@onerjs/core 8.32.6 → 8.32.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AudioV2/abstractAudio/abstractSoundSource.js +12 -4
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +18 -0
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +105 -15
- package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +7 -7
- package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
- package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraphBlock.js +4 -0
- package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +11 -2
- package/FrameGraph/Passes/pass.js +14 -2
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +4 -2
- package/FrameGraph/Passes/renderPass.js +5 -2
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +27 -31
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +10 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +1 -4
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +7 -4
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +41 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +122 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +6 -4
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +1 -2
- package/FrameGraph/frameGraph.js +5 -2
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.js +1 -0
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +3 -1
- package/FrameGraph/frameGraphTask.js +11 -0
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +8 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +14 -13
- package/Lights/lightingVolume.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +9 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +66 -22
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +3 -6
- package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.d.ts +1 -0
- package/Materials/Node/Blocks/triPlanarBlock.js +33 -4
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +10 -5
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +17 -16
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +7 -78
- package/Rendering/depthPeelingRenderer.js +12 -398
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/depthPeelingSceneComponent.d.ts +3 -3
- package/Rendering/depthPeelingSceneComponent.js.map +1 -1
- package/Rendering/depthRenderer.js +9 -1
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/index.d.ts +1 -0
- package/Rendering/index.js +1 -0
- package/Rendering/index.js.map +1 -1
- package/Rendering/objectRenderer.d.ts +20 -0
- package/Rendering/objectRenderer.js +17 -1
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/renderingGroup.d.ts +10 -3
- package/Rendering/renderingGroup.js +24 -13
- package/Rendering/renderingGroup.js.map +1 -1
- package/Rendering/renderingManager.d.ts +6 -2
- package/Rendering/renderingManager.js +8 -2
- package/Rendering/renderingManager.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.d.ts +120 -0
- package/Rendering/thinDepthPeelingRenderer.js +469 -0
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -0
- package/Shaders/ShadersInclude/gaussianSplatting.js +1 -1
- package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/Shaders/gaussianSplatting.vertex.js +2 -2
- package/Shaders/gaussianSplatting.vertex.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.js +9 -2
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.vertex.js +13 -2
- package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
- package/Shaders/oitFinalSimpleBlend.fragment.d.ts +5 -0
- package/Shaders/oitFinalSimpleBlend.fragment.js +12 -0
- package/Shaders/oitFinalSimpleBlend.fragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +1 -5
- package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
- package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
- package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +12 -3
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js +13 -2
- package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.d.ts +5 -0
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.js +13 -0
- package/ShadersWGSL/oitFinalSimpleBlend.fragment.js.map +1 -0
- package/package.json +1 -1
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type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { SubMesh } from \"../subMesh\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Quaternion } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { ToHalfFloat } from \"core/Misc/textureTools\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { runCoroutineSync, runCoroutineAsync, createYieldingScheduler, type Coroutine } from \"core/Misc/coroutine\";\r\nimport { EngineStore } from \"core/Engines/engineStore\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\n\r\ninterface IDelayedTextureUpdate {\r\n covA: Uint16Array;\r\n covB: Uint16Array;\r\n colors: Uint8Array;\r\n centers: Float32Array;\r\n sh?: Uint8Array[];\r\n}\r\n\r\n// @internal\r\nconst UnpackUnorm = (value: number, bits: number) => {\r\n const t = (1 << bits) - 1;\r\n return (value & t) / t;\r\n};\r\n\r\n// @internal\r\nconst Unpack111011 = (value: number, result: Vector3) => {\r\n result.x = UnpackUnorm(value >>> 21, 11);\r\n result.y = UnpackUnorm(value >>> 11, 10);\r\n result.z = UnpackUnorm(value, 11);\r\n};\r\n\r\n// @internal\r\nconst Unpack8888 = (value: number, result: Uint8ClampedArray) => {\r\n result[0] = UnpackUnorm(value >>> 24, 8) * 255;\r\n result[1] = UnpackUnorm(value >>> 16, 8) * 255;\r\n result[2] = UnpackUnorm(value >>> 8, 8) * 255;\r\n result[3] = UnpackUnorm(value, 8) * 255;\r\n};\r\n\r\n// @internal\r\n// unpack quaternion with 2,10,10,10 format (largest element, 3x10bit element)\r\nconst UnpackRot = (value: number, result: Quaternion) => {\r\n const norm = 1.0 / (Math.sqrt(2) * 0.5);\r\n const a = (UnpackUnorm(value >>> 20, 10) - 0.5) * norm;\r\n const b = (UnpackUnorm(value >>> 10, 10) - 0.5) * norm;\r\n const c = (UnpackUnorm(value, 10) - 0.5) * norm;\r\n const m = Math.sqrt(1.0 - (a * a + b * b + c * c));\r\n\r\n switch (value >>> 30) {\r\n case 0:\r\n result.set(m, a, b, c);\r\n break;\r\n case 1:\r\n result.set(a, m, b, c);\r\n break;\r\n case 2:\r\n result.set(a, b, m, c);\r\n break;\r\n case 3:\r\n result.set(a, b, c, m);\r\n break;\r\n }\r\n};\r\n\r\ninterface ICompressedPLYChunk {\r\n min: Vector3;\r\n max: Vector3;\r\n minScale: Vector3;\r\n maxScale: Vector3;\r\n minColor: Vector3;\r\n maxColor: Vector3;\r\n}\r\n\r\ninterface IPLYConversionBuffers {\r\n buffer: ArrayBuffer;\r\n sh?: [];\r\n}\r\n\r\n/**\r\n * To support multiple camera rendering, rendered mesh is separated from the GaussianSplattingMesh itself.\r\n * The GS mesh serves as a proxy and a different mesh is rendered for each camera. This hot switch is done\r\n * in the render() function. Each camera has a corresponding ICameraViewInfo object. The key is the camera unique id.