@manycore/aholo-splat-transform 1.2.6

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Files changed (88) hide show
  1. package/CHANGELOG.md +102 -0
  2. package/README.md +33 -0
  3. package/bin/cli.js +118 -0
  4. package/dist/SplatData.d.ts +67 -0
  5. package/dist/SplatData.js +156 -0
  6. package/dist/constant.d.ts +3 -0
  7. package/dist/constant.js +13 -0
  8. package/dist/file/IFile.d.ts +5 -0
  9. package/dist/file/IFile.js +1 -0
  10. package/dist/file/index.d.ts +7 -0
  11. package/dist/file/index.js +6 -0
  12. package/dist/file/ksplat.d.ts +12 -0
  13. package/dist/file/ksplat.js +232 -0
  14. package/dist/file/lcc.d.ts +11 -0
  15. package/dist/file/lcc.js +157 -0
  16. package/dist/file/ply.d.ts +13 -0
  17. package/dist/file/ply.js +388 -0
  18. package/dist/file/sog.d.ts +80 -0
  19. package/dist/file/sog.js +504 -0
  20. package/dist/file/splat.d.ts +6 -0
  21. package/dist/file/splat.js +99 -0
  22. package/dist/file/spz.d.ts +8 -0
  23. package/dist/file/spz.js +400 -0
  24. package/dist/file/voxel.d.ts +37 -0
  25. package/dist/file/voxel.js +280 -0
  26. package/dist/index.d.ts +33 -0
  27. package/dist/index.js +54 -0
  28. package/dist/native/cpp/bin/linux/binding.node +0 -0
  29. package/dist/native/cpp/bin/windows/binding.node +0 -0
  30. package/dist/native/index.d.ts +54 -0
  31. package/dist/native/index.js +128 -0
  32. package/dist/tasks/AutoChunkLodTask.d.ts +13 -0
  33. package/dist/tasks/AutoChunkLodTask.js +117 -0
  34. package/dist/tasks/AutoLodTask.d.ts +10 -0
  35. package/dist/tasks/AutoLodTask.js +20 -0
  36. package/dist/tasks/BaseTask.d.ts +15 -0
  37. package/dist/tasks/BaseTask.js +5 -0
  38. package/dist/tasks/FlexLodTask.d.ts +12 -0
  39. package/dist/tasks/FlexLodTask.js +44 -0
  40. package/dist/tasks/ModifyTask.d.ts +9 -0
  41. package/dist/tasks/ModifyTask.js +156 -0
  42. package/dist/tasks/ReadTask.d.ts +8 -0
  43. package/dist/tasks/ReadTask.js +29 -0
  44. package/dist/tasks/SkeletonLodTask.d.ts +10 -0
  45. package/dist/tasks/SkeletonLodTask.js +156 -0
  46. package/dist/tasks/VoxelTask.d.ts +30 -0
  47. package/dist/tasks/VoxelTask.js +37 -0
  48. package/dist/tasks/WriteTask.d.ts +11 -0
  49. package/dist/tasks/WriteTask.js +70 -0
  50. package/dist/utils/BufferReader.d.ts +12 -0
  51. package/dist/utils/BufferReader.js +47 -0
  52. package/dist/utils/Logger.d.ts +11 -0
  53. package/dist/utils/Logger.js +38 -0
  54. package/dist/utils/StreamChunkDecoder.d.ts +16 -0
  55. package/dist/utils/StreamChunkDecoder.js +36 -0
  56. package/dist/utils/index.d.ts +27 -0
  57. package/dist/utils/index.js +101 -0
  58. package/dist/utils/k-means.d.ts +4 -0
  59. package/dist/utils/k-means.js +350 -0
  60. package/dist/utils/math.d.ts +46 -0
  61. package/dist/utils/math.js +351 -0
  62. package/dist/utils/quantize-1d.d.ts +4 -0
  63. package/dist/utils/quantize-1d.js +164 -0
  64. package/dist/utils/sh-rotate.d.ts +2 -0
  65. package/dist/utils/sh-rotate.js +175 -0
  66. package/dist/utils/splat.d.ts +20 -0
  67. package/dist/utils/splat.js +378 -0
  68. package/dist/utils/voxel/common.d.ts +162 -0
  69. package/dist/utils/voxel/common.js +1700 -0
  70. package/dist/utils/voxel/coplanar-merge.d.ts +63 -0
  71. package/dist/utils/voxel/coplanar-merge.js +819 -0
  72. package/dist/utils/voxel/gpu-dilation.d.ts +2 -0
  73. package/dist/utils/voxel/gpu-dilation.js +665 -0
  74. package/dist/utils/voxel/marching-cubes.d.ts +42 -0
  75. package/dist/utils/voxel/marching-cubes.js +1657 -0
