@babylonjs/loaders 9.9.0 → 9.9.2

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.
@@ -1 +1 @@
1
- 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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@0.2.2/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 (before SPZ V4) and NGSP (SPZ V4+) magic bytes to detect SPZ format\r\n const isGZipped = u8[0] === 0x1f && u8[1] === 0x8b;\r\n const isNGSP = u8[0] === 0x4e && u8[1] === 0x47 && u8[2] === 0x53 && u8[3] === 0x50;\r\n if (!isGZipped && !isNGSP) {\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 // NGSP (SPZ V4+) requires WASM — the native fallback only handles legacy gzip formats\r\n if (isNGSP) {\r\n return Promise.reject(\r\n new Error(\r\n \"SPZ V4+ files (NGSP format) are not supported by the native fallback loader. \" +\r\n \"Please provide a valid 'spzLibraryUrl' in the loading options to use the WASM-based SPZ library, \" +\r\n \"or ensure WebAssembly is available in your environment.\"\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
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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, ParseSogMetaAsTextures, 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@0.2.2/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 if (parsedSOG.sogTextures) {\r\n gaussianSplatting.setSogTextureData(parsedSOG.sogTextures);\r\n } else {\r\n gaussianSplatting.updateData(parsedSOG.data, parsedSOG.sh, { flipY: false }, undefined, parsedSOG.shDegree);\r\n }\r\n gaussianSplatting.scaling.y *= -1;\r\n gaussianSplatting.computeWorldMatrix(true);\r\n scene._blockEntityCollection = false;\r\n };\r\n\r\n const engine = scene.getEngine();\r\n let useSogTextures = this._loadingOptions.useSogTextures;\r\n if (useSogTextures && !engine.isWebGPU && engine.version < 2) {\r\n Logger.Warn(\"SPLATFileLoader: useSogTextures requires WebGL2 or WebGPU. Falling back to CPU path.\");\r\n useSogTextures = false;\r\n }\r\n const sogParser = useSogTextures ? ParseSogMetaAsTextures : ParseSogMeta;\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, reject) => {\r\n sogParser(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((e) => {\r\n reject(new Error(\"Failed to parse SOG data.\", { cause: e }));\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, reject) => {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n this._unzipWithFFlateAsync(u8).then((files) => {\r\n sogParser(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((e) => {\r\n reject(new Error(\"Failed to parse SOG zip data.\", { cause: e }));\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 (before SPZ V4) and NGSP (SPZ V4+) magic bytes to detect SPZ format\r\n const isGZipped = u8[0] === 0x1f && u8[1] === 0x8b;\r\n const isNGSP = u8[0] === 0x4e && u8[1] === 0x47 && u8[2] === 0x53 && u8[3] === 0x50;\r\n if (!isGZipped && !isNGSP) {\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 // NGSP (SPZ V4+) requires WASM — the native fallback only handles legacy gzip formats\r\n if (isNGSP) {\r\n return Promise.reject(\r\n new Error(\r\n \"SPZ V4+ files (NGSP format) are not supported by the native fallback loader. \" +\r\n \"Please provide a valid 'spzLibraryUrl' in the loading options to use the WASM-based SPZ library, \" +\r\n \"or ensure WebAssembly is available in your environment.\"\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"]}
@@ -35,6 +35,12 @@ export type SPLATLoadingOptions = {
35
35
  * Required for IBL shadows to work if keepInRam is false.
36
36
  */
37
37
  needsRotationScaleTextures?: boolean;
38
+ /**
39
+ * Load SOG files as raw GPU textures and dequantize in the shader.
40
+ * Skips the CPU decode pass and yields much faster load times.
41
+ * Requires WebGL2 / WebGPU. Defaults to false (CPU decode).
42
+ */
43
+ useSogTextures?: boolean;
38
44
  /**
39
45
  * URL to load the spz WASM ES module from (e.g. the \@adobe/spz package).
40
46
  * When provided, the WASM-based SPZ loader is used, which supports extra features
@@ -1 +1 @@
1
- {"version":3,"file":"splatLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { type GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * Options for loading Gaussian Splatting and PLY files\r\n */\r\nexport type SPLATLoadingOptions = {\r\n /**\r\n * Defines if buffers should be kept in memory for editing purposes\r\n */\r\n keepInRam?: boolean;\r\n /**\r\n * Spatial Y Flip for splat position and orientation\r\n */\r\n flipY?: boolean;\r\n /**\r\n * URL to load fflate from. If null or undefined, will load from unpkg.com\r\n * (https://unpkg.com/fflate/umd/index.js)\r\n */\r\n deflateURL?: string;\r\n /**\r\n * Instance of [fflate](https://github.com/101arrowz/fflate) to avoid\r\n * dynamically loading of the lib to global if needed, useful for bundler users.\r\n * @example import * as fflate from 'fflate';\r\n */\r\n fflate?: unknown;\r\n\r\n /**\r\n * Disable automatic camera limits from being applied if they exist in the splat file\r\n */\r\n disableAutoCameraLimits?: boolean;\r\n\r\n /**\r\n * Mesh that will be used to load data instead of creating a new one\r\n */\r\n gaussianSplattingMesh?: GaussianSplattingMesh;\r\n\r\n /**\r\n * Generate rotation and scale matrix textures required for voxel-based IBL shadows.