\r\n * ICameraViewInfo and the rendered mesh are created in method `_postToWorker`\r\n * Mesh are disabled to not let the scene render them directly.\r\n * ICameraViewInfo are sorted per last frame id update to prioritize the less recently updated ones.\r\n * There is 1 web worker per GaussianSplattingMesh to avoid too many copies between main thread and workers.\r\n * So, only one sort is being done at a time per GaussianSplattingMesh. If multiple cameras need an update,\r\n * they will be processed one by one in subsequent frames.\r\n */\r\ninterface ICameraViewInfo {\r\n camera: Camera;\r\n cameraDirection: Vector3;\r\n mesh: Mesh;\r\n frameIdLastUpdate: number;\r\n splatIndexBufferSet: boolean;\r\n}\r\n/**\r\n * Representation of the types\r\n */\r\nconst enum PLYType {\r\n FLOAT,\r\n INT,\r\n UINT,\r\n DOUBLE,\r\n UCHAR,\r\n UNDEFINED,\r\n}\r\n\r\n/**\r\n * Usage types of the PLY values\r\n */\r\nconst enum PLYValue {\r\n MIN_X,\r\n MIN_Y,\r\n MIN_Z,\r\n MAX_X,\r\n MAX_Y,\r\n MAX_Z,\r\n\r\n MIN_SCALE_X,\r\n MIN_SCALE_Y,\r\n MIN_SCALE_Z,\r\n\r\n MAX_SCALE_X,\r\n MAX_SCALE_Y,\r\n MAX_SCALE_Z,\r\n\r\n PACKED_POSITION,\r\n PACKED_ROTATION,\r\n PACKED_SCALE,\r\n PACKED_COLOR,\r\n X,\r\n Y,\r\n Z,\r\n SCALE_0,\r\n SCALE_1,\r\n SCALE_2,\r\n\r\n DIFFUSE_RED,\r\n DIFFUSE_GREEN,\r\n DIFFUSE_BLUE,\r\n OPACITY,\r\n\r\n F_DC_0,\r\n F_DC_1,\r\n F_DC_2,\r\n F_DC_3,\r\n\r\n ROT_0,\r\n ROT_1,\r\n ROT_2,\r\n ROT_3,\r\n\r\n MIN_COLOR_R,\r\n MIN_COLOR_G,\r\n MIN_COLOR_B,\r\n\r\n MAX_COLOR_R,\r\n MAX_COLOR_G,\r\n MAX_COLOR_B,\r\n\r\n SH_0,\r\n SH_1,\r\n SH_2,\r\n SH_3,\r\n SH_4,\r\n SH_5,\r\n SH_6,\r\n SH_7,\r\n SH_8,\r\n SH_9,\r\n SH_10,\r\n SH_11,\r\n SH_12,\r\n SH_13,\r\n SH_14,\r\n SH_15,\r\n SH_16,\r\n SH_17,\r\n SH_18,\r\n SH_19,\r\n SH_20,\r\n SH_21,\r\n SH_22,\r\n SH_23,\r\n SH_24,\r\n SH_25,\r\n SH_26,\r\n SH_27,\r\n SH_28,\r\n SH_29,\r\n SH_30,\r\n SH_31,\r\n SH_32,\r\n SH_33,\r\n SH_34,\r\n SH_35,\r\n SH_36,\r\n SH_37,\r\n SH_38,\r\n SH_39,\r\n SH_40,\r\n SH_41,\r\n SH_42,\r\n SH_43,\r\n SH_44,\r\n\r\n UNDEFINED,\r\n}\r\n\r\n/**\r\n * Property field found in PLY header\r\n */\r\nexport type PlyProperty = {\r\n /**\r\n * Value usage\r\n */\r\n value: PLYValue;\r\n /**\r\n * Value type\r\n */\r\n type: PLYType;\r\n /**\r\n * offset in byte from te beginning of the splat\r\n */\r\n offset: number;\r\n};\r\n\r\n/**\r\n * meta info on Splat file\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PLYHeader {\r\n /**\r\n * number of splats\r\n */\r\n vertexCount: number;\r\n /**\r\n * number of spatial chunks for compressed ply\r\n */\r\n chunkCount: number;\r\n /**\r\n * length in bytes of the vertex info\r\n */\r\n rowVertexLength: number;\r\n /**\r\n * length in bytes of the chunk\r\n */\r\n rowChunkLength: number;\r\n /**\r\n * array listing properties per vertex\r\n */\r\n vertexProperties: PlyProperty[];\r\n /**\r\n * array listing properties per chunk\r\n */\r\n chunkProperties: PlyProperty[];\r\n /**\r\n * data view for parsing chunks and vertices\r\n */\r\n dataView: DataView;\r\n /**\r\n * buffer for the data view\r\n */\r\n buffer: ArrayBuffer;\r\n /**\r\n * degree of SH coefficients\r\n */\r\n shDegree: number;\r\n /**\r\n * number of coefficient per splat\r\n */\r\n shCoefficientCount: number;\r\n /**\r\n * buffer for SH coefficients\r\n */\r\n shBuffer: ArrayBuffer | null;\r\n}\r\n/**\r\n * Class used to render a gaussian splatting mesh\r\n */\r\nexport class GaussianSplattingMesh extends Mesh {\r\n private _vertexCount = 0;\r\n private _worker: Nullable<Worker> = null;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _readyToDisplay = false;\r\n private _covariancesATexture: Nullable<BaseTexture> = null;\r\n private _covariancesBTexture: Nullable<BaseTexture> = null;\r\n private _centersTexture: Nullable<BaseTexture> = null;\r\n private _colorsTexture: Nullable<BaseTexture> = null;\r\n private _splatPositions: Nullable<Float32Array> = null;\r\n private _splatIndex: Nullable<Float32Array> = null;\r\n private _shTextures: Nullable<BaseTexture[]> = null;\r\n private _splatsData: Nullable<ArrayBuffer> = null;\r\n private _sh: Nullable<Uint8Array[]> = null;\r\n private readonly _keepInRam: boolean = false;\r\n\r\n private _delayedTextureUpdate: Nullable<IDelayedTextureUpdate> = null;\r\n private _useRGBACovariants = false;\r\n private _material: Nullable<Material> = null;\r\n\r\n private _tmpCovariances = [0, 0, 0, 0, 0, 0];\r\n private _sortIsDirty = false;\r\n\r\n private static _RowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // Vector3 position, Vector3 scale, 1 u8 quaternion, 1 color with alpha\r\n private static _SH_C0 = 0.28209479177387814;\r\n // batch size between 2 yield calls. This value is a tradeoff between updates overhead and framerate hiccups\r\n // This step is faster the PLY conversion. So batch size can be bigger\r\n private static _SplatBatchSize = 327680;\r\n // batch size between 2 yield calls during the PLY to splat conversion.\r\n private static _PlyConversionBatchSize = 32768;\r\n private _shDegree = 0;\r\n private _viewDirectionFactor = new Vector3(1, 1, -1);\r\n\r\n private static readonly _BatchSize = 16; // 16 splats per instance\r\n private _cameraViewInfos = new Map<number, ICameraViewInfo>();\r\n /**\r\n * View direction factor used to compute the SH view direction in the shader.\r\n */\r\n public get viewDirectionFactor() {\r\n return this._viewDirectionFactor;\r\n }\r\n\r\n /**\r\n * SH degree. 0 = no sh (default). 1 = 3 parameters. 2 = 8 parameters. 3 = 15 parameters.\r\n */\r\n public get shDegree() {\r\n return this._shDegree;\r\n }\r\n\r\n /**\r\n * Number of splats in the mesh\r\n */\r\n public get splatCount() {\r\n return this._splatIndex?.length;\r\n }\r\n\r\n /**\r\n * returns the splats data array buffer that contains in order : postions (3 floats), size (3 floats), color (4 bytes), orientation quaternion (4 bytes)\r\n */\r\n public get splatsData() {\r\n return this._splatsData;\r\n }\r\n\r\n /**\r\n * Set the number of batch (a batch is 16384 splats) after which a display update is performed\r\n * A value of 0 (default) means display update will not happens before splat is ready.