  76. package/dist/utils/voxel/mesh.d.ts +3 -0
  77. package/dist/utils/voxel/mesh.js +130 -0
  78. package/dist/utils/voxel/nav.d.ts +29 -0
  79. package/dist/utils/voxel/nav.js +1043 -0
  80. package/dist/utils/voxel/postprocess.d.ts +23 -0
  81. package/dist/utils/voxel/postprocess.js +375 -0
  82. package/dist/utils/voxel/voxel-faces.d.ts +18 -0
  83. package/dist/utils/voxel/voxel-faces.js +663 -0
  84. package/dist/utils/voxel/voxelize.d.ts +33 -0
  85. package/dist/utils/voxel/voxelize.js +1193 -0
  86. package/dist/utils/webgpu.d.ts +8 -0
  87. package/dist/utils/webgpu.js +122 -0
  88. package/package.json +32 -0
@@ -0,0 +1,351 @@
1
+ export class Quaternion {
2
+ x;
3
+ y;
4
+ z;
5
+ w;
6
+ static ONE = new Quaternion(0, 0, 0, 1);
7
+ constructor(x, y, z, w) {
8
+ this.x = x;
9
+ this.y = y;
10
+ this.z = z;
11
+ this.w = w;
12
+ }
13
+ set(x, y, z, w) {
14
+ this.x = x;
15
+ this.y = y;
16
+ this.z = z;
17
+ this.w = w;
18
+ return this;
19
+ }
20
+ equals(q) {
21
+ return (q.x === this.x) && (q.y === this.y) && (q.z === this.z) && (q.w === this.w);
22
+ }
23
+ normalize() {
24
+ const length = Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
25
+ if (length === 0) {
26
+ return this;
27
+ }
28
+ const invLength = (1 / length) * (this.w < 0 ? -1 : 1);
29
+ this.x *= invLength;
30
+ this.y *= invLength;
31
+ this.z *= invLength;
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+ this.w *= invLength;
33
+ return this;
34
+ }
35
+ multiply(q) {
36
+ return this.multiplyQuaternions(this, q);
37
+ }
38
+ premultiply(q) {
39
+ return this.multiplyQuaternions(q, this);
40
+ }
41
+ multiplyQuaternions(a, b) {
42
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
43
+ const qax = a.x;
44
+ const qay = a.y;
45
+ const qaz = a.z;
46
+ const qaw = a.w;
47
+ const qbx = b.x;
48
+ const qby = b.y;
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+ const qbz = b.z;
50
+ const qbw = b.w;
51
+ this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
52
+ this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
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+ this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
54
+ this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
55
+ return this;
56
+ }
57
+ setRotationMatrix(m) {
58
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
59
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
60
+ const te = m.elements;
61
+ const m11 = te[0];
62
+ const m12 = te[4];
63
+ const m13 = te[8];
64
+ const m21 = te[1];
65
+ const m22 = te[5];
66
+ const m23 = te[9];
67
+ const m31 = te[2];
68
+ const m32 = te[6];
69
+ const m33 = te[10];
70
+ const trace = m11 + m22 + m33;
71
+ let s;
72
+ if (trace > 0) {
73
+ s = 0.5 / Math.sqrt(trace + 1.0);
74
+ this.w = 0.25 / s;
75
+ this.x = (m32 - m23) * s;
76
+ this.y = (m13 - m31) * s;
77
+ this.z = (m21 - m12) * s;
78
+ }
79
+ else if (m11 > m22 && m11 > m33) {
80
+ s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
81
+ this.w = (m32 - m23) / s;
82
+ this.x = 0.25 * s;
83
+ this.y = (m12 + m21) / s;
84
+ this.z = (m13 + m31) / s;
85
+ }
86
+ else if (m22 > m33) {
87
+ s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
88
+ this.w = (m13 - m31) / s;
89
+ this.x = (m12 + m21) / s;
90
+ this.y = 0.25 * s;
91
+ this.z = (m23 + m32) / s;
92
+ }
93
+ else {
94
+ s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
95
+ this.w = (m21 - m12) / s;
96
+ this.x = (m13 + m31) / s;
97
+ this.y = (m23 + m32) / s;
98