\r\n * Required for IBL shadows to work if keepInRam is false.\r\n */\r\n needsRotationScaleTextures?: boolean;\r\n\r\n /**\r\n * URL to load the spz WASM ES module from (e.g. the \\@adobe/spz package).\r\n * When provided, the WASM-based SPZ loader is used, which supports extra features\r\n * such as antialiasing metadata, and vendor-specific extensions such as safe-orbit\r\n * camera limits.\r\n * Defaults to the \\@adobe/spz unpkg URL when WebAssembly is supported, and undefined otherwise.\r\n * Set to undefined to force the built-in manual SPZ parser regardless of WebAssembly support.\r\n * @example Setting the URL directly on the loader options\r\n * spzLibraryUrl: \"https://unpkg.com/\\@adobe/spz\\@0.2.0/dist/spz.js\"\r\n */\r\n spzLibraryUrl?: string;\r\n};\r\n"]}
1
+ {"version":3,"file":"splatLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/SPLAT/splatLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["import { type GaussianSplattingMesh } from \"core/Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\n\r\n/**\r\n * Options for loading Gaussian Splatting and PLY files\r\n */\r\nexport type SPLATLoadingOptions = {\r\n /**\r\n * Defines if buffers should be kept in memory for editing purposes\r\n */\r\n keepInRam?: boolean;\r\n /**\r\n * Spatial Y Flip for splat position and orientation\r\n */\r\n flipY?: boolean;\r\n /**\r\n * URL to load fflate from. If null or undefined, will load from unpkg.com\r\n * (https://unpkg.com/fflate/umd/index.js)\r\n */\r\n deflateURL?: string;\r\n /**\r\n * Instance of [fflate](https://github.com/101arrowz/fflate) to avoid\r\n * dynamically loading of the lib to global if needed, useful for bundler users.\r\n * @example import * as fflate from 'fflate';\r\n */\r\n fflate?: unknown;\r\n\r\n /**\r\n * Disable automatic camera limits from being applied if they exist in the splat file\r\n */\r\n disableAutoCameraLimits?: boolean;\r\n\r\n /**\r\n * Mesh that will be used to load data instead of creating a new one\r\n */\r\n gaussianSplattingMesh?: GaussianSplattingMesh;\r\n\r\n /**\r\n * Generate rotation and scale matrix textures required for voxel-based IBL shadows.\r\n * Required for IBL shadows to work if keepInRam is false.\r\n */\r\n needsRotationScaleTextures?: boolean;\r\n\r\n /**\r\n * Load SOG files as raw GPU textures and dequantize in the shader.\r\n * Skips the CPU decode pass and yields much faster load times.\r\n * Requires WebGL2 / WebGPU. Defaults to false (CPU decode).\r\n */\r\n useSogTextures?: boolean;\r\n\r\n /**\r\n * URL to load the spz WASM ES module from (e.g. the \\@adobe/spz package).\r\n * When provided, the WASM-based SPZ loader is used, which supports extra features\r\n * such as antialiasing metadata, and vendor-specific extensions such as safe-orbit\r\n * camera limits.\r\n * Defaults to the \\@adobe/spz unpkg URL when WebAssembly is supported, and undefined otherwise.\r\n * Set to undefined to force the built-in manual SPZ parser regardless of WebAssembly support.\r\n * @example Setting the URL directly on the loader options\r\n * spzLibraryUrl: \"https://unpkg.com/\\@adobe/spz\\@0.2.0/dist/spz.js\"\r\n */\r\n spzLibraryUrl?: string;\r\n};\r\n"]}
package/SPLAT/spz.js CHANGED
@@ -2,6 +2,7 @@
2
2
  import { Scalar } from "@babylonjs/core/Maths/math.scalar.js";
3
3
  import { runCoroutineAsync, createYieldingScheduler } from "@babylonjs/core/Misc/coroutine.js";
4
4
  import { _LoadScriptModuleAsync } from "@babylonjs/core/Misc/tools.internals.js";
5
+ import { AllocateShBuffers } from "@babylonjs/core/Meshes/GaussianSplatting/gaussianSplattingMeshBase.js";
5
6
  const _SpzConversionBatchSize = 32768;
6
7
  const _SH_C0 = 0.28209479177387814;
7
8
  // Cached WASM module promise — initialized once, reused across all SPZ loads.
@@ -144,16 +145,11 @@ export function ParseSpz(data, scene, _loadingOptions) {
144
145
  const shComponentCount = shVectorCount * 3;
145
146
  const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component
146
147
  let shIndexRead = byteOffset;
147
- // sh is an array of uint8array that will be used to create sh textures
148
- const sh = [];
149
148
  const engine = scene.getEngine();
150
149
  const width = engine.getCaps().maxTextureSize;
151
150
  const height = Math.ceil(splatCount / width);
152
- // create array for the number of textures needed.
153
- for (let textureIndex = 0; textureIndex < textureCount; textureIndex++) {
154
- const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component
155
- sh.push(texture);
156
- }
151
+ // sh is an array of uint8array that will be used to create sh textures
152
+ const sh = AllocateShBuffers(textureCount, height * width * 4 * 4);
157
153
  for (let i = 0; i < splatCount; i++) {
158
154
  for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {
159
155
  const shValue = ubuf[shIndexRead++];
@@ -232,10 +228,7 @@ export function* ConvertSpzToSplat(cloud, scene, useCoroutine = false) {
232
228
  const engine = scene.getEngine();
233
229
