowerBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[1];\r\n arcCam.upperBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[0];\r\n }\r\n\r\n if (meta.safeOrbitCameraRadiusMin) {\r\n arcCam.lowerRadiusLimit = meta.safeOrbitCameraRadiusMin;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return (\r\n this.importMeshAsync(null, scene, data, rootUrl)\r\n // eslint-disable-next-line github/no-then\r\n .then((result) => {\r\n for (const mesh of result.meshes) {\r\n container.meshes.push(mesh);\r\n }\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n })\r\n );\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n // eslint-disable-next-line github/no-then\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n private static _ConvertPLYToSplat(data: ArrayBuffer): Promise<IParsedSplat> {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n // standard splat\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: data, rawSplat: true });\r\n });\r\n }\r\n\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n const faceElement = /element face (\\d+)\\n/.exec(header);\r\n let faceCount = 0;\r\n if (faceElement) {\r\n faceCount = parseInt(faceElement[1]);\r\n }\r\n const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n list: 0,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n\r\n const ElementMode: Record<string, number> = {\r\n Vertex: 0,\r\n Chunk: 1,\r\n SH: 2,\r\n Float_Tuple: 3,\r\n Float: 4,\r\n Uchar: 5,\r\n };\r\n\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n const metaData: Partial<IParsedSplat> = {};\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.SH) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n } else if (chunkMode == ElementMode.Float_Tuple) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float * 2);\r\n metaData.safeOrbitCameraElevationMinMax = [view.getFloat32(0, true), view.getFloat32(4, true)];\r\n } else if (chunkMode == ElementMode.Float) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float);\r\n metaData.safeOrbitCameraRadiusMin = view.getFloat32(0, true);\r\n } else if (chunkMode == ElementMode.Uchar) {\r\n const view = new DataView(data, rowChunkOffset, offsets.uchar);\r\n if (name == \"up_axis\") {\r\n metaData.upAxis = view.getUint8(0) == 0 ? \"X\" : view.getUint8(0) == 1 ? \"Y\" : \"Z\";\r\n } else if (name == \"chirality\") {\r\n metaData.chirality = view.getUint8(0) == 0 ? \"LeftHanded\" : \"RightHanded\";\r\n }\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n } else if (type == \"sh\") {\r\n chunkMode = ElementMode.SH;\r\n } else if (type == \"safe_orbit_camera_elevation_min_max_radians\") {\r\n chunkMode = ElementMode.Float_Tuple;\r\n } else if (type == \"safe_orbit_camera_radius_min\") {\r\n chunkMode = ElementMode.Float;\r\n } else if (type == \"up_axis\" || type == \"chirality\") {\r\n chunkMode = ElementMode.Uchar;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return (GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(data) as any).then(async (splatsData: any) => {\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;\r\n // faces\r\n const faces: number[] = [];\r\n if (faceCount) {\r\n for (let i = 0; i < faceCount; i++) {\r\n const faceVertexCount = dataView.getUint8(offset);\r\n if (faceVertexCount != 3) {\r\n continue; // only support triangles\r\n }\r\n offset += 1;\r\n\r\n for (let j = 0; j < faceVertexCount; j++) {\r\n const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding\r\n faces.push(vertexIndex);\r\n }\r\n offset += 12;\r\n }\r\n }\r\n\r\n // early exit for chunked/quantized ply\r\n if (chunkCount) {\r\n return await new Promise((resolve) => {\r\n resolve({\r\n mode: Mode.Splat,\r\n data: splatsData.buffer,\r\n sh: splatsData.sh,\r\n shDegree: splatsData.shDegree,\r\n faces: faces,\r\n hasVertexColors: false,\r\n compressed: true,\r\n rawSplat: false,\r\n });\r\n });\r\n }\r\n // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud\r\n // if faces are found, then it's a standard mesh\r\n let propertyCount = 0;\r\n let propertyColorCount = 0;\r\n const splatProperties = [\"x\", \"y\", \"z\", \"scale_0\", \"scale_1\", \"scale_2\", \"opacity\", \"rot_0\", \"rot_1\", \"rot_2\", \"rot_3\"];\r\n const splatColorProperties = [\"red\", \"green\", \"blue\", \"f_dc_0\", \"f_dc_1\", \"f_dc_2\"];\r\n for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[propertyIndex];\r\n if (splatProperties.includes(property.name)) {\r\n propertyCount++;\r\n }\r\n if (splatColorProperties.includes(property.name)) {\r\n propertyColorCount++;\r\n }\r\n }\r\n const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;\r\n const currentMode = faceCount ? Mode.Mesh : hasMandatoryProperties ? Mode.Splat : Mode.PointCloud;\r\n // parsed ready ready to be used as a splat\r\n return await new Promise((resolve) => {\r\n resolve({\r\n ...metaData,\r\n mode: currentMode,\r\n data: splatsData.buffer,\r\n sh: splatsData.sh,\r\n shDegree: splatsData.shDegree,\r\n faces: faces,\r\n hasVertexColors: !!propertyColorCount,\r\n compressed: false,\r\n rawSplat: false,\r\n });\r\n });\r\n });\r\n }\r\n}\r\n\r\n// Add this loader into the register plugin\r\nRegisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
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1
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+