+ this.z = 0.25 * s;
99
+ }
100
+ return this;
101
+ }
102
+ }
103
+ export class Vector3 {
104
+ x;
105
+ y;
106
+ z;
107
+ static ONE = new Vector3(1, 1, 1);
108
+ constructor(x, y, z) {
109
+ this.x = x;
110
+ this.y = y;
111
+ this.z = z;
112
+ }
113
+ set(x, y, z) {
114
+ this.x = x;
115
+ this.y = y;
116
+ this.z = z;
117
+ return this;
118
+ }
119
+ length() {
120
+ return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
121
+ }
122
+ equals(v) {
123
+ return (v.x === this.x) && (v.y === this.y) && (v.z === this.z);
124
+ }
125
+ mul(v) {
126
+ this.x *= v.x;
127
+ this.y *= v.y;
128
+ this.z *= v.z;
129
+ return this;
130
+ }
131
+ applyMatrix4(m) {
132
+ const { x, y, z } = this;
133
+ const e = m.elements;
134
+ const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
135
+ this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
136
+ this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
137
+ this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
138
+ return this;
139
+ }
140
+ clone() {
141
+ return new Vector3(this.x, this.y, this.z);
142
+ }
143
+ }
144
+ export class Matrix4 {
145
+ static ONE = new Matrix4();
146
+ elements = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
147
+ constructor(elements, isRow = false) {
148
+ if (elements) {
149
+ this.set(elements);
150
+ }
151
+ if (isRow) {
152
+ this.transpose();
153
+ }
154
+ }
155
+ set(elements) {
156
+ for (let i = 0; i < 16; i++) {
157
+ this.elements[i] = elements[i];
158
+ }
159
+ return this;
160
+ }
161
+ equals(matrix) {
162
+ const te = this.elements;
163
+ const me = matrix.elements;
164
+ for (let i = 0; i < 16; i++) {
165
+ if (te[i] !== me[i]) {
166
+ return false;
167
+ }
168
+ }
169
+ return true;
170
+ }
171
+ determinant() {
172
+ const te = this.elements;
173
+ const n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12], n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13], n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14], n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
174
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
175
+ return (n41 * (+n14 * n23 * n32
176
+ - n13 * n24 * n32
177
+ - n14 * n22 * n33
178
+ + n12 * n24 * n33
179
+ + n13 * n22 * n34
180
+ - n12 * n23 * n34) +
181
+ n42 * (+n11 * n23 * n34
182
+ - n11 * n24 * n33
183
+ + n14 * n21 * n33
184
+ - n13 * n21 * n34
185
+ + n13 * n24 * n31
186
+ - n14 * n23 * n31) +
187
+ n43 * (+n11 * n24 * n32
188
+ - n11 * n22 * n34
189
+ - n14 * n21 * n32
190
+ + n12 * n21 * n34
191
+ + n14 * n22 * n31
192
+ - n12 * n24 * n31) +
193
+ n44 * (-n13 * n22 * n31
194
+ - n11 * n23 * n32
195
+ + n11 * n22 * n33
196
+ + n13 * n21 * n32
197
+ - n12 * n21 * n33
198
+ + n12 * n23 * n31));
199
+ }
200
+ multiply(m) {
201
+ return this.multiplyMatrices(this, m);
202
+ }
203
+ multiplyMatrices(a, b) {
204
+ const te = this.elements;
205
+ const ae = a.elements;
206
+ const be = b.elements;
207
+ const a11 = ae[0];
208
+ const a12 = ae[4];
209
+ const a13 = ae[8];
210
+ const a14 = ae[12];
211
+ const a21 = ae[1];
212
+ const a22 = ae[5];
213
+ const a23 = ae[9];
214
+ const a24 = ae[13];
215
+ const a31 = ae[2];
216
+ const a32 = ae[6];
217
+ const a33 = ae[10];
218
+ const a34 = ae[14];
219
+ const a41 = ae[3];
220
+ const a42 = ae[7];
221
+ const a43 = ae[11];
222
+ const a44 = ae[15];
223
+ const b11 = be[0];
224
+ const b12 = be[4];
225
+ const b13 = be[8];
226
+ const b14 = be[12];
227
+ const b21 = be[1];
228
+ const b22 = be[5];
229
+ const b23 = be[9];
230