  const width = engine.getCaps().maxTextureSize;
234
230
  const height = Math.ceil(splatCount / width);
235
- sh = [];
236
- for (let t = 0; t < textureCount; t++) {
237
- sh.push(new Uint8Array(height * width * 4 * 4));
238
- }
231
+ sh = AllocateShBuffers(textureCount, height * width * 4 * 4);
239
232
  // Precompute chunk start/end and hoist texture references out of the per-splat loop
240
233
  chunkStarts = new Int32Array(textureCount);
241
234
  chunkEnds = new Int32Array(textureCount);
package/SPLAT/spz.js.map CHANGED
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/promise-function-async */\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { runCoroutineAsync, createYieldingScheduler, type Coroutine } from \"core/Misc/coroutine\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport { type SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\nimport { Mode, type IParsedSplat } from \"./splatDefs\";\r\nimport { type GaussianCloud, type SpzModule, type SpzExtensionSafeOrbitCameraAdobe } from \"@adobe/spz\";\r\n\r\nconst _SpzConversionBatchSize = 32768;\r\nconst _SH_C0 = 0.28209479177387814;\r\n\r\n// Cached WASM module promise — initialized once, reused across all SPZ loads.\r\nlet _SpzModulePromise: Promise<SpzModule> | null = null;\r\nlet _SpzModuleUrl: string | null = null;\r\n\r\n/**\r\n * Parses SPZ data and returns a promise resolving to an IParsedSplat object.\r\n * @param data The ArrayBuffer containing SPZ data.\r\n * @param scene The Babylon.js scene.\r\n * @param _loadingOptions Options for loading Gaussian Splatting files.\r\n * @returns A promise resolving to the parsed SPZ data.\r\n */\r\nexport function ParseSpz(data: ArrayBuffer, scene: Scene, _loadingOptions: SPLATLoadingOptions): Promise<IParsedSplat> {\r\n const ubuf = new Uint8Array(data);\r\n const ubufu32 = new Uint32Array(data.slice(0, 12)); // Only need ubufu32[0] to [2]\r\n // debug infos\r\n const splatCount = ubufu32[2];\r\n\r\n const shDegree = ubuf[12];\r\n const fractionalBits = ubuf[13];\r\n const flags = ubuf[14];\r\n const reserved = ubuf[15];\r\n const version = ubufu32[1];\r\n\r\n // check magic and version\r\n if (reserved || ubufu32[0] != 0x5053474e || version < 2 || version > 4) {\r\n // reserved must be 0\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Reject, data: new ArrayBuffer(0), hasVertexColors: false });\r\n });\r\n }\r\n\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const positionScale = 1.0 / (1 << fractionalBits);\r\n\r\n const int32View = new Int32Array(1);\r\n const uint8View = new Uint8Array(int32View.buffer);\r\n const read24bComponent = function (u8: Uint8Array, offset: number) {\r\n uint8View[0] = u8[offset + 0];\r\n uint8View[1] = u8[offset + 1];\r\n uint8View[2] = u8[offset + 2];\r\n uint8View[3] = u8[offset + 2] & 0x80 ? 0xff : 0x00;\r\n return int32View[0] * positionScale;\r\n };\r\n\r\n let byteOffset = 16;\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // positions\r\n for (let i = 0; i < splatCount; i++) {\r\n position[i * 8 + 0] = read24bComponent(ubuf, byteOffset + 0);\r\n position[i * 8 + 1] = read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let component = 0; component < 3; component++) {\r\n const byteValue = ubuf[byteOffset + splatCount + i * 3 + component];\r\n // 0.15 is hard coded value from spz\r\n // Scale factor for DC color components. To convert to RGB, we should multiply by 0.282, but it can\r\n // be useful to represent base colors that are out of range if the higher spherical harmonics bands\r\n // bring them back into range so we multiply by a smaller value.\r\n const value = (byteValue - 127.5) / (0.15 * 255);\r\n rgba[i * 32 + 24 + component] = Scalar.Clamp((0.5 + _SH_C0 * value) * 255, 0, 255);\r\n }\r\n\r\n rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];\r\n }\r\n byteOffset += splatCount * 4;\r\n\r\n // scales\r\n for (let i = 0; i < splatCount; i++) {\r\n scale[i * 8 + 3 + 0] = Math.exp(ubuf[byteOffset + 0] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 1] = Math.exp(ubuf[byteOffset + 1] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 2] = Math.exp(ubuf[byteOffset + 2] / 16.0 - 10.0);\r\n byteOffset += 3;\r\n }\r\n\r\n // convert quaternion\r\n if (version >= 3) {\r\n /*\r\n In version 3, rotations are represented as the smallest three components of the normalized rotation quaternion, for optimal rotation accuracy.\r\n The largest component can be derived from the others and is not stored. Its index is stored on 2 bits\r\n and each of the smallest three components is encoded as a 10-bit signed integer.\r\n */\r\n const sqrt12 = Math.SQRT1_2;\r\n for (let i = 0; i < splatCount; i++) {\r\n const r = [ubuf[byteOffset + 0], ubuf[byteOffset + 1], ubuf[byteOffset + 2], ubuf[byteOffset + 3]];\r\n\r\n const comp = r[0] + (r[1] << 8) + (r[2] << 16) + (r[3] << 24);\r\n\r\n const cmask = (1 << 9) - 1;\r\n const rotation = [];\r\n const iLargest = comp >>> 30;\r\n let remaining = comp;\r\n let sumSquares = 0;\r\n\r\n for (let i = 3; i >= 0; --i) {\r\n if (i !