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eslint-disable @typescript-eslint/promise-function-async*/\r\n/* eslint-disable @typescript-eslint/naming-convention */\r\nimport {\r\n type ISceneLoaderPluginAsync,\r\n type ISceneLoaderPluginFactory,\r\n type ISceneLoaderAsyncResult,\r\n type ISceneLoaderProgressEvent,\r\n type SceneLoaderPluginOptions,\r\n RegisterSceneLoaderPlugin,\r\n} from \"core/Loading/sceneLoader\";\r\nimport { SPLATFileLoaderMetadata } from \"./splatFileLoader.metadata\";\r\nimport { GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { AssetContainer } from \"core/assetContainer\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { type AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointsCloudSystem } from \"core/Particles/pointsCloudSystem\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport { type SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\nimport { type GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { ConvertSpzToSplatAsync, GetSpzModule, ParseSpz } from \"./spz\";\r\nimport { Mode, type IParsedSplat } from \"./splatDefs\";\r\nimport { ParseSogMeta, type SOGRootData } from \"./sog\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { type ArcRotateCamera } from \"core/Cameras/arcRotateCamera\";\r\n\r\ndeclare module \"core/Loading/sceneLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface SceneLoaderPluginOptions {\r\n /**\r\n * Defines options for the splat loader.\r\n */\r\n [SPLATFileLoaderMetadata.name]: Partial<SPLATLoadingOptions>;\r\n }\r\n}\r\n\r\n// FFlate access\r\ndeclare const fflate: any;\r\n\r\n/**\r\n * @experimental\r\n * SPLAT file type loader.\r\n * This is a babylon scene loader plugin.\r\n */\r\nexport class SPLATFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {\r\n /**\r\n * Defines the name of the plugin.\r\n */\r\n public readonly name = SPLATFileLoaderMetadata.name;\r\n\r\n private _assetContainer: Nullable<AssetContainer> = null;\r\n\r\n private readonly _loadingOptions: Readonly<SPLATLoadingOptions>;\r\n /**\r\n * Defines the extensions the splat loader is able to load.\r\n * force data to come in as an ArrayBuffer\r\n */\r\n public readonly extensions = SPLATFileLoaderMetadata.extensions;\r\n\r\n /**\r\n * Creates loader for gaussian splatting files\r\n * @param loadingOptions options for loading and parsing splat and PLY files.\r\n */\r\n constructor(loadingOptions: Partial<Readonly<SPLATLoadingOptions>> = {}) {\r\n this._loadingOptions = { ...SPLATFileLoader._DefaultLoadingOptions, ...loadingOptions };\r\n }\r\n\r\n private static readonly _DefaultLoadingOptions = {\r\n keepInRam: false,\r\n flipY: false,\r\n needsRotationScaleTextures: false,\r\n spzLibraryUrl: typeof WebAssembly === \"object\" ? \"https://unpkg.com/@adobe/spz@0.2.0/dist/spz.js\" : undefined,\r\n } as const satisfies SPLATLoadingOptions;\r\n\r\n /** @internal */\r\n createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\r\n return new SPLATFileLoader(options[SPLATFileLoaderMetadata.name]);\r\n }\r\n\r\n /**\r\n * Imports from the loaded gaussian splatting data and adds them to the scene\r\n * @param meshesNames a string or array of strings of the mesh names that should be loaded from the file\r\n * @param scene the scene the meshes should be added to\r\n * @param data the gaussian splatting data to load\r\n * @param rootUrl root url to load from\r\n * @param _onProgress callback called while file is loading\r\n * @param _fileName Defines the name of the file to load\r\n * @returns a promise containing the loaded meshes, particles, skeletons and animations\r\n */\r\n public async importMeshAsync(\r\n meshesNames: any,\r\n scene: Scene,\r\n data: any,\r\n rootUrl: string,\r\n _onProgress?: (event: ISceneLoaderProgressEvent) => void,\r\n _fileName?: string\r\n ): Promise<ISceneLoaderAsyncResult> {\r\n // eslint-disable-next-line github/no-then\r\n return await this._parseAsync(meshesNames, scene, data, rootUrl).then((meshes) => {\r\n return {\r\n meshes: meshes,\r\n particleSystems: [],\r\n skeletons: [],\r\n animationGroups: [],\r\n transformNodes: [],\r\n geometries: [],\r\n lights: [],\r\n spriteManagers: [],\r\n };\r\n });\r\n }\r\n\r\n private static _BuildPointCloud(pointcloud: PointsCloudSystem, data: ArrayBuffer): boolean {\r\n if (!data.byteLength) {\r\n return false;\r\n }\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(data);\r\n\r\n // parsed array contains room for position(3floats), normal(3floats), color (4b), quantized quaternion (4b)\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const pointcloudfunc = function (particle: any, i: number) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n particle.position = new Vector3(x, y, z);\r\n\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n particle.color = new Color4(r, g, b, 1);\r\n };\r\n\r\n pointcloud.addPoints(vertexCount, pointcloudfunc);\r\n return true;\r\n }\r\n\r\n private static _BuildMesh(scene: Scene, parsedPLY: IParsedSplat): Mesh {\r\n const mesh = new Mesh(\"PLYMesh\", scene);\r\n\r\n const uBuffer = new Uint8Array(parsedPLY.data);\r\n const fBuffer = new Float32Array(parsedPLY.data);\r\n\r\n const rowLength = 3 * 4 + 3 * 4 + 4 + 4;\r\n const vertexCount = uBuffer.length / rowLength;\r\n\r\n const positions = [];\r\n\r\n const vertexData = new VertexData();\r\n for (let i = 0; i < vertexCount; i++) {\r\n const x = fBuffer[8 * i + 0];\r\n const y = fBuffer[8 * i + 1];\r\n const z = fBuffer[8 * i + 2];\r\n positions.push(x, y, z);\r\n }\r\n\r\n if (parsedPLY.hasVertexColors) {\r\n const colors = new Float32Array(vertexCount * 4);\r\n for (let i = 0; i < vertexCount; i++) {\r\n const r = uBuffer[rowLength * i + 24 + 0] / 255;\r\n const g = uBuffer[rowLength * i + 24 + 1] / 255;\r\n const b = uBuffer[rowLength * i + 24 + 2] / 255;\r\n colors[i * 4 + 0] = r;\r\n colors[i * 4 + 1] = g;\r\n colors[i * 4 + 2] = b;\r\n colors[i * 4 + 3] = 1;\r\n }\r\n vertexData.colors = colors;\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = parsedPLY.faces!;\r\n\r\n vertexData.applyToMesh(mesh);\r\n return mesh;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax, @typescript-eslint/naming-convention\r\n private async _unzipWithFFlateAsync(data: Uint8Array): Promise<Map<string, Uint8Array>> {\r\n // eslint-disable-next-line @typescript-eslint/ban-ts-comment\r\n // @ts-ignore\r\n let fflate = this._loadingOptions.fflate as typeof import(\"fflate\");\r\n // ensure fflate is loaded\r\n if (!fflate) {\r\n if (typeof (window as any).fflate === \"undefined\") {\r\n await Tools.LoadScriptAsync(this._loadingOptions.deflateURL ?? \"https://unpkg.com/fflate/umd/index.js\");\r\n }\r\n fflate = (window as any).fflate as typeof fflate;\r\n }\r\n\r\n const { unzipSync } = fflate;\r\n\r\n const unzipped = unzipSync(data) as Record<string, Uint8Array>; // { [filename: string]: Uint8Array }\r\n\r\n const files = new Map<string, Uint8Array>();\r\n for (const [name, content] of Object.entries(unzipped)) {\r\n files.set(name, content);\r\n }\r\n return files;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _parseAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string): Promise<Array<AbstractMesh>> {\r\n const babylonMeshesArray: Array<Mesh> = []; //The mesh for babylon\r\n\r\n const makeGSFromParsedSOG = (parsedSOG: IParsedSplat) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting =\r\n this._loadingOptions.gaussianSplattingMesh ??\r\n new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam, this._loadingOptions.needsRotationScaleTextures);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh, { flipY: false }, undefined, parsedSOG.shDegree);\r\n gaussianSplatting.scaling.y *= -1;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n scene._blockEntityCollection = false;\r\n };\r\n\r\n // check if data is json string\r\n if (typeof data === \"string\") {\r\n const dataSOG = JSON.parse(data) as SOGRootData;\r\n if (dataSOG && dataSOG.means && dataSOG.scales && dataSOG.quats && dataSOG.sh0) {\r\n return new Promise((resolve) => {\r\n ParseSogMeta(dataSOG, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG data.\");\r\n });\r\n });\r\n }\r\n }\r\n\r\n const u8 = data instanceof ArrayBuffer ? new Uint8Array(data) : data;\r\n // ZIP signature check for SOG\r\n if (u8[0] === 0x50 && u8[1] === 0x4b) {\r\n return new Promise((resolve) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._unzipWithFFlateAsync(u8).then((files) => {\r\n ParseSogMeta(files, rootUrl, scene)\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n .then((parsedSOG) => {\r\n makeGSFromParsedSOG(parsedSOG);\r\n resolve(babylonMeshesArray);\r\n }) // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n throw new Error(\"Failed to parse SOG zip data.\");\r\n });\r\n });\r\n });\r\n }\r\n\r\n const handlePLY = (resolve: (value: AbstractMesh[]) => void) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n SPLATFileLoader._ConvertPLYToSplat(data as ArrayBuffer).then(async (parsedPLY) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n switch (parsedPLY.mode) {\r\n case Mode.Splat:\r\n {\r\n const gaussianSplatting =\r\n this._loadingOptions.gaussianSplattingMesh ??\r\n new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam, this._loadingOptions.needsRotationScaleTextures);\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedPLY.data, parsedPLY.sh, { flipY: false }, undefined, parsedPLY.shDegree);\r\n gaussianSplatting.scaling.y *= -1.0;\r\n\r\n if (parsedPLY.chirality === \"RightHanded\") {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n }\r\n\r\n switch (parsedPLY.upAxis) {\r\n case \"X\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI / 2);\r\n break;\r\n case \"Y\":\r\n gaussianSplatting.rotation = new Vector3(0, 0, Math.PI);\r\n break;\r\n case \"Z\":\r\n gaussianSplatting.rotation = new Vector3(-Math.PI / 2, Math.PI, 0);\r\n break;\r\n }\r\n gaussianSplatting.computeWorldMatrix(true);\r\n }\r\n break;\r\n case Mode.PointCloud:\r\n {\r\n const pointcloud = new PointsCloudSystem(\"PointCloud\", 1, scene);\r\n if (SPLATFileLoader._BuildPointCloud(pointcloud, parsedPLY.data)) {\r\n // eslint-disable-next-line github/no-then\r\n await pointcloud.buildMeshAsync().then((mesh) => {\r\n babylonMeshesArray.push(mesh);\r\n });\r\n } else {\r\n pointcloud.dispose();\r\n }\r\n }\r\n break;\r\n case Mode.Mesh:\r\n {\r\n if (parsedPLY.faces) {\r\n babylonMeshesArray.push(SPLATFileLoader._BuildMesh(scene, parsedPLY));\r\n } else {\r\n throw new Error(\"PLY mesh doesn't contain face informations.