\r\n */\r\n public static ProgressiveUpdateAmount = 0;\r\n\r\n /**\r\n * Gets the covariancesA texture\r\n */\r\n public get covariancesATexture() {\r\n return this._covariancesATexture;\r\n }\r\n\r\n /**\r\n * Gets the covariancesB texture\r\n */\r\n public get covariancesBTexture() {\r\n return this._covariancesBTexture;\r\n }\r\n\r\n /**\r\n * Gets the centers texture\r\n */\r\n public get centersTexture() {\r\n return this._centersTexture;\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n public get colorsTexture() {\r\n return this._colorsTexture;\r\n }\r\n\r\n /**\r\n * Gets the SH textures\r\n */\r\n public get shTextures() {\r\n return this._shTextures;\r\n }\r\n\r\n /**\r\n * Gets the kernel size\r\n * Documentation and mathematical explanations here:\r\n * https://github.com/graphdeco-inria/gaussian-splatting/issues/294#issuecomment-1772688093\r\n * https://github.com/autonomousvision/mip-splatting/issues/18#issuecomment-1929388931\r\n */\r\n public get kernelSize() {\r\n return this._material instanceof GaussianSplattingMaterial ? this._material.kernelSize : 0;\r\n }\r\n\r\n /**\r\n * Get the compensation state\r\n */\r\n public get compensation() {\r\n return this._material instanceof GaussianSplattingMaterial ? this._material.compensation : false;\r\n }\r\n\r\n /**\r\n * set rendering material\r\n */\r\n public override set material(value: Material) {\r\n this._material = value;\r\n this._material.backFaceCulling = true;\r\n this._material.cullBackFaces = false;\r\n value.resetDrawCache();\r\n }\r\n\r\n /**\r\n * get rendering material\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._material;\r\n }\r\n\r\n private static _MakeSplatGeometryForMesh(mesh: Mesh): void {\r\n const vertexData = new VertexData();\r\n const originPositions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n const originIndices = [0, 1, 2, 0, 2, 3];\r\n const positions = [];\r\n const indices = [];\r\n for (let i = 0; i < GaussianSplattingMesh._BatchSize; i++) {\r\n for (let j = 0; j < 12; j++) {\r\n if (j == 2 || j == 5 || j == 8 || j == 11) {\r\n positions.push(i); // local splat index\r\n } else {\r\n positions.push(originPositions[j]);\r\n }\r\n }\r\n indices.push(originIndices.map((v) => v + i * 4));\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices.flat();\r\n\r\n vertexData.applyToMesh(mesh);\r\n }\r\n\r\n /**\r\n * Creates a new gaussian splatting mesh\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to load from (optional)\r\n * @param scene defines the hosting scene (optional)\r\n * @param keepInRam keep datas in ram for editing purpose\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null, keepInRam: boolean = false) {\r\n super(name, scene);\r\n\r\n this.subMeshes = [];\r\n new SubMesh(0, 0, 4 * GaussianSplattingMesh._BatchSize, 0, 6 * GaussianSplattingMesh._BatchSize, this);\r\n\r\n this.setEnabled(false);\r\n // webGL2 and webGPU support for RG texture with float16 is fine. not webGL1\r\n this._useRGBACovariants = !this.getEngine().isWebGPU && this.getEngine().version === 1.0;\r\n\r\n this._keepInRam = keepInRam;\r\n if (url) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this.loadFileAsync(url);\r\n }\r\n const gaussianSplattingMaterial = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n gaussianSplattingMaterial.setSourceMesh(this);\r\n this._material = gaussianSplattingMaterial;\r\n\r\n // delete meshes created for cameras on camera removal\r\n this._scene.onCameraRemovedObservable.add((camera: Camera) => {\r\n const cameraId = camera.uniqueId;\r\n // delete mesh for this camera\r\n if (this._cameraViewInfos.has(cameraId)) {\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n cameraViewInfos?.mesh.dispose();\r\n this._cameraViewInfos.delete(cameraId);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMesh\";\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (splats) within the mesh\r\n * @returns the total number of vertices\r\n */\r\n public override getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns true when ready\r\n */\r\n public override isReady(completeCheck = false): boolean {\r\n if (!super.isReady(completeCheck, true)) {\r\n return false;\r\n }\r\n\r\n if (!this._readyToDisplay) {\r\n // mesh is ready when worker has done at least 1 sorting\r\n this._postToWorker(true);\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public _getCameraDirection(camera: Camera): Vector3 {\r\n const cameraMatrix = camera.getViewMatrix();\r\n this.getWorldMatrix().multiplyToRef(cameraMatrix, this._modelViewMatrix);\r\n cameraMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n this.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], TmpVectors.Matrix[1]);\r\n Vector3.TransformNormalToRef(Vector3.Forward(this._scene.useRightHandedSystem), TmpVectors.Matrix[1], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].normalize();\r\n return TmpVectors.Vector3[2];\r\n }\r\n\r\n /** @internal */\r\n public _postToWorker(forced = false): void {\r\n const scene = this._scene;\r\n const frameId = scene.getFrameId();\r\n // force update or at least frame update for camera is outdated\r\n let outdated = false;\r\n this._cameraViewInfos.forEach((cameraViewInfos) => {\r\n if (cameraViewInfos.frameIdLastUpdate !== frameId) {\r\n outdated = true;\r\n }\r\n });\r\n\r\n if ((forced || outdated) && this._worker && (this._scene.activeCameras?.length || this._scene.activeCamera) && this._canPostToWorker) {\r\n // array of cameras used for rendering\r\n const cameras = this._scene.activeCameras?.length ? this._scene.activeCameras : [this._scene.activeCamera!];\r\n // list view infos for active cameras\r\n const activeViewInfos: ICameraViewInfo[] = [];\r\n cameras.forEach((camera) => {\r\n const cameraId = camera.uniqueId;\r\n\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n if (cameraViewInfos) {\r\n activeViewInfos.push(cameraViewInfos);\r\n } else {\r\n // mesh doesn't exist yet for this camera\r\n const cameraMesh = new Mesh(this.name + \"_cameraMesh_\" + cameraId, this._scene);\r\n // not visible with inspector or the scene graph\r\n cameraMesh.reservedDataStore = { hidden: true };\r\n cameraMesh.setEnabled(false);\r\n cameraMesh.material = this.material;\r\n GaussianSplattingMesh._MakeSplatGeometryForMesh(cameraMesh);\r\n\r\n const newViewInfos: ICameraViewInfo = {\r\n camera: camera,\r\n cameraDirection: new Vector3(0, 0, 0),\r\n mesh: cameraMesh,\r\n frameIdLastUpdate: frameId,\r\n splatIndexBufferSet: false,\r\n };\r\n activeViewInfos.push(newViewInfos);\r\n this._cameraViewInfos.set(cameraId, newViewInfos);\r\n }\r\n });\r\n // sort view infos by last updated frame id: first item is the least recently updated\r\n activeViewInfos.sort((a, b) => a.frameIdLastUpdate - b.frameIdLastUpdate);\r\n\r\n // view infos sorted by least recent updated frame id\r\n activeViewInfos.forEach((cameraViewInfos) => {\r\n const camera = cameraViewInfos.camera;\r\n const cameraDirection = this._getCameraDirection(camera);\r\n\r\n const previousCameraDirection = cameraViewInfos.cameraDirection;\r\n const dot = Vector3.Dot(cameraDirection, previousCameraDirection);\r\n if ((forced || Math.abs(dot - 1) >= 0.01) && this._canPostToWorker) {\r\n cameraViewInfos.cameraDirection.copyFrom(cameraDirection);\r\n cameraViewInfos.frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._worker!.postMessage(\r\n {\r\n view: this._modelViewMatrix.m,\r\n