== iLargest) {\r\n const mag = remaining & cmask;\r\n const negbit = (remaining >>> 9) & 0x1;\r\n remaining = remaining >>> 10;\r\n\r\n rotation[i] = sqrt12 * (mag / cmask);\r\n if (negbit === 1) {\r\n rotation[i] = -rotation[i];\r\n }\r\n\r\n // accumulate the sum of squares\r\n sumSquares += rotation[i] * rotation[i];\r\n }\r\n }\r\n\r\n const square = 1 - sumSquares;\r\n rotation[iLargest] = Math.sqrt(Math.max(square, 0));\r\n\r\n const shuffle = [3, 0, 1, 2]; // shuffle to match the order of the quaternion components in the splat file\r\n for (let j = 0; j < 4; j++) {\r\n rot[i * 32 + 28 + j] = Math.round(127.5 + rotation[shuffle[j]] * 127.5);\r\n }\r\n\r\n byteOffset += 4;\r\n }\r\n } else {\r\n /*\r\n In version 2, rotations are represented as the `(x, y, z)` components of the normalized rotation quaternion. The\r\n `w` component can be derived from the others and is not stored. Each component is encoded as an\r\n 8-bit signed integer.\r\n */\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1];\r\n const z = ubuf[byteOffset + 2];\r\n const nx = x / 127.5 - 1;\r\n const ny = y / 127.5 - 1;\r\n const nz = z / 127.5 - 1;\r\n rot[i * 32 + 28 + 1] = x;\r\n rot[i * 32 + 28 + 2] = y;\r\n rot[i * 32 + 28 + 3] = z;\r\n const v = 1 - (nx * nx + ny * ny + nz * nz);\r\n rot[i * 32 + 28 + 0] = 127.5 + Math.sqrt(v < 0 ? 0 : v) * 127.5;\r\n\r\n byteOffset += 3;\r\n }\r\n }\r\n\r\n // SH\r\n if (shDegree) {\r\n // shVectorCount is : 3 for degree 1, 8 for degree 2, 15 for degree 3, 24 for degree 4\r\n // number of vec3 vectors needed per splat\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1; // minus 1 because sh0 is color\r\n // number of scalar component values: 3 per vec3\r\n const shComponentCount = shVectorCount * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = byteOffset;\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh: Uint8Array[] = [];\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n // create array for the number of textures needed.\r\n for (let textureIndex = 0; textureIndex < textureCount; textureIndex++) {\r\n const texture = new Uint8Array(height * width * 4 * 4); // 4 components per texture, 4 sh per component\r\n sh.push(texture);\r\n }\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {\r\n const shValue = ubuf[shIndexRead++];\r\n\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n shArray[byteIndexInTexture + offsetPerSplat] = shValue;\r\n }\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh, shDegree: shDegree, trainedWithAntialiasing: !!flags });\r\n });\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, trainedWithAntialiasing: !!flags });\r\n });\r\n}\r\n\r\n/**\r\n * Returns the initialized spz WASM module loaded from the given URL, loading it on first call.\r\n * @param url URL to the spz WASM ES module (its default export should be a factory function)\r\n * @returns A promise resolving to the initialized spz WASM module\r\n */\r\nexport async function GetSpzModule(url: string): Promise<SpzModule> {\r\n if (_SpzModulePromise && _SpzModuleUrl === url) {\r\n return await _SpzModulePromise;\r\n }\r\n\r\n const spzModulePromise = _LoadScriptModuleAsync(\r\n `import createSpzModule from '${url}';\r\n const module = await createSpzModule();\r\n const returnedValue = module;`\r\n );\r\n\r\n _SpzModuleUrl = url;\r\n _SpzModulePromise = spzModulePromise;\r\n\r\n return await spzModulePromise;\r\n}\r\n\r\n/**\r\n * Converts a GaussianCloud object (from the spz WASM module) into the packed 32-byte-per-splat\r\n * ArrayBuffer and SH texture arrays expected by GaussianSplattingMeshBase.updateData.\r\n *\r\n * Packed layout per splat (32 bytes):\r\n * [0-11] position xyz (float32 x3)\r\n * [12-23] scale xyz (float32 x3)\r\n * [24-27] color RGBA (uint8 x4, colors in [0,255], alpha in [0,255])\r\n * [28-31] quaternion wxyz (uint8 x4, encoded as q * 127.5 + 127.5)\r\n *\r\n * SH coefficients from the cloud (Float32, range ~[-1,1]) are encoded to bytes\r\n * using the SPZ convention (load-spz.cc unquantizeSH): byte = coeff * 128 + 128.\r\n *\r\n * @param cloud The GaussianCloud returned by spz.loadSpzFromBuffer\r\n * @param scene The Babylon.js scene (used to query maxTextureSize for SH textures)\r\n * @param useCoroutine If true, yields periodically to avoid blocking the main thread\r\n * @returns A coroutine returning an IParsedSplat ready to be passed to updateData\r\n */\r\nexport function* ConvertSpzToSplat(cloud: GaussianCloud, scene: Scene, useCoroutine = false): Coroutine<IParsedSplat> {\r\n const splatCount: number = cloud.numPoints;\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32 bytes\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n const fBuffer = new Float32Array(buffer);\r\n const uBuffer = new Uint8Array(buffer);\r\n\r\n const positions: Float32Array = cloud.positions;\r\n const scales: Float32Array = cloud.scales;\r\n const colors: Float32Array = cloud.colors;\r\n const alphas: Float32Array = cloud.alphas;\r\n const rotations: Float32Array = cloud.rotations;\r\n\r\n // Build SH texture arrays upfront so both main and SH data can be written in a single pass\r\n let sh: Uint8Array[] | null = null;\r\n const shDegree: number = cloud.shDegree;\r\n let