\");\r\n }\r\n }\r\n break;\r\n default:\r\n throw new Error(\"Unsupported Splat mode\");\r\n }\r\n scene._blockEntityCollection = false;\r\n this.applyAutoCameraLimits(parsedPLY, scene);\r\n resolve(babylonMeshesArray);\r\n });\r\n };\r\n\r\n // Check for gzip magic bytes to detect SPZ format\r\n if (u8[0] !== 0x1f || u8[1] !== 0x8b) {\r\n return new Promise((resolve) => {\r\n handlePLY(resolve);\r\n });\r\n }\r\n\r\n const applyParsedSPZ = (parsedSPZ: IParsedSplat, resolve: (meshes: typeof babylonMeshesArray) => void) => {\r\n scene._blockEntityCollection = !!this._assetContainer;\r\n const gaussianSplatting =\r\n this._loadingOptions.gaussianSplattingMesh ??\r\n new GaussianSplattingMesh(\"GaussianSplatting\", null, scene, this._loadingOptions.keepInRam, this._loadingOptions.needsRotationScaleTextures);\r\n if (parsedSPZ.trainedWithAntialiasing) {\r\n const gsMaterial = gaussianSplatting.material as GaussianSplattingMaterial;\r\n gsMaterial.kernelSize = 0.1;\r\n gsMaterial.compensation = true;\r\n }\r\n gaussianSplatting._parentContainer = this._assetContainer;\r\n babylonMeshesArray.push(gaussianSplatting);\r\n gaussianSplatting.updateData(parsedSPZ.data, parsedSPZ.sh, { flipY: false }, undefined, parsedSPZ.shDegree);\r\n if (!this._loadingOptions.flipY) {\r\n gaussianSplatting.scaling.y *= -1.0;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n }\r\n scene._blockEntityCollection = false;\r\n this.applyAutoCameraLimits(parsedSPZ, scene);\r\n resolve(babylonMeshesArray);\r\n };\r\n\r\n if (this._loadingOptions.spzLibraryUrl) {\r\n // WASM path: load spz module from URL, pass raw gzip data directly\r\n // eslint-disable-next-line github/no-then\r\n return GetSpzModule(this._loadingOptions.spzLibraryUrl).then((spz) => {\r\n const cloud = spz.loadSpzFromBuffer(new Uint8Array(data), { to: spz.CoordinateSystem.RUB });\r\n // eslint-disable-next-line github/no-then\r\n return ConvertSpzToSplatAsync(cloud, scene).then((parsedSPZ) => {\r\n return new Promise<AbstractMesh[]>((resolve) => {\r\n applyParsedSPZ(parsedSPZ, resolve);\r\n });\r\n });\r\n });\r\n }\r\n\r\n // Manual path: decompress gzip, then parse with the built-in SPZ parser\r\n const readableStream = new ReadableStream({\r\n start(controller) {\r\n controller.enqueue(new Uint8Array(data));\r\n controller.close();\r\n },\r\n });\r\n const decompressionStream = new DecompressionStream(\"gzip\");\r\n const decompressedStream = readableStream.pipeThrough(decompressionStream);\r\n\r\n return new Promise((resolve) => {\r\n new Response(decompressedStream)\r\n .arrayBuffer()\r\n // eslint-disable-next-line github/no-then\r\n .then((buffer) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n ParseSpz(buffer, scene, this._loadingOptions).then((parsedSPZ) => {\r\n applyParsedSPZ(parsedSPZ, resolve);\r\n });\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch(() => {\r\n handlePLY(resolve);\r\n });\r\n });\r\n }\r\n\r\n /**\r\n * Applies camera limits based on parsed meta data\r\n * @param meta parsed splat meta data\r\n * @param scene\r\n */\r\n private applyAutoCameraLimits(meta: IParsedSplat, scene: Scene): void {\r\n if (this._loadingOptions.disableAutoCameraLimits) {\r\n return;\r\n }\r\n if ((meta.safeOrbitCameraRadiusMin !== undefined || meta.safeOrbitCameraElevationMinMax !== undefined) && scene.activeCamera?.getClassName() === \"ArcRotateCamera\") {\r\n const arcCam = scene.activeCamera as ArcRotateCamera;\r\n if (meta.safeOrbitCameraElevationMinMax) {\r\n arcCam.lowerBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[1];\r\n arcCam.upperBetaLimit = Math.PI * 0.5 - meta.safeOrbitCameraElevationMinMax[0];\r\n }\r\n\r\n if (meta.safeOrbitCameraRadiusMin) {\r\n arcCam.lowerRadiusLimit = meta.safeOrbitCameraRadiusMin;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Load into an asset container.\r\n * @param scene The scene to load into\r\n * @param data The data to import\r\n * @param rootUrl The root url for scene and resources\r\n * @returns The loaded asset container\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadAssetContainerAsync(scene: Scene, data: string, rootUrl: string): Promise<AssetContainer> {\r\n const container = new AssetContainer(scene);\r\n this._assetContainer = container;\r\n\r\n return (\r\n this.importMeshAsync(null, scene, data, rootUrl)\r\n // eslint-disable-next-line github/no-then\r\n .then((result) => {\r\n for (const mesh of result.meshes) {\r\n container.meshes.push(mesh);\r\n }\r\n // mesh material will be null before 1st rendered frame.\r\n this._assetContainer = null;\r\n return container;\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((ex) => {\r\n this._assetContainer = null;\r\n throw ex;\r\n })\r\n );\r\n }\r\n\r\n /**\r\n * Imports all objects from the loaded OBJ data and adds them to the scene\r\n * @param scene the scene the objects should be added to\r\n * @param data the OBJ data to load\r\n * @param rootUrl root url to load from\r\n * @returns a promise which completes when objects have been loaded to the scene\r\n */\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n public loadAsync(scene: Scene, data: string, rootUrl: string): Promise<void> {\r\n //Get the 3D model\r\n // eslint-disable-next-line github/no-then\r\n return this.importMeshAsync(null, scene, data, rootUrl).then(() => {\r\n // return void\r\n });\r\n }\r\n\r\n /**\r\n * Code from https://github.com/dylanebert/gsplat.js/blob/main/src/loaders/PLYLoader.ts