depthMix: this._depthMix,\r\n useRightHandedSystem: this._scene.useRightHandedSystem,\r\n cameraId: camera.uniqueId,\r\n },\r\n [this._depthMix.buffer]\r\n );\r\n }\r\n });\r\n }\r\n }\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public override render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n this._postToWorker();\r\n\r\n // geometry used for shadows, bind the first found in the camera view infos\r\n if (!this._geometry && this._cameraViewInfos.size) {\r\n this._geometry = this._cameraViewInfos.values().next().value.mesh.geometry;\r\n }\r\n\r\n const cameraId = this._scene.activeCamera!.uniqueId;\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n if (!cameraViewInfos || !cameraViewInfos.splatIndexBufferSet) {\r\n return this;\r\n }\r\n\r\n const mesh = cameraViewInfos.mesh;\r\n mesh.getWorldMatrix().copyFrom(this.getWorldMatrix());\r\n return mesh.render(subMesh, enableAlphaMode, effectiveMeshReplacement);\r\n }\r\n\r\n private static _TypeNameToEnum(name: string): PLYType {\r\n switch (name) {\r\n case \"float\":\r\n return PLYType.FLOAT;\r\n case \"int\":\r\n return PLYType.INT;\r\n case \"uint\":\r\n return PLYType.UINT;\r\n case \"double\":\r\n return PLYType.DOUBLE;\r\n case \"uchar\":\r\n return PLYType.UCHAR;\r\n }\r\n return PLYType.UNDEFINED;\r\n }\r\n\r\n private static _ValueNameToEnum(name: string): PLYValue {\r\n switch (name) {\r\n case \"min_x\":\r\n return PLYValue.MIN_X;\r\n case \"min_y\":\r\n return PLYValue.MIN_Y;\r\n case \"min_z\":\r\n return PLYValue.MIN_Z;\r\n case \"max_x\":\r\n return PLYValue.MAX_X;\r\n case \"max_y\":\r\n return PLYValue.MAX_Y;\r\n case \"max_z\":\r\n return PLYValue.MAX_Z;\r\n case \"min_scale_x\":\r\n return PLYValue.MIN_SCALE_X;\r\n case \"min_scale_y\":\r\n return PLYValue.MIN_SCALE_Y;\r\n case \"min_scale_z\":\r\n return PLYValue.MIN_SCALE_Z;\r\n case \"max_scale_x\":\r\n return PLYValue.MAX_SCALE_X;\r\n case \"max_scale_y\":\r\n return PLYValue.MAX_SCALE_Y;\r\n case \"max_scale_z\":\r\n return PLYValue.MAX_SCALE_Z;\r\n case \"packed_position\":\r\n return PLYValue.PACKED_POSITION;\r\n case \"packed_rotation\":\r\n return PLYValue.PACKED_ROTATION;\r\n case \"packed_scale\":\r\n return PLYValue.PACKED_SCALE;\r\n case \"packed_color\":\r\n return PLYValue.PACKED_COLOR;\r\n case \"x\":\r\n return PLYValue.X;\r\n case \"y\":\r\n return PLYValue.Y;\r\n case \"z\":\r\n return PLYValue.Z;\r\n case \"scale_0\":\r\n return PLYValue.SCALE_0;\r\n case \"scale_1\":\r\n return PLYValue.SCALE_1;\r\n case \"scale_2\":\r\n return PLYValue.SCALE_2;\r\n case \"diffuse_red\":\r\n case \"red\":\r\n return PLYValue.DIFFUSE_RED;\r\n case \"diffuse_green\":\r\n case \"green\":\r\n return PLYValue.DIFFUSE_GREEN;\r\n case \"diffuse_blue\":\r\n case \"blue\":\r\n return PLYValue.DIFFUSE_BLUE;\r\n case \"f_dc_0\":\r\n return PLYValue.F_DC_0;\r\n case \"f_dc_1\":\r\n return PLYValue.F_DC_1;\r\n case \"f_dc_2\":\r\n return PLYValue.F_DC_2;\r\n case \"f_dc_3\":\r\n return PLYValue.F_DC_3;\r\n case \"opacity\":\r\n return PLYValue.OPACITY;\r\n case \"rot_0\":\r\n return PLYValue.ROT_0;\r\n case \"rot_1\":\r\n return PLYValue.ROT_1;\r\n case \"rot_2\":\r\n return PLYValue.ROT_2;\r\n case \"rot_3\":\r\n return PLYValue.ROT_3;\r\n case \"min_r\":\r\n return PLYValue.MIN_COLOR_R;\r\n case \"min_g\":\r\n return PLYValue.MIN_COLOR_G;\r\n case \"min_b\":\r\n return PLYValue.MIN_COLOR_B;\r\n case \"max_r\":\r\n return PLYValue.MAX_COLOR_R;\r\n case \"max_g\":\r\n return PLYValue.MAX_COLOR_G;\r\n case \"max_b\":\r\n return PLYValue.MAX_COLOR_B;\r\n case \"f_rest_0\":\r\n return PLYValue.SH_0;\r\n case \"f_rest_1\":\r\n return PLYValue.SH_1;\r\n case \"f_rest_2\":\r\n return PLYValue.SH_2;\r\n case \"f_rest_3\":\r\n return PLYValue.SH_3;\r\n case \"f_rest_4\":\r\n return PLYValue.SH_4;\r\n case \"f_rest_5\":\r\n return PLYValue.SH_5;\r\n case \"f_rest_6\":\r\n return PLYValue.SH_6;\r\n case \"f_rest_7\":\r\n return PLYValue.SH_7;\r\n case \"f_rest_8\":\r\n return PLYValue.SH_8;\r\n case \"f_rest_9\":\r\n return PLYValue.SH_9;\r\n case \"f_rest_10\":\r\n return PLYValue.SH_10;\r\n case \"f_rest_11\":\r\n return PLYValue.SH_11;\r\n case \"f_rest_12\":\r\n return PLYValue.SH_12;\r\n case \"f_rest_13\":\r\n return PLYValue.SH_13;\r\n case \"f_rest_14\":\r\n return PLYValue.SH_14;\r\n case \"f_rest_15\":\r\n return PLYValue.SH_15;\r\n case \"f_rest_16\":\r\n return PLYValue.SH_16;\r\n case \"f_rest_17\":\r\n return PLYValue.SH_17;\r\n case \"f_rest_18\":\r\n return PLYValue.SH_18;\r\n case \"f_rest_19\":\r\n return PLYValue.SH_19;\r\n case \"f_rest_20\":\r\n return PLYValue.SH_20;\r\n case \"f_rest_21\":\r\n return PLYValue.SH_21;\r\n case \"f_rest_22\":\r\n return PLYValue.SH_22;\r\n case \"f_rest_23\":\r\n return PLYValue.SH_23;\r\n case \"f_rest_24\":\r\n return PLYValue.SH_24;\r\n case \"f_rest_25\":\r\n return PLYValue.SH_25;\r\n case \"f_rest_26\":\r\n return PLYValue.SH_26;\r\n case \"f_rest_27\":\r\n return PLYValue.SH_27;\r\n case \"f_rest_28\":\r\n return PLYValue.SH_28;\r\n case \"f_rest_29\":\r\n return PLYValue.SH_29;\r\n case \"f_rest_30\":\r\n return PLYValue.SH_30;\r\n case \"f_rest_31\":\r\n return PLYValue.SH_31;\r\n case \"f_rest_32\":\r\n return PLYValue.SH_32;\r\n case \"f_rest_33\":\r\n return PLYValue.SH_33;\r\n case \"f_rest_34\":\r\n return PLYValue.SH_34;\r\n case \"f_rest_35\":\r\n return PLYValue.SH_35;\r\n case \"f_rest_36\":\r\n return PLYValue.SH_36;\r\n case \"f_rest_37\":\r\n return PLYValue.SH_37;\r\n case \"f_rest_38\":\r\n return PLYValue.SH_38;\r\n case \"f_rest_39\":\r\n return PLYValue.SH_39;\r\n case \"f_rest_40\":\r\n return PLYValue.SH_40;\r\n case \"f_rest_41\":\r\n return PLYValue.SH_41;\r\n case \"f_rest_42\":\r\n return PLYValue.SH_42;\r\n case \"f_rest_43\":\r\n return PLYValue.SH_43;\r\n case \"f_rest_44\":\r\n return PLYValue.SH_44;\r\n }\r\n\r\n return PLYValue.UNDEFINED;\r\n }\r\n /**\r\n * Parse a PLY file header and returns metas infos on splats and chunks\r\n * @param data the loaded buffer\r\n * @returns a PLYHeader\r\n */\r\n static ParseHeader(data: ArrayBuffer): PLYHeader | null {\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 null;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\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 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 const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n SH = 2,\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 let shDegree = 0;\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, typeName, name] = prop.split(\" \");\r\n\r\n const value = GaussianSplattingMesh._ValueNameToEnum(name);\r\n if (value != PLYValue.UNDEFINED) {\r\n // SH degree 1,2 or 3 for 9, 24 or 45 values\r\n if (value >= PLYValue.SH_44) {\r\n shDegree = 3;\r\n } else if (value >= PLYValue.SH_24) {\r\n shDegree = 2;\r\n } else if (value >= PLYValue.SH_8) {\r\n shDegree = 1;\r\n }\r\n }\r\n const type = GaussianSplattingMesh._TypeNameToEnum(typeName);\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ value, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[typeName];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ value, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[typeName];\r\n } else if (chunkMode == ElementMode.SH) {\r\n // SH doesn't count for vertex row size but its properties are used to retrieve SH\r\n vertexProperties.push({ value, type, offset: rowVertexOffset });\r\n }\r\n\r\n if (!offsets[typeName]) {\r\n Logger.Warn(`Unsupported property type: ${typeName}.