cloudSh: Float32Array | null = null;\r\n let shComponentCount = 0;\r\n let chunkStarts: Int32Array | null = null;\r\n let chunkEnds: Int32Array | null = null;\r\n let shArrays: Uint8Array[] | null = null;\r\n\r\n if (shDegree > 0 && cloud.sh.length > 0) {\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\r\n shComponentCount = shVectorCount * 3;\r\n const textureCount = Math.ceil(shComponentCount / 16);\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n sh = [];\r\n for (let t = 0; t < textureCount; t++) {\r\n sh.push(new Uint8Array(height * width * 4 * 4));\r\n }\r\n\r\n // Precompute chunk start/end and hoist texture references out of the per-splat loop\r\n chunkStarts = new Int32Array(textureCount);\r\n chunkEnds = new Int32Array(textureCount);\r\n for (let t = 0; t < textureCount; t++) {\r\n chunkStarts[t] = t * 16;\r\n chunkEnds[t] = Math.min((t + 1) * 16, shComponentCount);\r\n }\r\n shArrays = sh;\r\n cloudSh = cloud.sh;\r\n }\r\n\r\n // Single pass: write packed splat data and SH textures together to halve iteration count\r\n for (let i = 0; i < splatCount; i++) {\r\n const fBase = i * 8;\r\n const uBase = i * 32;\r\n const p = i * 3;\r\n const r = i * 4;\r\n\r\n // Position (float32 x3, bytes 0-11)\r\n fBuffer[fBase + 0] = positions[p + 0];\r\n fBuffer[fBase + 1] = positions[p + 1];\r\n fBuffer[fBase + 2] = positions[p + 2];\r\n\r\n // Scale (float32 x3, bytes 12-23) — cloud scales are in log space, convert to linear\r\n fBuffer[fBase + 3] = Math.exp(scales[p + 0]);\r\n fBuffer[fBase + 4] = Math.exp(scales[p + 1]);\r\n fBuffer[fBase + 5] = Math.exp(scales[p + 2]);\r\n\r\n // Color RGB: cloud gives raw SH DC coefficients, convert to [0,255] display value\r\n const c0 = (0.5 + _SH_C0 * colors[p + 0]) * 255;\r\n const c1 = (0.5 + _SH_C0 * colors[p + 1]) * 255;\r\n const c2 = (0.5 + _SH_C0 * colors[p + 2]) * 255;\r\n uBuffer[uBase + 24] = c0 <= 0 ? 0 : c0 >= 255 ? 255 : (c0 + 0.5) | 0;\r\n uBuffer[uBase + 25] = c1 <= 0 ? 0 : c1 >= 255 ? 255 : (c1 + 0.5) | 0;\r\n uBuffer[uBase + 26] = c2 <= 0 ? 0 : c2 >= 255 ? 255 : (c2 + 0.5) | 0;\r\n // Alpha: cloud gives raw logit opacity, apply sigmoid to get [0,255]\r\n uBuffer[uBase + 27] = ((1.0 / (1.0 + Math.exp(-alphas[i]))) * 255 + 0.5) | 0;\r\n\r\n // Rotation: cloud is xyzw, packed buffer expects wxyz\r\n const rw = rotations[r + 3] * 127.5 + 127.5;\r\n const rx = rotations[r + 0] * 127.5 + 127.5;\r\n const ry = rotations[r + 1] * 127.5 + 127.5;\r\n const rz = rotations[r + 2] * 127.5 + 127.5;\r\n uBuffer[uBase + 28] = rw <= 0 ? 0 : rw >= 255 ? 255 : (rw + 0.5) | 0; // w\r\n uBuffer[uBase + 29] = rx <= 0 ? 0 : rx >= 255 ? 255 : (rx + 0.5) | 0; // x\r\n uBuffer[uBase + 30] = ry <= 0 ? 0 : ry >= 255 ? 255 : (ry + 0.5) | 0; // y\r\n uBuffer[uBase + 31] = rz <= 0 ? 0 : rz >= 255 ? 255 : (rz + 0.5) | 0; // z\r\n\r\n // SH: process all texture chunks for this splat in the same iteration\r\n if (cloudSh && shArrays && chunkStarts && chunkEnds) {\r\n const shSplatBase = i * shComponentCount;\r\n const offsetPerSplat = i * 16;\r\n for (let t = 0; t < shArrays.length; t++) {\r\n const shT = shArrays[t];\r\n const chunkStart = chunkStarts[t];\r\n const chunkEnd = chunkEnds[t];\r\n for (let j = chunkStart; j < chunkEnd; j++) {\r\n const v = cloudSh[shSplatBase + j] * 128.0 + 128.0;\r\n shT[offsetPerSplat + j - chunkStart] = v <= 0 ? 0 : v >= 255 ? 255 : (v + 0.5) | 0;\r\n }\r\n }\r\n }\r\n\r\n if (i % _SpzConversionBatchSize === 0 && useCoroutine) {\r\n yield;\r\n }\r\n }\r\n\r\n // Extract safe-orbit-camera extension if present\r\n let safeOrbitCameraRadiusMin: number | undefined;\r\n let safeOrbitCameraElevationMinMax: [number, number] | undefined;\r\n if (cloud.extensions) {\r\n for (const ext of cloud.extensions) {\r\n const safeOrbitExt = ext as SpzExtensionSafeOrbitCameraAdobe;\r\n if (safeOrbitExt.safeOrbitRadiusMin !== undefined) {\r\n safeOrbitCameraRadiusMin = safeOrbitExt.safeOrbitRadiusMin;\r\n safeOrbitCameraElevationMinMax = [safeOrbitExt.safeOrbitElevationMin, safeOrbitExt.safeOrbitElevationMax];\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return {\r\n mode: Mode.Splat,\r\n data: buffer,\r\n hasVertexColors: false,\r\n sh: sh !== null ? sh : undefined,\r\n shDegree: shDegree > 0 ? shDegree : undefined,\r\n trainedWithAntialiasing: !!cloud.antialiased,\r\n safeOrbitCameraRadiusMin,\r\n safeOrbitCameraElevationMinMax,\r\n };\r\n}\r\n\r\n/**\r\n * Async version of ConvertSpzToSplat that yields periodically to avoid blocking the main thread.\r\n * @param cloud The GaussianCloud returned by spz.loadSpzFromBuffer\r\n * @param scene The Babylon.js scene\r\n * @returns A promise resolving to an IParsedSplat\r\n */\r\nexport async function ConvertSpzToSplatAsync(cloud: any, scene: Scene): Promise<IParsedSplat> {\r\n return await runCoroutineAsync(ConvertSpzToSplat(cloud, scene, true), createYieldingScheduler());\r\n}\r\n"]}
1