Under MIT license\r\n * Converts a .ply data array buffer to splat\r\n * if data array buffer is not ply, returns the original buffer\r\n * @param data the .ply data to load\r\n * @returns the loaded splat buffer\r\n */\r\n private static _ConvertPLYToSplat(data: ArrayBuffer): Promise<IParsedSplat> {\r\n const ubuf = new Uint8Array(data);\r\n const header = new TextDecoder().decode(ubuf.slice(0, 1024 * 10));\r\n const headerEnd = \"end_header\\n\";\r\n const headerEndIndex = header.indexOf(headerEnd);\r\n if (headerEndIndex < 0 || !header) {\r\n // standard splat\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: data, rawSplat: true });\r\n });\r\n }\r\n\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\r\n const faceElement = /element face (\\d+)\\n/.exec(header);\r\n let faceCount = 0;\r\n if (faceElement) {\r\n faceCount = parseInt(faceElement[1]);\r\n }\r\n const chunkElement = /element chunk (\\d+)\\n/.exec(header);\r\n let chunkCount = 0;\r\n if (chunkElement) {\r\n chunkCount = parseInt(chunkElement[1]);\r\n }\r\n\r\n let rowVertexOffset = 0;\r\n let rowChunkOffset = 0;\r\n const offsets: Record<string, number> = {\r\n double: 8,\r\n int: 4,\r\n uint: 4,\r\n float: 4,\r\n short: 2,\r\n ushort: 2,\r\n uchar: 1,\r\n list: 0,\r\n };\r\n\r\n type PlyProperty = {\r\n name: string;\r\n type: string;\r\n offset: number;\r\n };\r\n\r\n const ElementMode: Record<string, number> = {\r\n Vertex: 0,\r\n Chunk: 1,\r\n SH: 2,\r\n Float_Tuple: 3,\r\n Float: 4,\r\n Uchar: 5,\r\n };\r\n\r\n let chunkMode = ElementMode.Chunk;\r\n const vertexProperties: PlyProperty[] = [];\r\n const chunkProperties: PlyProperty[] = [];\r\n const filtered = header.slice(0, headerEndIndex).split(\"\\n\");\r\n const metaData: Partial<IParsedSplat> = {};\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, type, name] = prop.split(\" \");\r\n\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ name, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[type];\r\n } else if (chunkMode == ElementMode.SH) {\r\n vertexProperties.push({ name, type, offset: rowVertexOffset });\r\n } else if (chunkMode == ElementMode.Float_Tuple) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float * 2);\r\n metaData.safeOrbitCameraElevationMinMax = [view.getFloat32(0, true), view.getFloat32(4, true)];\r\n } else if (chunkMode == ElementMode.Float) {\r\n const view = new DataView(data, rowChunkOffset, offsets.float);\r\n metaData.safeOrbitCameraRadiusMin = view.getFloat32(0, true);\r\n } else if (chunkMode == ElementMode.Uchar) {\r\n const view = new DataView(data, rowChunkOffset, offsets.uchar);\r\n if (name == \"up_axis\") {\r\n metaData.upAxis = view.getUint8(0) == 0 ? \"X\" : view.getUint8(0) == 1 ? \"Y\" : \"Z\";\r\n } else if (name == \"chirality\") {\r\n metaData.chirality = view.getUint8(0) == 0 ? \"LeftHanded\" : \"RightHanded\";\r\n }\r\n }\r\n\r\n if (!offsets[type]) {\r\n Logger.Warn(`Unsupported property type: ${type}.`);\r\n }\r\n } else if (prop.startsWith(\"element \")) {\r\n const [, type] = prop.split(\" \");\r\n if (type == \"chunk\") {\r\n chunkMode = ElementMode.Chunk;\r\n } else if (type == \"vertex\") {\r\n chunkMode = ElementMode.Vertex;\r\n } else if (type == \"sh\") {\r\n chunkMode = ElementMode.SH;\r\n } else if (type == \"safe_orbit_camera_elevation_min_max_radians\") {\r\n chunkMode = ElementMode.Float_Tuple;\r\n } else if (type == \"safe_orbit_camera_radius_min\") {\r\n chunkMode = ElementMode.Float;\r\n } else if (type == \"up_axis\" || type == \"chirality\") {\r\n chunkMode = ElementMode.Uchar;\r\n }\r\n }\r\n }\r\n\r\n const rowVertexLength = rowVertexOffset;\r\n const rowChunkLength = rowChunkOffset;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return (GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(data) as any).then(async (splatsData: any) => {\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n let offset = rowChunkLength * chunkCount + rowVertexLength * vertexCount;\r\n // faces\r\n const faces: number[] = [];\r\n if (faceCount) {\r\n for (let i = 0; i < faceCount; i++) {\r\n const faceVertexCount = dataView.getUint8(offset);\r\n if (faceVertexCount != 3) {\r\n continue; // only support triangles\r\n }\r\n offset += 1;\r\n\r\n for (let j = 0; j < faceVertexCount; j++) {\r\n const vertexIndex = dataView.getUint32(offset + (2 - j) * 4, true); // change face winding\r\n faces.push(vertexIndex);\r\n }\r\n offset += 12;\r\n }\r\n }\r\n\r\n // early exit for chunked/quantized ply\r\n if (chunkCount) {\r\n return await new Promise((resolve) => {\r\n resolve({\r\n mode: Mode.Splat,\r\n data: splatsData.buffer,\r\n sh: splatsData.sh,\r\n shDegree: splatsData.shDegree,\r\n faces: faces,\r\n hasVertexColors: false,\r\n compressed: true,\r\n rawSplat: false,\r\n });\r\n });\r\n }\r\n // count available properties. if all necessary are present then it's a splat. Otherwise, it's a point cloud\r\n // if faces are found, then it's a standard mesh\r\n let propertyCount = 0;\r\n let propertyColorCount = 0;\r\n const splatProperties = [\"x\", \"y\", \"z\", \"scale_0\", \"scale_1\", \"scale_2\", \"opacity\", \"rot_0\", \"rot_1\", \"rot_2\", \"rot_3\"];\r\n const splatColorProperties = [\"red\", \"green\", \"blue\", \"f_dc_0\", \"f_dc_1\", \"f_dc_2\"];\r\n for (let propertyIndex = 0; propertyIndex < vertexProperties.length; propertyIndex++) {\r\n const property = vertexProperties[propertyIndex];\r\n if (splatProperties.includes(property.name)) {\r\n propertyCount++;\r\n }\r\n if (splatColorProperties.includes(property.name)) {\r\n propertyColorCount++;\r\n }\r\n }\r\n const hasMandatoryProperties = propertyCount == splatProperties.length && propertyColorCount == 3;\r\n const currentMode = faceCount ? Mode.Mesh : hasMandatoryProperties ? Mode.Splat : Mode.PointCloud;\r\n // parsed ready ready to be used as a splat\r\n return await new Promise((resolve) => {\r\n resolve({\r\n ...metaData,\r\n mode: currentMode,\r\n data: splatsData.buffer,\r\n sh: splatsData.sh,\r\n shDegree: splatsData.shDegree,\r\n faces: faces,\r\n hasVertexColors: !!propertyColorCount,\r\n compressed: false,\r\n rawSplat: false,\r\n });\r\n });\r\n });\r\n }\r\n}\r\n\r\n// Add this loader into the register plugin\r\nRegisterSceneLoaderPlugin(new SPLATFileLoader());\r\n"]}
|
|
@@ -1,5 +1,4 @@
|
|
|
1
1
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
2
|
-
import { PBRMaterial } from "@babylonjs/core/Materials/PBR/pbrMaterial.js";
|
|
3
2
|
import { GLTFLoader } from "../glTFLoader.js";
|
|
4
3
|
import { registerGLTFExtension, unregisterGLTFExtension } from "../glTFLoaderExtensionRegistry.js";
|
|
5
4
|
const NAME = "KHR_materials_pbrSpecularGlossiness";
|
|
@@ -43,34 +42,29 @@ export class KHR_materials_pbrSpecularGlossiness {
|
|
|
43
42
|
}
|
|
44
43
|
// eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax
|
|
45
44
|
_loadSpecularGlossinessPropertiesAsync(context, properties, babylonMaterial) {
|
|
46
|
-
|
|
47
|
-
throw new Error(`${context}: Material type not supported`);
|
|
48
|
-
}
|
|
45
|
+
const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);
|
|
49
46
|
const promises = new Array();
|
|
50
|
-
|
|
51
|
-
babylonMaterial.roughness = null;
|
|
47
|
+
adapter.configureSpecularGlossiness();
|
|
52
48
|
if (properties.diffuseFactor) {
|
|
53
|
-
|
|
49
|
+
adapter.baseColor = Color3.FromArray(properties.diffuseFactor);
|
|
54
50
|
babylonMaterial.alpha = properties.diffuseFactor[3];
|
|
55
51
|
}
|
|
56
52
|
else {
|
|
57
|
-
|
|
53
|
+
adapter.baseColor = Color3.White();
|
|
58
54
|
}
|
|
59
|
-
|
|
60
|
-
|
|
55
|
+
adapter.specularColor = properties.specularFactor ? Color3.FromArray(properties.specularFactor) : Color3.White();
|
|
56
|
+
adapter.glossiness = properties.glossinessFactor == undefined ? 1 : properties.glossinessFactor;
|
|
61
57
|
if (properties.diffuseTexture) {
|
|
62
58
|
promises.push(this._loader.loadTextureInfoAsync(`${context}/diffuseTexture`, properties.diffuseTexture, (texture) => {
|
|
63
59
|
texture.name = `${babylonMaterial.name} (Diffuse)`;
|
|
64
|
-
|
|
60
|
+
adapter.baseColorTexture = texture;
|
|
65
61
|
}));
|
|
66
62
|
}
|
|
67
63
|
if (properties.specularGlossinessTexture) {
|
|
68
64
|
promises.push(this._loader.loadTextureInfoAsync(`${context}/specularGlossinessTexture`, properties.specularGlossinessTexture, (texture) => {
|
|
69
65
|
texture.name = `${babylonMaterial.name} (Specular Glossiness)`;
|
|
70
|
-
|
|
71
|
-
babylonMaterial.reflectivityTexture.hasAlpha = true;
|
|
66
|
+
adapter.specularColorTexture = texture;
|
|
72
67
|
}));
|
|
73
|
-
babylonMaterial.useMicroSurfaceFromReflectivityMapAlpha = true;
|
|
74
68
|
}
|
|
75
69
|
// eslint-disable-next-line github/no-then
|
|
76
70
|
return Promise.all(promises).then(() => { });
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"KHR_materials_pbrSpecularGlossiness.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAC;
|
|
1
|
+
{"version":3,"file":"KHR_materials_pbrSpecularGlossiness.js","sourceRoot":"","sources":["../../../../../../dev/loaders/src/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,MAAM,EAAE,MAAM,uBAAuB,CAAC;AAK/C,OAAO,EAAE,UAAU,EAAE,MAAM,eAAe,CAAC;AAE3C,OAAO,EAAE,qBAAqB,EAAE,uBAAuB,EAAE,MAAM,gCAAgC,CAAC;AAEhG,MAAM,IAAI,GAAG,qCAAqC,CAAC;AAanD;;GAEG;AACH,gEAAgE;AAChE,MAAM,OAAO,mCAAmC;IAkB5C;;OAEG;IACH,YAAY,MAAkB;QApB9B;;WAEG;QACa,SAAI,GAAG,IAAI,CAAC;QAO5B;;WAEG;QACI,UAAK,GAAG,GAAG,CAAC;QAQf,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;IACtD,CAAC;IAED,gBAAgB;IACT,OAAO;QACT,IAAI,CAAC,OAAe,GAAG,IAAI,CAAC;IACjC,CAAC;IAED;;OAEG;IACH,gDAAgD;IACzC,2BAA2B,CAAC,OAAe,EAAE,QAAmB,EAAE,eAAyB;QAC9F,OAAO,UAAU,CAAC,kBAAkB,CAAqC,OAAO,EAAE,QAAQ,EAAE,IAAI,CAAC,IAAI,EAAE,KAAK,EAAE,gBAAgB,EAAE,SAAS,EAAE,EAAE;YACzI,MAAM,QAAQ,GAAG,IAAI,KAAK,EAAgB,CAAC;YAC3C,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,+BAA+B,CAAC,OAAO,EAAE,QAAQ,EAAE,eAAe,CAAC,CAAC,CAAC;YAChG,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,sCAAsC,CAAC,gBAAgB,EAAE,SAAS,EAAE,eAAe,CAAC,CAAC,CAAC;YACzG,IAAI,CAAC,OAAO,CAAC,2BAA2B,CAAC,OAAO,EAAE,QAAQ,EAAE,eAAe,CAAC,CAAC;YAC7E,0CAA0C;YAC1C,OAAO,MAAM,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;QACtD,CAAC,CAAC,CAAC;IACP,CAAC;IAED,2FAA2F;IACnF,sCAAsC,CAAC,OAAe,EAAE,UAA8C,EAAE,eAAyB;QACrI,MAAM,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC,2BAA2B,CAAC,eAAe,CAAC,CAAC;QAE1E,MAAM,QAAQ,GAAG,IAAI,KAAK,EAAgB,CAAC;QAE3C,OAAO,CAAC,2BAA2B,EAAE,CAAC;QAEtC,IAAI,UAAU,CAAC,aAAa,EAAE,CAAC;YAC3B,OAAO,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC,UAAU,CAAC,aAAa,CAAC,CAAC;YAC/D,eAAe,CAAC,KAAK,GAAG,UAAU,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC;QACxD,CAAC;aAAM,CAAC;YACJ,OAAO,CAAC,SAAS,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QACvC,CAAC;QAED,OAAO,CAAC,aAAa,GAAG,UAAU,CAAC,cAAc,CAAC,CAAC,CAAC,MAAM,CAAC,SAAS,CAAC,UAAU,CAAC,cAAc,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC;QACjH,OAAO,CAAC,UAAU,GAAG,UAAU,CAAC,gBAAgB,IAAI,SAAS,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,UAAU,CAAC,gBAAgB,CAAC;QAEhG,IAAI,UAAU,CAAC,cAAc,EAAE,CAAC;YAC5B,QAAQ,CAAC,IAAI,CACT,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC,GAAG,OAAO,iBAAiB,EAAE,UAAU,CAAC,cAAc,EAAE,CAAC,OAAO,EAAE,EAAE;gBAClG,OAAO,CAAC,IAAI,GAAG,GAAG,eAAe,CAAC,IAAI,YAAY,CAAC;gBACnD,OAAO,CAAC,gBAAgB,GAAG,OAAO,CAAC;YACvC,CAAC,CAAC,CACL,CAAC;QACN,CAAC;QAED,IAAI,UAAU,CAAC,yBAAyB,EAAE,CAAC;YACvC,QAAQ,CAAC,IAAI,CACT,IAAI,CAAC,OAAO,CAAC,oBAAoB,CAAC,GAAG,OAAO,4BAA4B,EAAE,UAAU,CAAC,yBAAyB,EAAE,CAAC,OAAO,EAAE,EAAE;gBACxH,OAAO,CAAC,IAAI,GAAG,GAAG,eAAe,CAAC,IAAI,wBAAwB,CAAC;gBAC/D,OAAO,CAAC,oBAAoB,GAAG,OAAO,CAAC;YAC3C,CAAC,CAAC,CACL,CAAC;QACN,CAAC;QAED,0CAA0C;QAC1C,OAAO,OAAO,CAAC,GAAG,CAAC,QAAQ,CAAC,CAAC,IAAI,CAAC,GAAG,EAAE,GAAE,CAAC,CAAC,CAAC;IAChD,CAAC;CACJ;AAED,uBAAuB,CAAC,IAAI,CAAC,CAAC;AAC9B,qBAAqB,CAAC,IAAI,EAAE,IAAI,EAAE,CAAC,MAAM,EAAE,EAAE,CAAC,IAAI,mCAAmC,CAAC,MAAM,CAAC,CAAC,CAAC","sourcesContent":["import { type Nullable } from \"core/types\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { type Material } from \"core/Materials/material\";\r\n\r\nimport { type IMaterial } from \"../glTFLoaderInterfaces\";\r\nimport { type IGLTFLoaderExtension } from \"../glTFLoaderExtension\";\r\nimport { GLTFLoader } from \"../glTFLoader\";\r\nimport { type IKHRMaterialsPbrSpecularGlossiness } from \"babylonjs-gltf2interface\";\r\nimport { registerGLTFExtension, unregisterGLTFExtension } from \"../glTFLoaderExtensionRegistry\";\r\n\r\nconst NAME = \"KHR_materials_pbrSpecularGlossiness\";\r\n\r\ndeclare module \"../../glTFFileLoader\" {\r\n // eslint-disable-next-line jsdoc/require-jsdoc, @typescript-eslint/naming-convention\r\n export interface GLTFLoaderExtensionOptions {\r\n /**\r\n * Defines options for the KHR_materials_pbrSpecularGlossiness extension.\r\n */\r\n // NOTE: Don't use NAME here as it will break the UMD type declarations.\r\n [\"KHR_materials_pbrSpecularGlossiness\"]: {};\r\n }\r\n}\r\n\r\n/**\r\n * [Specification](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Archived/KHR_materials_pbrSpecularGlossiness/README.md)\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport class KHR_materials_pbrSpecularGlossiness implements IGLTFLoaderExtension {\r\n /**\r\n * The name of this extension.\r\n */\r\n public readonly name = NAME;\r\n\r\n /**\r\n * Defines whether this extension is enabled.\r\n */\r\n public enabled: boolean;\r\n\r\n /**\r\n * Defines a number that determines the order the extensions are applied.\r\n */\r\n public order = 200;\r\n\r\n private _loader: GLTFLoader;\r\n\r\n /**\r\n * @internal\r\n */\r\n constructor(loader: GLTFLoader) {\r\n this._loader = loader;\r\n this.enabled = this._loader.isExtensionUsed(NAME);\r\n }\r\n\r\n /** @internal */\r\n public dispose() {\r\n (this._loader as any) = null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line no-restricted-syntax\r\n public loadMaterialPropertiesAsync(context: string, material: IMaterial, babylonMaterial: Material): Nullable<Promise<void>> {\r\n return GLTFLoader.LoadExtensionAsync<IKHRMaterialsPbrSpecularGlossiness>(context, material, this.name, async (extensionContext, extension) => {\r\n const promises = new Array<Promise<any>>();\r\n promises.push(this._loader.loadMaterialBasePropertiesAsync(context, material, babylonMaterial));\r\n promises.push(this._loadSpecularGlossinessPropertiesAsync(extensionContext, extension, babylonMaterial));\r\n this._loader.loadMaterialAlphaProperties(context, material, babylonMaterial);\r\n // eslint-disable-next-line github/no-then\r\n return await Promise.all(promises).then(() => {});\r\n });\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/promise-function-async, no-restricted-syntax\r\n private _loadSpecularGlossinessPropertiesAsync(context: string, properties: IKHRMaterialsPbrSpecularGlossiness, babylonMaterial: Material): Promise<void> {\r\n const adapter = this._loader._getOrCreateMaterialAdapter(babylonMaterial);\r\n\r\n const promises = new Array<Promise<any>>();\r\n\r\n adapter.configureSpecularGlossiness();\r\n\r\n if (properties.diffuseFactor) {\r\n adapter.baseColor = Color3.FromArray(properties.diffuseFactor);\r\n babylonMaterial.alpha = properties.diffuseFactor[3];\r\n } else {\r\n adapter.baseColor = Color3.White();\r\n }\r\n\r\n adapter.specularColor = properties.specularFactor ? Color3.FromArray(properties.specularFactor) : Color3.White();\r\n adapter.glossiness = properties.glossinessFactor == undefined ? 1 : properties.glossinessFactor;\r\n\r\n if (properties.diffuseTexture) {\r\n promises.push(\r\n this._loader.loadTextureInfoAsync(`${context}/diffuseTexture`, properties.diffuseTexture, (texture) => {\r\n texture.name = `${babylonMaterial.name} (Diffuse)`;\r\n adapter.baseColorTexture = texture;\r\n })\r\n );\r\n }\r\n\r\n if (properties.specularGlossinessTexture) {\r\n promises.push(\r\n this._loader.loadTextureInfoAsync(`${context}/specularGlossinessTexture`, properties.specularGlossinessTexture, (texture) => {\r\n texture.name = `${babylonMaterial.name} (Specular Glossiness)`;\r\n adapter.specularColorTexture = texture;\r\n })\r\n );\r\n }\r\n\r\n // eslint-disable-next-line github/no-then\r\n return Promise.all(promises).then(() => {});\r\n }\r\n}\r\n\r\nunregisterGLTFExtension(NAME);\r\nregisterGLTFExtension(NAME, true, (loader) => new KHR_materials_pbrSpecularGlossiness(loader));\r\n"]}