+ const b24 = be[13];
231
+ const b31 = be[2];
232
+ const b32 = be[6];
233
+ const b33 = be[10];
234
+ const b34 = be[14];
235
+ const b41 = be[3];
236
+ const b42 = be[7];
237
+ const b43 = be[11];
238
+ const b44 = be[15];
239
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
240
+ te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
241
+ te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
242
+ te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
243
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
244
+ te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
245
+ te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
246
+ te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
247
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
248
+ te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
249
+ te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
250
+ te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
251
+ te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
252
+ te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
253
+ te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
254
+ te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
255
+ return this;
256
+ }
257
+ compose(position, quaternion, scale) {
258
+ const te = this.elements;
259
+ const x = quaternion.x, y = quaternion.y, z = quaternion.z, w = quaternion.w, x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2, sx = scale.x, sy = scale.y, sz = scale.z;
260
+ te[0] = (1 - (yy + zz)) * sx;
261
+ te[1] = (xy + wz) * sx;
262
+ te[2] = (xz - wy) * sx;
263
+ te[3] = 0;
264
+ te[4] = (xy - wz) * sy;
265
+ te[5] = (1 - (xx + zz)) * sy;
266
+ te[6] = (yz + wx) * sy;
267
+ te[7] = 0;
268
+ te[8] = (xz + wy) * sz;
269
+ te[9] = (yz - wx) * sz;
270
+ te[10] = (1 - (xx + yy)) * sz;
271
+ te[11] = 0;
272
+ te[12] = position.x;
273
+ te[13] = position.y;
274
+ te[14] = position.z;
275
+ te[15] = 1;
276
+ return this;
277
+ }
278
+ decompose(position, quaternion, scale) {
279
+ const te = this.elements;
280
+ let sx = tmpVec.set(te[0], te[1], te[2]).length();
281
+ const sy = tmpVec.set(te[4], te[5], te[6]).length();
282
+ const sz = tmpVec.set(te[8], te[9], te[10]).length();
283
+ const det = this.determinant();
284
+ if (det < 0) {
285
+ sx *= -1;
286
+ }
287
+ position.set(te[12], te[13], te[14]);
288
+ const invSX = 1 / sx;
289
+ const invSY = 1 / sy;
290
+ const invSZ = 1 / sz;
291
+ tmpMat4.set(this.elements);
292
+ tmpMat4.elements[0] *= invSX;
293
+ tmpMat4.elements[1] *= invSX;
294
+ tmpMat4.elements[2] *= invSX;
295
+ tmpMat4.elements[4] *= invSY;
296
+ tmpMat4.elements[5] *= invSY;
297
+ tmpMat4.elements[6] *= invSY;
298
+ tmpMat4.elements[8] *= invSZ;
299
+ tmpMat4.elements[9] *= invSZ;
300
+ tmpMat4.elements[10] *= invSZ;
301
+ quaternion.setRotationMatrix(tmpMat4);
302
+ scale.set(sx, sy, sz);
303
+ return this;
304
+ }
305
+ transpose() {
306
+ const te = this.elements;
307
+ let tmp;
308
+ tmp = te[1];
309
+ te[1] = te[4];
310
+ te[4] = tmp;
311
+ tmp = te[2];
312
+ te[2] = te[8];
313
+ te[8] = tmp;
314
+ tmp = te[6];
315
+ te[6] = te[9];
316
+ te[9] = tmp;
317
+ tmp = te[3];
318
+ te[3] = te[12];
319
+ te[12] = tmp;
320
+ tmp = te[7];
321
+ te[7] = te[13];
322
+ te[13] = tmp;
323
+ tmp = te[11];
324
+ te[11] = te[14];
325
+ te[14] = tmp;
326
+ return this;
327
+ }
328
+ }
329
+ export class Matrix3 {
330
+ elements = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]);
331
+ set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