+ 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eslint-disable @typescript-eslint/promise-function-async */\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { type Scene } from \"core/scene\";\r\nimport { runCoroutineAsync, createYieldingScheduler, type Coroutine } from \"core/Misc/coroutine\";\r\nimport { _LoadScriptModuleAsync } from \"core/Misc/tools.internals\";\r\nimport { type SPLATLoadingOptions } from \"./splatLoadingOptions\";\r\nimport { Mode, type IParsedSplat } from \"./splatDefs\";\r\nimport { AllocateShBuffers } from \"core/Meshes/GaussianSplatting/gaussianSplattingMeshBase\";\r\nimport { type GaussianCloud, type SpzModule, type SpzExtensionSafeOrbitCameraAdobe } from \"@adobe/spz\";\r\n\r\nconst _SpzConversionBatchSize = 32768;\r\nconst _SH_C0 = 0.28209479177387814;\r\n\r\n// Cached WASM module promise — initialized once, reused across all SPZ loads.\r\nlet _SpzModulePromise: Promise<SpzModule> | null = null;\r\nlet _SpzModuleUrl: string | null = null;\r\n\r\n/**\r\n * Parses SPZ data and returns a promise resolving to an IParsedSplat object.\r\n * @param data The ArrayBuffer containing SPZ data.\r\n * @param scene The Babylon.js scene.\r\n * @param _loadingOptions Options for loading Gaussian Splatting files.\r\n * @returns A promise resolving to the parsed SPZ data.\r\n */\r\nexport function ParseSpz(data: ArrayBuffer, scene: Scene, _loadingOptions: SPLATLoadingOptions): Promise<IParsedSplat> {\r\n const ubuf = new Uint8Array(data);\r\n const ubufu32 = new Uint32Array(data.slice(0, 12)); // Only need ubufu32[0] to [2]\r\n // debug infos\r\n const splatCount = ubufu32[2];\r\n\r\n const shDegree = ubuf[12];\r\n const fractionalBits = ubuf[13];\r\n const flags = ubuf[14];\r\n const reserved = ubuf[15];\r\n const version = ubufu32[1];\r\n\r\n // check magic and version\r\n if (reserved || ubufu32[0] != 0x5053474e || version < 2 || version > 4) {\r\n // reserved must be 0\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Reject, data: new ArrayBuffer(0), hasVertexColors: false });\r\n });\r\n }\r\n\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n\r\n const positionScale = 1.0 / (1 << fractionalBits);\r\n\r\n const int32View = new Int32Array(1);\r\n const uint8View = new Uint8Array(int32View.buffer);\r\n const read24bComponent = function (u8: Uint8Array, offset: number) {\r\n uint8View[0] = u8[offset + 0];\r\n uint8View[1] = u8[offset + 1];\r\n uint8View[2] = u8[offset + 2];\r\n uint8View[3] = u8[offset + 2] & 0x80 ? 0xff : 0x00;\r\n return int32View[0] * positionScale;\r\n };\r\n\r\n let byteOffset = 16;\r\n\r\n const position = new Float32Array(buffer);\r\n const scale = new Float32Array(buffer);\r\n const rgba = new Uint8ClampedArray(buffer);\r\n const rot = new Uint8ClampedArray(buffer);\r\n\r\n // positions\r\n for (let i = 0; i < splatCount; i++) {\r\n position[i * 8 + 0] = read24bComponent(ubuf, byteOffset + 0);\r\n position[i * 8 + 1] = read24bComponent(ubuf, byteOffset + 3);\r\n position[i * 8 + 2] = read24bComponent(ubuf, byteOffset + 6);\r\n byteOffset += 9;\r\n }\r\n\r\n // colors\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let component = 0; component < 3; component++) {\r\n const byteValue = ubuf[byteOffset + splatCount + i * 3 + component];\r\n // 0.15 is hard coded value from spz\r\n // Scale factor for DC color components. To convert to RGB, we should multiply by 0.282, but it can\r\n // be useful to represent base colors that are out of range if the higher spherical harmonics bands\r\n // bring them back into range so we multiply by a smaller value.\r\n const value = (byteValue - 127.5) / (0.15 * 255);\r\n rgba[i * 32 + 24 + component] = Scalar.Clamp((0.5 + _SH_C0 * value) * 255, 0, 255);\r\n }\r\n\r\n rgba[i * 32 + 24 + 3] = ubuf[byteOffset + i];\r\n }\r\n byteOffset += splatCount * 4;\r\n\r\n // scales\r\n for (let i = 0; i < splatCount; i++) {\r\n scale[i * 8 + 3 + 0] = Math.exp(ubuf[byteOffset + 0] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 1] = Math.exp(ubuf[byteOffset + 1] / 16.0 - 10.0);\r\n scale[i * 8 + 3 + 2] = Math.exp(ubuf[byteOffset + 2] / 16.0 - 10.0);\r\n byteOffset += 3;\r\n }\r\n\r\n // convert quaternion\r\n if (version >= 3) {\r\n /*\r\n In version 3, rotations are represented as the smallest three components of the normalized rotation quaternion, for optimal rotation accuracy.\r\n The largest component can be derived from the others and is not stored. Its index is stored on 2 bits\r\n and each of the smallest three components is encoded as a 10-bit signed integer.\r\n */\r\n const sqrt12 = Math.SQRT1_2;\r\n for (let i = 0; i < splatCount; i++) {\r\n const r = [ubuf[byteOffset + 0], ubuf[byteOffset + 1], ubuf[byteOffset + 2], ubuf[byteOffset + 3]];\r\n\r\n const comp = r[0] + (r[1] << 8) + (r[2] << 16) + (r[3] << 24);\r\n\r\n const cmask = (1 << 9) - 1;\r\n const rotation = [];\r\n const iLargest = comp >>> 30;\r\n let remaining = comp;\r\n let sumSquares = 0;\r\n\r\n for (let i = 3; i >= 0; --i) {\r\n if (i !