`);\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 }\r\n }\r\n }\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(GaussianSplattingMesh._RowOutputLength * vertexCount);\r\n\r\n let shBuffer = null;\r\n let shCoefficientCount = 0;\r\n if (shDegree) {\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\r\n shCoefficientCount = shVectorCount * 3;\r\n shBuffer = new ArrayBuffer(shCoefficientCount * vertexCount);\r\n }\r\n\r\n return {\r\n vertexCount: vertexCount,\r\n chunkCount: chunkCount,\r\n rowVertexLength: rowVertexOffset,\r\n rowChunkLength: rowChunkOffset,\r\n vertexProperties: vertexProperties,\r\n chunkProperties: chunkProperties,\r\n dataView: dataView,\r\n buffer: buffer,\r\n shDegree: shDegree,\r\n shCoefficientCount: shCoefficientCount,\r\n shBuffer: shBuffer,\r\n };\r\n }\r\n private static _GetCompressedChunks(header: PLYHeader, offset: { value: number }): Array<ICompressedPLYChunk> | null {\r\n if (!header.chunkCount) {\r\n return null;\r\n }\r\n const dataView = header.dataView;\r\n const compressedChunks = new Array<ICompressedPLYChunk>(header.chunkCount);\r\n for (let i = 0; i < header.chunkCount; i++) {\r\n const currentChunk = {\r\n min: new Vector3(),\r\n max: new Vector3(),\r\n minScale: new Vector3(),\r\n maxScale: new Vector3(),\r\n minColor: new Vector3(0, 0, 0),\r\n maxColor: new Vector3(1, 1, 1),\r\n };\r\n compressedChunks[i] = currentChunk;\r\n for (let propertyIndex = 0; propertyIndex < header.chunkProperties.length; propertyIndex++) {\r\n const property = header.chunkProperties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case PLYType.FLOAT:\r\n value = dataView.getFloat32(property.offset + offset.value, true);\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n switch (property.value) {\r\n case PLYValue.MIN_X:\r\n currentChunk.min.x = value;\r\n break;\r\n case PLYValue.MIN_Y:\r\n currentChunk.min.y = value;\r\n break;\r\n case PLYValue.MIN_Z:\r\n currentChunk.min.z = value;\r\n break;\r\n case PLYValue.MAX_X:\r\n currentChunk.max.x = value;\r\n break;\r\n case PLYValue.MAX_Y:\r\n currentChunk.max.y = value;\r\n break;\r\n case PLYValue.MAX_Z:\r\n currentChunk.max.z = value;\r\n break;\r\n case PLYValue.MIN_SCALE_X:\r\n currentChunk.minScale.x = value;\r\n break;\r\n case PLYValue.MIN_SCALE_Y:\r\n currentChunk.minScale.y = value;\r\n break;\r\n case PLYValue.MIN_SCALE_Z:\r\n currentChunk.minScale.z = value;\r\n break;\r\n case PLYValue.MAX_SCALE_X:\r\n currentChunk.maxScale.x = value;\r\n break;\r\n case PLYValue.MAX_SCALE_Y:\r\n currentChunk.maxScale.y = value;\r\n break;\r\n case PLYValue.MAX_SCALE_Z:\r\n currentChunk.maxScale.z = value;\r\n break;\r\n case PLYValue.MIN_COLOR_R:\r\n currentChunk.minColor.x = value;\r\n break;\r\n case PLYValue.MIN_COLOR_G:\r\n currentChunk.minColor.y = value;\r\n break;\r\n case PLYValue.MIN_COLOR_B:\r\n currentChunk.minColor.z = value;\r\n break;\r\n case PLYValue.MAX_COLOR_R:\r\n currentChunk.maxColor.x = value;\r\n break;\r\n case PLYValue.MAX_COLOR_G:\r\n currentChunk.maxColor.y = value;\r\n break;\r\n case PLYValue.MAX_COLOR_B:\r\n currentChunk.maxColor.z = value;\r\n break;\r\n }\r\n }\r\n offset.value += header.rowChunkLength;\r\n }\r\n return compressedChunks;\r\n }\r\n\r\n private static _GetSplat(header: PLYHeader, index: number, compressedChunks: Array<ICompressedPLYChunk> | null, offset: { value: number }): void {\r\n const q = TmpVectors.Quaternion[0];\r\n const temp3 = TmpVectors.Vector3[0];\r\n\r\n const rowOutputLength = GaussianSplattingMesh._RowOutputLength;\r\n const buffer = header.buffer;\r\n const dataView = header.dataView;\r\n const position = new Float32Array(buffer, index * rowOutputLength, 3);\r\n const scale = new Float32Array(buffer, index * rowOutputLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, index * rowOutputLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, index * rowOutputLength + 28, 4);\r\n let sh = null;\r\n if (header.shBuffer) {\r\n sh = new Uint8ClampedArray(header.shBuffer, index * header.shCoefficientCount, header.shCoefficientCount);\r\n }\r\n const chunkIndex = index >> 8;\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n const plySH = [];\r\n\r\n for (let propertyIndex = 0; propertyIndex < header.vertexProperties.length; propertyIndex++) {\r\n const property = header.vertexProperties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case PLYType.FLOAT:\r\n value = dataView.getFloat32(offset.value + property.offset, true);\r\n break;\r\n case PLYType.INT:\r\n value = dataView.getInt32(offset.value + property.offset, true);\r\n break;\r\n case PLYType.UINT:\r\n value = dataView.getUint32(offset.value + property.offset, true);\r\n break;\r\n case PLYType.DOUBLE:\r\n value = dataView.getFloat64(offset.value + property.offset, true);\r\n break;\r\n case PLYType.UCHAR:\r\n value = dataView.getUint8(offset.value + property.offset);\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n switch (property.value) {\r\n case PLYValue.PACKED_POSITION:\r\n {\r\n const compressedChunk = compressedChunks![chunkIndex];\r\n Unpack111011(value, temp3);\r\n position[0] = Scalar.Lerp(compressedChunk.min.x, compressedChunk.max.x, temp3.x);\r\n position[1] = Scalar.Lerp(compressedChunk.min.y, compressedChunk.max.y, temp3.y);\r\n position[2] = Scalar.Lerp(compressedChunk.min.z, compressedChunk.max.z, temp3.z);\r\n }\r\n break;\r\n case PLYValue.PACKED_ROTATION:\r\n {\r\n UnpackRot(value, q);\r\n\r\n r0 = q.x;\r\n r1 = q.y;\r\n r2 = q.z;\r\n r3 = q.w;\r\n }\r\n break;\r\n case PLYValue.PACKED_SCALE:\r\n {\r\n const compressedChunk = compressedChunks![chunkIndex];\r\n Unpack111011(value, temp3);\r\n scale[0] = Math.exp(Scalar.Lerp(compressedChunk.minScale.x, compressedChunk.maxScale.x, temp3.x));\r\n scale[1] = Math.exp(Scalar.Lerp(compressedChunk.minScale.y, compressedChunk.maxScale.y, temp3.y));\r\n scale[2] = Math.exp(Scalar.Lerp(compressedChunk.minScale.z, compressedChunk.maxScale.z, temp3.z));\r\n }\r\n break;\r\n case PLYValue.PACKED_COLOR:\r\n {\r\n const compressedChunk = compressedChunks![chunkIndex];\r\n