332
+ const te = this.elements;
333
+ te[0] = n11;
334
+ te[1] = n21;
335
+ te[2] = n31;
336
+ te[3] = n12;
337
+ te[4] = n22;
338
+ te[5] = n32;
339
+ te[6] = n13;
340
+ te[7] = n23;
341
+ te[8] = n33;
342
+ return this;
343
+ }
344
+ setFromMatrix4(m) {
345
+ const me = m.elements;
346
+ this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
347
+ return this;
348
+ }
349
+ }
350
+ const tmpVec = new Vector3(0, 0, 0);
351
+ const tmpMat4 = new Matrix4();
@@ -0,0 +1,4 @@
1
+ export declare function quantize1d(fields: Float32Array[], k?: number, alpha?: number, transform?: (v: number) => number): {
2
+ centroids: Float32Array<ArrayBuffer>;
3
+ labels: Uint8Array<ArrayBuffer>[];
4
+ };
@@ -0,0 +1,164 @@
1
+ // https://github.com/playcanvas/splat-transform/blob/main/src/lib/spatial/quantize-1d.ts
2
+ export function quantize1d(fields, k = 256, alpha = 0.5, transform) {
3
+ const numColumns = fields.length;
4
+ const numRows = fields.length > 0 ? fields[0].length : 0;
5
+ // pool all columns into a flat 1D array
6
+ const N = numRows * numColumns;
7
+ if (N === 0) {
8
+ const centroids = new Float32Array(k);
9
+ const labels = fields.map(_ => new Uint8Array(numRows));
10
+ return { centroids, labels };
11
+ }
12
+ const data = new Float32Array(N);
13
+ for (let i = 0; i < numColumns; ++i) {
14
+ data.set(fields[i], i * numRows);
15
+ }
16
+ if (transform) {
17
+ for (let i = 0; i < data.length; i++) {
18
+ data[i] = transform(data[i]);
19
+ }
20
+ }
21
+ // sort a copy for histogram binning (keep original for label assignment)
22
+ const sortedData = new Float32Array(data);
23
+ sortedData.sort();
24
+ const vMin = sortedData[0];
25
+ const vMax = sortedData[N - 1];
26
+ // handle degenerate case where all values are identical
27
+ if (vMax - vMin < 1e-20) {
28
+ const centroids = new Float32Array(k);
29
+ centroids.fill(vMin);
30
+ const labels = fields.map(_ => new Uint8Array(numRows));
31
+ return { centroids, labels };
32
+ }
33
+ // build histogram using blended uniform/quantile bin positions
34
+ const H = Math.min(1024, N);
35
+ const vRange = vMax - vMin;
36
+ // adaptive blend ratio: when outliers are extreme (IQR << range), lean
37
+ // strongly toward quantile to give the dense center adequate bins; when
38
+ // the distribution has moderate tails (IQR ~ range), reduce quantile
39
+ // bias somewhat, but keep at least 50% quantile to preserve density
40
+ const iqr = sortedData[Math.floor(N * 0.75)] - sortedData[Math.floor(N * 0.25)];
41
+ const beta = Math.max(0.5, Math.min(0.999, 1 - iqr / vRange));
42
+ const counts = new Float64Array(H);
43
+ const sums = new Float64Array(H);
44
+ for (let i = 0; i < N; ++i) {
45
+ const uniformPos = (sortedData[i] - vMin) / vRange;
46
+ const quantilePos = i / N;
47
+ const bin = Math.min(H - 1, Math.floor(H * (beta * quantilePos + (1 - beta) * uniformPos)));
48
+ counts[bin]++;
49
+ sums[bin] += sortedData[i];
50
+ }
51
+ const centers = new Float64Array(H);
52
+ for (let i = 0; i < H; ++i) {
53
+ centers[i] = counts[i] > 0 ? sums[i] / counts[i] : vMin + (i + 0.5) / H * vRange;
54
+ }
55
+ // compute weights: w = count^alpha (sub-linear density weighting)
56
+ const weights = new Float64Array(H);
57
+ for (let i = 0; i < H; ++i) {
58
+ weights[i] = counts[i] > 0 ? Math.pow(counts[i], alpha) : 0;
59
+ }
60
+ // prefix sums for O(1) range cost queries
61
+ // cost(a,b) = sum_wxx - sum_wx^2 / sum_w
62
+ // centroid(a,b) = sum_wx / sum_w
63
+ const prefW = new Float64Array(H + 1);