== iLargest) {\r\n const mag = remaining & cmask;\r\n const negbit = (remaining >>> 9) & 0x1;\r\n remaining = remaining >>> 10;\r\n\r\n rotation[i] = sqrt12 * (mag / cmask);\r\n if (negbit === 1) {\r\n rotation[i] = -rotation[i];\r\n }\r\n\r\n // accumulate the sum of squares\r\n sumSquares += rotation[i] * rotation[i];\r\n }\r\n }\r\n\r\n const square = 1 - sumSquares;\r\n rotation[iLargest] = Math.sqrt(Math.max(square, 0));\r\n\r\n const shuffle = [3, 0, 1, 2]; // shuffle to match the order of the quaternion components in the splat file\r\n for (let j = 0; j < 4; j++) {\r\n rot[i * 32 + 28 + j] = Math.round(127.5 + rotation[shuffle[j]] * 127.5);\r\n }\r\n\r\n byteOffset += 4;\r\n }\r\n } else {\r\n /*\r\n In version 2, rotations are represented as the `(x, y, z)` components of the normalized rotation quaternion. The\r\n `w` component can be derived from the others and is not stored. Each component is encoded as an\r\n 8-bit signed integer.\r\n */\r\n for (let i = 0; i < splatCount; i++) {\r\n const x = ubuf[byteOffset + 0];\r\n const y = ubuf[byteOffset + 1];\r\n const z = ubuf[byteOffset + 2];\r\n const nx = x / 127.5 - 1;\r\n const ny = y / 127.5 - 1;\r\n const nz = z / 127.5 - 1;\r\n rot[i * 32 + 28 + 1] = x;\r\n rot[i * 32 + 28 + 2] = y;\r\n rot[i * 32 + 28 + 3] = z;\r\n const v = 1 - (nx * nx + ny * ny + nz * nz);\r\n rot[i * 32 + 28 + 0] = 127.5 + Math.sqrt(v < 0 ? 0 : v) * 127.5;\r\n\r\n byteOffset += 3;\r\n }\r\n }\r\n\r\n // SH\r\n if (shDegree) {\r\n // shVectorCount is : 3 for degree 1, 8 for degree 2, 15 for degree 3, 24 for degree 4\r\n // number of vec3 vectors needed per splat\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1; // minus 1 because sh0 is color\r\n // number of scalar component values: 3 per vec3\r\n const shComponentCount = shVectorCount * 3;\r\n\r\n const textureCount = Math.ceil(shComponentCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = byteOffset;\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n const sh = AllocateShBuffers(textureCount, height * width * 4 * 4);\r\n\r\n for (let i = 0; i < splatCount; i++) {\r\n for (let shIndexWrite = 0; shIndexWrite < shComponentCount; shIndexWrite++) {\r\n const shValue = ubuf[shIndexRead++];\r\n\r\n const textureIndex = Math.floor(shIndexWrite / 16);\r\n const shArray = sh[textureIndex];\r\n\r\n const byteIndexInTexture = shIndexWrite % 16; // [0..15]\r\n const offsetPerSplat = i * 16; // 16 sh values per texture per splat.\r\n shArray[byteIndexInTexture + offsetPerSplat] = shValue;\r\n }\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, sh: sh, shDegree: shDegree, trainedWithAntialiasing: !!flags });\r\n });\r\n }\r\n\r\n return new Promise((resolve) => {\r\n resolve({ mode: Mode.Splat, data: buffer, hasVertexColors: false, trainedWithAntialiasing: !!flags });\r\n });\r\n}\r\n\r\n/**\r\n * Returns the initialized spz WASM module loaded from the given URL, loading it on first call.\r\n * @param url URL to the spz WASM ES module (its default export should be a factory function)\r\n * @returns A promise resolving to the initialized spz WASM module\r\n */\r\nexport async function GetSpzModule(url: string): Promise<SpzModule> {\r\n if (_SpzModulePromise && _SpzModuleUrl === url) {\r\n return await _SpzModulePromise;\r\n }\r\n\r\n const spzModulePromise = _LoadScriptModuleAsync(\r\n `import createSpzModule from '${url}';\r\n const module = await createSpzModule();\r\n const returnedValue = module;`\r\n );\r\n\r\n _SpzModuleUrl = url;\r\n _SpzModulePromise = spzModulePromise;\r\n\r\n return await spzModulePromise;\r\n}\r\n\r\n/**\r\n * Converts a GaussianCloud object (from the spz WASM module) into the packed 32-byte-per-splat\r\n * ArrayBuffer and SH texture arrays expected by GaussianSplattingMeshBase.updateData.\r\n *\r\n * Packed layout per splat (32 bytes):\r\n * [0-11] position xyz (float32 x3)\r\n * [12-23] scale xyz (float32 x3)\r\n * [24-27] color RGBA (uint8 x4, colors in [0,255], alpha in [0,255])\r\n * [28-31] quaternion wxyz (uint8 x4, encoded as q * 127.5 + 127.5)\r\n *\r\n * SH coefficients from the cloud (Float32, range ~[-1,1]) are encoded to bytes\r\n * using the SPZ convention (load-spz.cc unquantizeSH): byte = coeff * 128 + 128.\r\n *\r\n * @param cloud The GaussianCloud returned by spz.loadSpzFromBuffer\r\n * @param scene The Babylon.js scene (used to query maxTextureSize for SH textures)\r\n * @param useCoroutine If true, yields periodically to avoid blocking the main thread\r\n * @returns A coroutine returning an IParsedSplat ready to be passed to updateData\r\n */\r\nexport function* ConvertSpzToSplat(cloud: GaussianCloud, scene: Scene, useCoroutine = false): Coroutine<IParsedSplat> {\r\n const splatCount: number = cloud.numPoints;\r\n const rowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // 32 bytes\r\n const buffer = new ArrayBuffer(rowOutputLength * splatCount);\r\n const fBuffer = new Float32Array(buffer);\r\n const uBuffer = new Uint8Array(buffer);\r\n\r\n const positions: Float32Array = cloud.positions;\r\n const scales: Float32Array = cloud.scales;\r\n const colors: Float32Array = cloud.colors;\r\n const alphas: Float32Array = cloud.alphas;\r\n const rotations: Float32Array = cloud.rotations;\r\n\r\n // Build SH texture arrays upfront so both main and SH data can be written in a single pass\r\n let sh: Uint8Array[] | null = null;\r\n const shDegree: number = cloud.shDegree;\r\n let cloudSh: Float32Array | null = null;\r\n let shComponentCount = 0;\r\n let chunkStarts: Int32Array | null = null;\r\n let chunkEnds: Int32Array | null = null;\r\n let shArrays: Uint8Array[] | null = null;\r\n\r\n if (shDegree > 0 && cloud.sh.length > 0) {\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\r\n shComponentCount = shVectorCount * 3;\r\n const textureCount = Math.ceil(shComponentCount / 16);\r\n\r\n const engine = scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n const height = Math.ceil(splatCount / width);\r\n sh = AllocateShBuffers(textureCount, height * width * 4 * 4);\r\n\r\n // Precompute chunk start/end and hoist texture references out of the per-splat loop\r\n chunkStarts = new Int32Array(textureCount);\r\n chunkEnds = new Int32Array(textureCount);\r\n for (let t = 0; t < textureCount; t++) {\r\n chunkStarts[t] = t * 16;\r\n chunkEnds[t] = Math.min((t + 1) * 16, shComponentCount);\r\n }\r\n shArrays = sh;\r\n cloudSh = cloud.sh;\r\n }\r\n\r\n // Single pass: write packed splat data and SH textures together to halve iteration count\r\n for (let i = 0; i < splatCount; i++) {\r\n const fBase = i * 8;\r\n const uBase = i * 32;\r\n const p = i * 3;\r\n const r = i * 4;\r\n\r\n // Position (float32 x3, bytes 0-11)\r\n fBuffer[fBase + 0] = positions[p + 0];\r\n fBuffer[fBase + 1] = positions[p + 1];\r\n fBuffer[fBase + 2] = positions[p + 2];\r\n\r\n // Scale (float32 x3, bytes 12-23) — cloud scales are in log space, convert to linear\r\n fBuffer[fBase + 3] = Math.exp(scales[p + 0]);\r\n fBuffer[fBase + 4] = Math.exp(scales[p + 1]);\r\n fBuffer[fBase + 5] = Math.exp(scales[p + 2]);\r\n\r\n // Color RGB: cloud gives raw SH DC coefficients, convert to [0,255] display value\r\n const c0 = (0.5 + _SH_C0 * colors[p + 0]) * 255;\r\n const c1 = (0.5 + _SH_C0 * colors[p + 1]) * 255;\r\n const c2 = (0.5 + _SH_C0 * colors[p + 2]) * 255;\r\n uBuffer[uBase + 24] = c0 <= 0 ? 0 : c0 >= 255 ? 255 : (c0 + 0.5) | 0;\r\n uBuffer[uBase + 25] = c1 <= 0 ? 0 : c1 >= 255 ? 255 : (c1 + 0.5) | 0;\r\n uBuffer[uBase + 26] = c2 <= 0 ? 0 : c2 >= 255 ? 255 : (c2 + 0.5) | 0;\r\n // Alpha: cloud gives raw logit opacity, apply sigmoid to get [0,255]\r\n uBuffer[uBase + 27] = ((1.0 / (1.0 + Math.exp(-alphas[i]))) * 255 + 0.5) | 0;\r\n\r\n // Rotation: cloud is xyzw, packed buffer expects wxyz\r\n const rw = rotations[r + 3] * 127.5 + 127.5;\r\n const rx = rotations[r + 0] * 127.5 + 127.5;\r\n const ry = rotations[r + 1] * 127.5 + 127.5;\r\n const rz = rotations[r + 2] * 127.5 + 127.5;\r\n uBuffer[uBase + 28] = rw <= 0 ? 0 : rw >= 255 ? 255 : (rw + 0.5) | 0; // w\r\n uBuffer[uBase + 29] = rx <= 0 ? 0 : rx >= 255 ? 255 : (rx + 0.5) | 0; // x\r\n uBuffer[uBase + 30] = ry <= 0 ? 0 : ry >= 255 ? 255 : (ry + 0.5) | 0; // y\r\n uBuffer[uBase + 31] = rz <= 0 ? 0 : rz >= 255 ? 255 : (rz + 0.5) | 0; // z\r\n\r\n // SH: process all texture chunks for this splat in the same iteration\r\n if (cloudSh && shArrays && chunkStarts && chunkEnds) {\r\n const shSplatBase = i * shComponentCount;\r\n const offsetPerSplat = i * 16;\r\n for (let t = 0; t < shArrays.length; t++) {\r\n const shT = shArrays[t];\r\n const chunkStart = chunkStarts[t];\r\n const chunkEnd = chunkEnds[t];\r\n for (let j = chunkStart; j < chunkEnd; j++) {\r\n const v = cloudSh[shSplatBase + j] * 128.0 + 128.0;\r\n shT[offsetPerSplat + j - chunkStart] = v <= 0 ? 0 : v >= 255 ? 255 : (v + 0.5) | 0;\r\n }\r\n }\r\n }\r\n\r\n if (i % _SpzConversionBatchSize === 0 && useCoroutine) {\r\n yield;\r\n }\r\n }\r\n\r\n // Extract safe-orbit-camera extension if present\r\n let safeOrbitCameraRadiusMin: number | undefined;\r\n let safeOrbitCameraElevationMinMax: [number, number] | undefined;\r\n if (cloud.extensions) {\r\n for (const ext of cloud.extensions) {\r\n const safeOrbitExt = ext as SpzExtensionSafeOrbitCameraAdobe;\r\n if (safeOrbitExt.safeOrbitRadiusMin !== undefined) {\r\n safeOrbitCameraRadiusMin = safeOrbitExt.safeOrbitRadiusMin;\r\n safeOrbitCameraElevationMinMax = [safeOrbitExt.safeOrbitElevationMin, safeOrbitExt.safeOrbitElevationMax];\r\n break;\r\n }\r\n }\r\n }\r\n\r\n return {\r\n mode: Mode.Splat,\r\n data: buffer,\r\n hasVertexColors: false,\r\n sh: sh !== null ? sh : undefined,\r\n shDegree: shDegree > 0 ? shDegree : undefined,\r\n trainedWithAntialiasing: !!cloud.antialiased,\r\n safeOrbitCameraRadiusMin,\r\n safeOrbitCameraElevationMinMax,\r\n };\r\n}\r\n\r\n/**\r\n * Async version of ConvertSpzToSplat that yields periodically to avoid blocking the main thread.\r\n * @param cloud The GaussianCloud returned by spz.loadSpzFromBuffer\r\n * @param scene The Babylon.js scene\r\n * @returns A promise resolving to an IParsedSplat\r\n */\r\nexport async function ConvertSpzToSplatAsync(cloud: any, scene: Scene): Promise<IParsedSplat> {\r\n return await runCoroutineAsync(ConvertSpzToSplat(cloud, scene, true), createYieldingScheduler());\r\n}\r\n"]}
@@ -2008,6 +2008,7 @@ export class GLTFLoader {
2008
2008
  adapter.alphaCutOff = material.alphaCutoff == undefined ? 0.5 : material.alphaCutoff;
2009
2009
  if (baseColorTexture) {
2010
2010
  baseColorTexture.hasAlpha = true;
2011
+ adapter.useAlphaFromBaseColorTexture = true;
2011
2012
  }
2012
2013
  break;
2013
2014
  }