Unpack8888(value, rgba);\r\n rgba[0] = Scalar.Lerp(compressedChunk.minColor.x, compressedChunk.maxColor.x, rgba[0] / 255) * 255;\r\n rgba[1] = Scalar.Lerp(compressedChunk.minColor.y, compressedChunk.maxColor.y, rgba[1] / 255) * 255;\r\n rgba[2] = Scalar.Lerp(compressedChunk.minColor.z, compressedChunk.maxColor.z, rgba[2] / 255) * 255;\r\n }\r\n break;\r\n case PLYValue.X:\r\n position[0] = value;\r\n break;\r\n case PLYValue.Y:\r\n position[1] = value;\r\n break;\r\n case PLYValue.Z:\r\n position[2] = value;\r\n break;\r\n case PLYValue.SCALE_0:\r\n scale[0] = Math.exp(value);\r\n break;\r\n case PLYValue.SCALE_1:\r\n scale[1] = Math.exp(value);\r\n break;\r\n case PLYValue.SCALE_2:\r\n scale[2] = Math.exp(value);\r\n break;\r\n case PLYValue.DIFFUSE_RED:\r\n rgba[0] = value;\r\n break;\r\n case PLYValue.DIFFUSE_GREEN:\r\n rgba[1] = value;\r\n break;\r\n case PLYValue.DIFFUSE_BLUE:\r\n rgba[2] = value;\r\n break;\r\n case PLYValue.F_DC_0:\r\n rgba[0] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.F_DC_1:\r\n rgba[1] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.F_DC_2:\r\n rgba[2] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.F_DC_3:\r\n rgba[3] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.OPACITY:\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case PLYValue.ROT_0:\r\n r0 = value;\r\n break;\r\n case PLYValue.ROT_1:\r\n r1 = value;\r\n break;\r\n case PLYValue.ROT_2:\r\n r2 = value;\r\n break;\r\n case PLYValue.ROT_3:\r\n r3 = value;\r\n break;\r\n }\r\n if (sh && property.value >= PLYValue.SH_0 && property.value <= PLYValue.SH_44) {\r\n const shIndex = property.value - PLYValue.SH_0;\r\n if (property.type == PLYType.UCHAR && header.chunkCount) {\r\n // compressed ply. dataView points to beginning of vertex\r\n // could be improved with a direct copy instead of a per SH index computation + copy\r\n const compressedValue = dataView.getUint8(\r\n header.rowChunkLength * header.chunkCount + header.vertexCount * header.rowVertexLength + index * header.shCoefficientCount + shIndex\r\n );\r\n // compressed .ply SH import : https://github.com/playcanvas/engine/blob/fda3f0368b45d7381f0b5a1722bd2056128eaebe/src/scene/gsplat/gsplat-compressed-data.js#L88C81-L88C98\r\n plySH[shIndex] = (compressedValue * (8 / 255) - 4) * 127.5 + 127.5;\r\n } else {\r\n const clampedValue = Scalar.Clamp(value * 127.5 + 127.5, 0, 255);\r\n plySH[shIndex] = clampedValue;\r\n }\r\n }\r\n }\r\n\r\n if (sh) {\r\n const shDim = header.shDegree == 1 ? 3 : header.shDegree == 2 ? 8 : 15;\r\n for (let j = 0; j < shDim; j++) {\r\n sh[j * 3 + 0] = plySH[j];\r\n sh[j * 3 + 1] = plySH[j + shDim];\r\n sh[j * 3 + 2] = plySH[j + shDim * 2];\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 127.5 + 127.5;\r\n rot[1] = q.x * 127.5 + 127.5;\r\n rot[2] = q.y * 127.5 + 127.5;\r\n rot[3] = q.z * 127.5 + 127.5;\r\n offset.value += header.rowVertexLength;\r\n }\r\n\r\n /**\r\n * Converts a .ply data with SH coefficients 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 * @param useCoroutine use coroutine and yield\r\n * @returns the loaded splat buffer and optional array of sh coefficients\r\n */\r\n public static *ConvertPLYWithSHToSplat(data: ArrayBuffer, useCoroutine = false) {\r\n const header = GaussianSplattingMesh.ParseHeader(data);\r\n if (!header) {\r\n return { buffer: data };\r\n }\r\n\r\n const offset = { value: 0 };\r\n const compressedChunks = GaussianSplattingMesh._GetCompressedChunks(header, offset);\r\n\r\n for (let i = 0; i < header.vertexCount; i++) {\r\n GaussianSplattingMesh._GetSplat(header, i, compressedChunks, offset);\r\n if (i % GaussianSplattingMesh._PlyConversionBatchSize === 0 && useCoroutine) {\r\n yield;\r\n }\r\n }\r\n\r\n let sh = null;\r\n // make SH texture buffers\r\n if (header.shDegree && header.shBuffer) {\r\n const textureCount = Math.ceil(header.shCoefficientCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = 0;\r\n const ubuf = new Uint8Array(header.shBuffer);\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n sh = [];\r\n\r\n const splatCount = header.vertexCount;\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (engine) {\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 < header.shCoefficientCount; 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 }\r\n\r\n return { buffer: header.buffer, sh: sh };\r\n }\r\n\r\n /**\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 * @param useCoroutine use coroutine and yield\r\n * @returns the loaded splat buffer without SH coefficient, whether ply contains or not SH.\r\n */\r\n public static *ConvertPLYToSplat(data: ArrayBuffer, useCoroutine = false) {\r\n const header = GaussianSplattingMesh.ParseHeader(data);\r\n if (!header) {\r\n return data;\r\n }\r\n\r\n const offset = { value: 0 };\r\n const compressedChunks = GaussianSplattingMesh._GetCompressedChunks(header, offset);\r\n\r\n for (let i = 0; i < header.vertexCount; i++) {\r\n GaussianSplattingMesh._GetSplat(header, i, compressedChunks, offset);\r\n if (i % GaussianSplattingMesh._PlyConversionBatchSize === 0 && useCoroutine) {\r\n yield;\r\n }\r\n }\r\n\r\n return header.buffer;\r\n }\r\n\r\n /**\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 public static async ConvertPLYToSplatAsync(data: ArrayBuffer) {\r\n return await runCoroutineAsync(GaussianSplattingMesh.ConvertPLYToSplat(data, true), createYieldingScheduler());\r\n }\r\n\r\n /**\r\n * Converts a .ply with SH 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 with SH\r\n */\r\n public static async ConvertPLYWithSHToSplatAsync(data: ArrayBuffer) {\r\n return await runCoroutineAsync(GaussianSplattingMesh.ConvertPLYWithSHToSplat(data, true), createYieldingScheduler());\r\n }\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public async loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return await this.updateDataAsync(data);\r\n }\r\n\r\n /**\r\n * Loads a .splat Gaussian or .ply Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @returns a promise that resolves when the operation is complete\r\n * @deprecated Please use SceneLoader.ImportMeshAsync instead\r\n */\r\n public async loadFileAsync(url: string): Promise<void> {\r\n const plyBuffer = await Tools.LoadFileAsync(url, true);\r\n const splatsData: IPLYConversionBuffers = await (GaussianSplattingMesh.ConvertPLYWithSHToSplatAsync(plyBuffer) as any);\r\n await this.updateDataAsync(splatsData.buffer, splatsData.sh);\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean): void {\r\n this._covariancesATexture?.dispose();\r\n this._covariancesBTexture?.dispose();\r\n this._centersTexture?.dispose();\r\n this._colorsTexture?.dispose();\r\n if (this._shTextures) {\r\n for (const shTexture of this._shTextures) {\r\n shTexture.dispose();\r\n }\r\n }\r\n\r\n