64
+ const prefWX = new Float64Array(H + 1);
65
+ const prefWXX = new Float64Array(H + 1);
66
+ for (let i = 0; i < H; ++i) {
67
+ prefW[i + 1] = prefW[i] + weights[i];
68
+ prefWX[i + 1] = prefWX[i] + weights[i] * centers[i];
69
+ prefWXX[i + 1] = prefWXX[i] + weights[i] * centers[i] * centers[i];
70
+ }
71
+ const rangeCost = (a, b) => {
72
+ const w = prefW[b + 1] - prefW[a];
73
+ if (w <= 0) {
74
+ return 0;
75
+ }
76
+ const wx = prefWX[b + 1] - prefWX[a];
77
+ const wxx = prefWXX[b + 1] - prefWXX[a];
78
+ return wxx - (wx * wx) / w;
79
+ };
80
+ const rangeMean = (a, b) => {
81
+ const w = prefW[b + 1] - prefW[a];
82
+ if (w <= 0) {
83
+ return (centers[a] + centers[b]) * 0.5;
84
+ }
85
+ return (prefWX[b + 1] - prefWX[a]) / w;
86
+ };
87
+ const nonEmpty = counts.reduce((n, c) => n + (c > 0 ? 1 : 0), 0);
88
+ const effectiveK = Math.min(k, nonEmpty);
89
+ // DP: dp[m][j] = min weighted SSE of quantizing bins 0..j into m centroids
90
+ // Use two rows to save memory (only need previous row)
91
+ const INF = 1e30;
92
+ let dpPrev = new Float64Array(H).fill(INF);
93
+ let dpCurr = new Float64Array(H).fill(INF);
94
+ const splitTable = new Array(effectiveK + 1);
95
+ // base case: m = 1
96
+ const split1 = new Int32Array(H);
97
+ for (let j = 0; j < H; ++j) {
98
+ dpPrev[j] = rangeCost(0, j);
99
+ split1[j] = -1;
100
+ }
101
+ splitTable[1] = split1;
102
+ // fill DP for m = 2..effectiveK
103
+ for (let m = 2; m <= effectiveK; ++m) {
104
+ dpCurr.fill(INF);
105
+ const splitM = new Int32Array(H);
106
+ for (let j = m - 1; j < H; ++j) {
107
+ let bestCost = INF;
108
+ let bestS = m - 2;
109
+ for (let s = m - 2; s < j; ++s) {
110
+ const cost = dpPrev[s] + rangeCost(s + 1, j);
111
+ if (cost < bestCost) {
112
+ bestCost = cost;
113
+ bestS = s;
114
+ }
115
+ }
116
+ dpCurr[j] = bestCost;
117
+ splitM[j] = bestS;
118
+ }
119
+ splitTable[m] = splitM;
120
+ // swap rows
121
+ const tmp = dpPrev;
122
+ dpPrev = dpCurr;
123
+ dpCurr = tmp;
124
+ }
125
+ // backtrack to find centroid values
126
+ const centroidValues = new Float32Array(effectiveK);
127
+ let j = H - 1;
128
+ for (let m = effectiveK; m >= 1; --m) {
129
+ const s = m > 1 ? splitTable[m][j] : -1;
130
+ centroidValues[m - 1] = rangeMean(s + 1, j);
131
+ j = s;
132
+ }
133
+ // sort centroids (should already be sorted, but ensure)
134
+ centroidValues.sort();
135
+ // pad to k entries if effectiveK < k (duplicate last centroid)
136
+ const finalCentroids = new Float32Array(k);
137
+ finalCentroids.set(centroidValues);
138
+ for (let i = effectiveK; i < k; ++i) {
139
+ finalCentroids[i] = centroidValues[effectiveK - 1];
140
+ }
141
+ // assign each data point to nearest centroid via binary search
142
+ const labels = new Uint8Array(N);
143
+ for (let i = 0; i < N; ++i) {
144
+ const v = data[i];
145
+ // binary search for nearest centroid
146
+ let lo = 0;
147
+ let hi = k - 1;
148
+ while (lo < hi) {
149
+ const mid = (lo + hi) >> 1;
150
+ // compare against midpoint between centroids mid and mid+1
151
+ if (v < (finalCentroids[mid] + finalCentroids[mid + 1]) * 0.5) {
152
+ hi = mid;
153
+ }
154
+ else {
155
+ lo = mid + 1;
156
+ }
157
+ }
158
+ labels[i] = lo;
159
+ }
160
+ return {
161
+ labels: fields.map((_, i) => labels.subarray(i * numRows, (i + 1) * numRows)),
162
+ centroids: finalCentroids,
163
+ };
164
+ }
@@ -0,0 +1,2 @@
1
+ import { Matrix3 } from './math.js';
2
+ export declare function createSHRotateFn(mat: Matrix3): (shN: number[]) => void;