|
package/glTF/2.0/glTFLoader.d.ts
CHANGED
|
@@ -84,7 +84,8 @@ export declare class GLTFLoader implements IGLTFLoader {
|
|
|
84
84
|
_skipStartAnimationStep: boolean;
|
|
85
85
|
private readonly _parent;
|
|
86
86
|
private readonly _extensions;
|
|
87
|
-
|
|
87
|
+
/** @internal */
|
|
88
|
+
_disposed: boolean;
|
|
88
89
|
private _rootUrl;
|
|
89
90
|
private _fileName;
|
|
90
91
|
private _uniqueRootUrl;
|
package/glTF/2.0/glTFLoader.js
CHANGED
|
@@ -10,6 +10,7 @@ import { Material } from "@babylonjs/core/Materials/material.js";
|
|
|
10
10
|
import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
|
|
11
11
|
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
12
12
|
import { Buffer, VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
|
13
|
+
import { VertexBufferForEach, VertexBufferGetTypeByteLength } from "@babylonjs/core/Buffers/buffer.pure.js";
|
|
13
14
|
import { Geometry } from "@babylonjs/core/Meshes/geometry.js";
|
|
14
15
|
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
15
16
|
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
@@ -192,6 +193,7 @@ export class GLTFLoader {
|
|
|
192
193
|
/** @internal */
|
|
193
194
|
this._skipStartAnimationStep = false;
|
|
194
195
|
this._extensions = new Array();
|
|
196
|
+
/** @internal */
|
|
195
197
|
this._disposed = false;
|
|
196
198
|
this._rootUrl = null;
|
|
197
199
|
this._fileName = null;
|
|
@@ -236,9 +238,6 @@ export class GLTFLoader {
|
|
|
236
238
|
this._completePromises.length = 0;
|
|
237
239
|
this._extensions.forEach((extension) => extension.dispose && extension.dispose());
|
|
238
240
|
this._extensions.length = 0;
|
|
239
|
-
for (const adapter of Array.from(this._materialAdapters)) {
|
|
240
|
-
adapter.finalize?.();
|
|
241
|
-
}
|
|
242
241
|
this._materialAdapters.clear();
|
|
243
242
|
this._gltf = null; // TODO
|
|
244
243
|
this._bin = null;
|
|
@@ -375,6 +374,12 @@ export class GLTFLoader {
|
|
|
375
374
|
mat.maxSimultaneousLights = Math.max(mat.maxSimultaneousLights, this._babylonScene.lights.length);
|
|
376
375
|
}
|
|
377
376
|
}
|
|
377
|
+
// Finalize all material adapters. finalizeAsync() may return a Promise for async
|
|
378
|
+
// work (e.g. GPU texture processing); any returned Promise is pushed into
|
|
379
|
+
// _completePromises so it is awaited before the COMPLETE state is reached.
|
|
380
|
+
for (const adapter of Array.from(this._materialAdapters)) {
|
|
381
|
+
this._completePromises.push(adapter.finalizeAsync(this));
|
|
382
|
+
}
|
|
378
383
|
this._extensionsOnReady();
|
|
379
384
|
this._parent._setState(GLTFLoaderState.READY);
|
|
380
385
|
if (!this._skipStartAnimationStep) {
|
|
@@ -1599,7 +1604,7 @@ export class GLTFLoader {
|
|
|
1599
1604
|
return accessor._data;
|
|
1600
1605
|
}
|
|
1601
1606
|
const numComponents = GLTFLoader._GetNumComponents(context, accessor.type);
|
|
1602
|
-
const byteStride = numComponents *
|
|
1607
|
+
const byteStride = numComponents * VertexBufferGetTypeByteLength(accessor.componentType);
|
|
1603
1608
|
const length = numComponents * accessor.count;
|
|
1604
1609
|
if (accessor.bufferView == undefined) {
|
|
1605
1610
|
accessor._data = Promise.resolve(new constructor(length));
|
|
@@ -1612,7 +1617,7 @@ export class GLTFLoader {
|
|
|
1612
1617
|
}
|
|
1613
1618
|
else {
|
|
1614
1619
|
const typedArray = new constructor(length);
|
|
1615
|
-
|
|
1620
|
+
VertexBufferForEach(data, accessor.byteOffset || 0, bufferView.byteStride || byteStride, numComponents, accessor.componentType, typedArray.length, accessor.normalized || false, (value, index) => {
|
|
1616
1621
|
typedArray[index] = value;
|
|
1617
1622
|
});
|
|
1618
1623
|
return typedArray;
|
|
@@ -1638,7 +1643,7 @@ export class GLTFLoader {
|
|
|
1638
1643
|
else {
|
|
1639
1644
|
const sparseData = GLTFLoader._GetTypedArray(`${context}/sparse/values`, accessor.componentType, valuesData, sparse.values.byteOffset, sparseLength);
|
|
1640
1645
|
values = new constructor(sparseLength);
|
|
1641
|
-
|
|
1646
|
+
VertexBufferForEach(sparseData, 0, byteStride, numComponents, accessor.componentType, values.length, accessor.normalized || false, (value, index) => {
|
|
1642
1647
|
values[index] = value;
|
|
1643
1648
|
});
|
|
1644
1649
|
}
|
|
@@ -2197,7 +2202,7 @@ export class GLTFLoader {
|
|
|
2197
2202
|
const buffer = bufferView.buffer;
|
|
2198
2203
|
byteOffset = bufferView.byteOffset + (byteOffset || 0);
|
|
2199
2204
|
const constructor = GLTFLoader._GetTypedArrayConstructor(`${context}/componentType`, componentType);
|
|
2200
|
-
const componentTypeLength =
|
|
2205
|
+
const componentTypeLength = VertexBufferGetTypeByteLength(componentType);
|
|
2201
2206
|
if (byteOffset % componentTypeLength !== 0) {
|
|
2202
2207
|
// HACK: Copy the buffer if byte offset is not a multiple of component type byte length.
|
|
2203
2208
|
Logger.Warn(`${context}: Copying buffer as byte offset (${byteOffset}) is not a multiple of component type byte length (${componentTypeLength})`);
|