this._covariancesATexture = null;\r\n this._covariancesBTexture = null;\r\n this._centersTexture = null;\r\n this._colorsTexture = null;\r\n this._shTextures = null;\r\n\r\n this._worker?.terminate();\r\n this._worker = null;\r\n\r\n // delete meshes created for each camera\r\n this._cameraViewInfos.forEach((cameraViewInfo) => {\r\n cameraViewInfo.mesh.dispose();\r\n });\r\n\r\n super.dispose(doNotRecurse, true);\r\n }\r\n\r\n private _copyTextures(source: GaussianSplattingMesh): void {\r\n this._covariancesATexture = source.covariancesATexture?.clone()!;\r\n this._covariancesBTexture = source.covariancesBTexture?.clone()!;\r\n this._centersTexture = source.centersTexture?.clone()!;\r\n this._colorsTexture = source.colorsTexture?.clone()!;\r\n if (source._shTextures) {\r\n this._shTextures = [];\r\n for (const shTexture of this._shTextures) {\r\n this._shTextures?.push(shTexture.clone()!);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * @param name is a string, the name given to the new mesh\r\n * @returns a new Gaussian Splatting Mesh\r\n */\r\n public override clone(name: string = \"\"): GaussianSplattingMesh {\r\n const newGS = new GaussianSplattingMesh(name, undefined, this.getScene());\r\n newGS._copySource(this);\r\n newGS.makeGeometryUnique();\r\n newGS._vertexCount = this._vertexCount;\r\n newGS._copyTextures(this);\r\n newGS._modelViewMatrix = Matrix.Identity();\r\n newGS._splatPositions = this._splatPositions;\r\n newGS._readyToDisplay = false;\r\n newGS._instanciateWorker();\r\n\r\n const binfo = this.getBoundingInfo();\r\n newGS.getBoundingInfo().reConstruct(binfo.minimum, binfo.maximum, this.getWorldMatrix());\r\n\r\n newGS.forcedInstanceCount = this.forcedInstanceCount;\r\n newGS.setEnabled(true);\r\n return newGS;\r\n }\r\n\r\n private static _CreateWorker = function (self: Worker) {\r\n let vertexCountPadded = 0;\r\n let positions: Float32Array;\r\n let depthMix: BigInt64Array;\r\n let indices: Uint32Array;\r\n let floatMix: Float32Array;\r\n\r\n self.onmessage = (e: any) => {\r\n // updated on init\r\n if (e.data.positions) {\r\n positions = e.data.positions;\r\n vertexCountPadded = e.data.vertexCountPadded;\r\n }\r\n // udpate on view changed\r\n else {\r\n const cameraId = e.data.cameraId;\r\n const viewProj = e.data.view;\r\n if (!positions || !viewProj) {\r\n // Sanity check, it shouldn't happen!\r\n throw new Error(\"positions or view is not defined!\");\r\n }\r\n\r\n depthMix = e.data.depthMix;\r\n indices = new Uint32Array(depthMix.buffer);\r\n floatMix = new Float32Array(depthMix.buffer);\r\n\r\n // Sort\r\n for (let j = 0; j < vertexCountPadded; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n let depthFactor = -1;\r\n if (e.data.useRightHandedSystem) {\r\n depthFactor = 1;\r\n }\r\n\r\n for (let j = 0; j < vertexCountPadded; j++) {\r\n floatMix[2 * j + 1] = 10000 + (viewProj[2] * positions[4 * j + 0] + viewProj[6] * positions[4 * j + 1] + viewProj[10] * positions[4 * j + 2]) * depthFactor;\r\n }\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix, cameraId }, [depthMix.buffer]);\r\n }\r\n };\r\n };\r\n\r\n private _makeEmptySplat(index: number, covA: Uint16Array, covB: Uint16Array, colorArray: Uint8Array): void {\r\n const covBSItemSize = this._useRGBACovariants ? 4 : 2;\r\n this._splatPositions![4 * index + 0] = 0;\r\n this._splatPositions![4 * index + 1] = 0;\r\n this._splatPositions![4 * index + 2] = 0;\r\n\r\n covA[index * 4 + 0] = ToHalfFloat(0);\r\n covA[index * 4 + 1] = ToHalfFloat(0);\r\n covA[index * 4 + 2] = ToHalfFloat(0);\r\n covA[index * 4 + 3] = ToHalfFloat(0);\r\n covB[index * covBSItemSize + 0] = ToHalfFloat(0);\r\n covB[index * covBSItemSize + 1] = ToHalfFloat(0);\r\n colorArray[index * 4 + 3] = 0;\r\n }\r\n\r\n private _makeSplat(\r\n index: number,\r\n fBuffer: Float32Array,\r\n uBuffer: Uint8Array,\r\n covA: Uint16Array,\r\n covB: Uint16Array,\r\n colorArray: Uint8Array,\r\n minimum: Vector3,\r\n maximum: Vector3\r\n ): void {\r\n const matrixRotation = TmpVectors.Matrix[0];\r\n const matrixScale = TmpVectors.Matrix[1];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n const covBSItemSize = this._useRGBACovariants ? 4 : 2;\r\n\r\n const x = fBuffer[8 * index + 0];\r\n const y = -fBuffer[8 * index + 1];\r\n const z = fBuffer[8 * index + 2];\r\n\r\n this._splatPositions![4 * index + 0] = x;\r\n this._splatPositions![4 * index + 1] = y;\r\n this._splatPositions![4 * index + 2] = z;\r\n\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (uBuffer[32 * index + 28 + 1] - 127.5) / 127.5,\r\n (uBuffer[32 * index + 28 + 2] - 127.5) / 127.5,\r\n (uBuffer[32 * index + 28 + 3] - 127.5) / 127.5,\r\n -(uBuffer[32 * index + 28 + 0] - 127.5) / 127.5\r\n );\r\n quaternion.normalize();\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(fBuffer[8 * index + 3 + 0] * 2, fBuffer[8 * index + 3 + 1] * 2, fBuffer[8 * index + 3 + 2] * 2, matrixScale);\r\n\r\n const m = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n const covariances = this._tmpCovariances;\r\n covariances[0] = m[0] * m[0] + m[1] * m[1] + m[2] * m[2];\r\n covariances[1] = m[0] * m[4] + m[1] * m[5] + m[2] * m[6];\r\n covariances[2] = m[0] * m[8] + m[1] * m[9] + m[2] * m[10];\r\n covariances[3] = m[4] * m[4] + m[5] * m[5] + m[6] * m[6];\r\n covariances[4] = m[4] * m[8] + m[5] * m[9] + m[6] * m[10];\r\n covariances[5] = m[8] * m[8] + m[9] * m[9] + m[10] * m[10];\r\n\r\n // normalize covA, covB\r\n let factor = -10000;\r\n for (let covIndex = 0; covIndex < 6; covIndex++) {\r\n factor = Math.max(factor, Math.abs(covariances[covIndex]));\r\n }\r\n\r\n this._splatPositions![4 * index + 3] = factor;\r\n const transform = factor;\r\n\r\n covA[index * 4 + 0] = ToHalfFloat(covariances[0] / transform);\r\n covA[index * 4 + 1] = ToHalfFloat(covariances[1] / transform);\r\n covA[index * 4 + 2] = ToHalfFloat(covariances[2] / transform);\r\n covA[index * 4 + 3] = ToHalfFloat(covariances[3] / transform);\r\n covB[index * covBSItemSize + 0] = ToHalfFloat(covariances[4] / transform);\r\n covB[index * covBSItemSize + 1] = ToHalfFloat(covariances[5] / transform);\r\n\r\n // colors\r\n colorArray[index * 4 + 0] = uBuffer[32 * index + 24 + 0];\r\n colorArray[index * 4 + 1] = uBuffer[32 * index + 24 + 1];\r\n colorArray[index * 4 + 2] = uBuffer[32 * index + 24 + 2];\r\n colorArray[index * 4 + 3] = uBuffer[32 * index + 24 + 3];\r\n }\r\n\r\n private _updateTextures(covA: Uint16Array, covB: Uint16Array, colorArray: Uint8Array, sh?: Uint8Array[]): void {\r\n const textureSize = this._getTextureSize(this._vertexCount);\r\n // Update the textures\r\n const createTextureFromData = (data: Float32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n };\r\n\r\n const createTextureFromDataU8 = (data: Uint8Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_UNSIGNED_BYTE);\r\n };\r\n\r\n const createTextureFromDataU32 = (data: Uint32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_UNSIGNED_INTEGER);\r\n };\r\n\r\n const createTextureFromDataF16 = (data: Uint16Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_HALF_FLOAT);\r\n };\r\n\r\n if (this._covariancesATexture) {\r\n this._delayedTextureUpdate = { covA: covA, covB: covB, colors: colorArray, centers: this._splatPositions!, sh: sh };\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._vertexCount;\r\n this._worker!.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._postToWorker(true);\r\n } else {\r\n this._covariancesATexture = createTextureFromDataF16(covA, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromDataF16(\r\n covB,\r\n textureSize.x,\r\n textureSize.y,\r\n this._useRGBACovariants ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_RG\r\n );\r\n this._centersTexture = createTextureFromData(this._splatPositions!, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromDataU8(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n if (sh) {\r\n this._shTextures = [];\r\n for (const shData of sh) {\r\n const buffer = new Uint32Array(shData.buffer);\r\n const shTexture = createTextureFromDataU32(buffer, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA_INTEGER);\r\n shTexture.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n shTexture.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._shTextures!.push(shTexture);\r\n }\r\n }\r\n this._instanciateWorker();\r\n }\r\n }\r\n\r\n private *_updateData(data: ArrayBuffer, isAsync: boolean, sh?: Uint8Array[]): Coroutine<void> {\r\n // if a covariance texture is present, then it's not a creation but an update\r\n if (!this._covariancesATexture) {\r\n this._readyToDisplay = false;\r\n }\r\n\r\n // Parse the data\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(uBuffer.buffer);\r\n\r\n if (this._keepInRam) {\r\n this._splatsData = data;\r\n if (sh) {\r\n this._sh = sh;\r\n }\r\n }\r\n\r\n const vertexCount = uBuffer.length / GaussianSplattingMesh._RowOutputLength;\r\n if (vertexCount != this._vertexCount) {\r\n this._updateSplatIndexBuffer(vertexCount);\r\n }\r\n this._vertexCount = vertexCount;\r\n // degree == 1 for 1 texture (3 terms), 2 for 2 textures(8 terms) and 3 for 3 textures (15 terms)\r\n this._shDegree = sh ? sh.length : 0;\r\n\r\n const textureSize = this._getTextureSize(vertexCount);\r\n const textureLength = textureSize.x * textureSize.y;\r\n const lineCountUpdate = GaussianSplattingMesh.ProgressiveUpdateAmount ?? textureSize.y;\r\n const textureLengthPerUpdate = textureSize.x * lineCountUpdate;\r\n\r\n this._splatPositions = new Float32Array(4 * textureLength);\r\n const covA = new Uint16Array(textureLength * 4);\r\n const covB = new Uint16Array((this._useRGBACovariants ? 4 : 2) * textureLength);\r\n const colorArray = new Uint8Array(textureLength * 4);\r\n\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n if (GaussianSplattingMesh.ProgressiveUpdateAmount) {\r\n // create textures with not filled-yet array, then update directly portions of it\r\n this._updateTextures(covA, covB, colorArray, sh);\r\n this.setEnabled(true);\r\n\r\n const partCount = Math.ceil(textureSize.y / lineCountUpdate);\r\n for (let partIndex = 0; partIndex < partCount; partIndex++) {\r\n const updateLine = partIndex * lineCountUpdate;\r\n const splatIndexBase = updateLine * textureSize.x;\r\n for (let i = 0; i < textureLengthPerUpdate; i++) {\r\n this._makeSplat(splatIndexBase + i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum);\r\n }\r\n this._updateSubTextures(this._splatPositions, covA, covB, colorArray, updateLine, Math.min(lineCountUpdate, textureSize.y - updateLine));\r\n // Update the binfo\r\n this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());\r\n if (isAsync) {\r\n yield;\r\n }\r\n }\r\n\r\n // sort will be dirty here as just finished filled positions will not be sorted\r\n const positions = Float32Array.from(this._splatPositions);\r\n const vertexCount = this._vertexCount;\r\n this._worker!.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n this._sortIsDirty = true;\r\n } else {\r\n const paddedVertexCount = (vertexCount + 15) & ~0xf;\r\n for (let i = 0; i < vertexCount; i++) {\r\n this._makeSplat(i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum);\r\n if (isAsync && i % GaussianSplattingMesh._SplatBatchSize === 0) {\r\n yield;\r\n }\r\n }\r\n // pad the rest\r\n for (let i = vertexCount; i < paddedVertexCount; i++) {\r\n this._makeEmptySplat(i, covA, covB, colorArray);\r\n }\r\n // textures\r\n this._updateTextures(covA, covB, colorArray, sh);\r\n // Update the binfo\r\n this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());\r\n this.setEnabled(true);\r\n }\r\n this._postToWorker(true);\r\n }\r\n\r\n /**\r\n * Update asynchronously the buffer\r\n * @param data array buffer containing center, color, orientation and scale of splats\r\n * @param sh optional array of uint8 array for SH data\r\n * @returns a promise\r\n */\r\n public async updateDataAsync(data: ArrayBuffer, sh?: Uint8Array[]): Promise<void> {\r\n return await runCoroutineAsync(this._updateData(data, true, sh), createYieldingScheduler());\r\n }\r\n\r\n /**\r\n * @experimental\r\n * Update data from GS (position, orientation, color, scaling)\r\n * @param data array that contain all the datas\r\n * @param sh optional array of uint8 array for SH data\r\n */\r\n public updateData(data: ArrayBuffer, sh?: Uint8Array[]): void {\r\n runCoroutineSync(this._updateData(data, false, sh));\r\n }\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @returns the current Gaussian Splatting\r\n */\r\n public override refreshBoundingInfo(): Mesh {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n return this;\r\n }\r\n\r\n // in case size is different\r\n private _updateSplatIndexBuffer(vertexCount: number): void {\r\n const paddedVertexCount = (vertexCount + 15) & ~0xf;\r\n if (!this._splatIndex || vertexCount > this._splatIndex.length) {\r\n this._splatIndex = new Float32Array(paddedVertexCount);\r\n\r\n // update meshes for knowns cameras\r\n this._cameraViewInfos.forEach((cameraViewInfos) => {\r\n cameraViewInfos.mesh.thinInstanceSetBuffer(\"splatIndex\", this._splatIndex, 16, false);\r\n });\r\n }\r\n this.forcedInstanceCount = paddedVertexCount >> 4;\r\n }\r\n\r\n private _updateSubTextures(centers: Float32Array, covA: Uint16Array, covB: Uint16Array, colors: Uint8Array, lineStart: number, lineCount: number, sh?: Uint8Array[]): void {\r\n const updateTextureFromData = (texture: BaseTexture, data: ArrayBufferView, width: number, lineStart: number, lineCount: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, lineStart, width, lineCount, 0, 0, false);\r\n };\r\n\r\n const textureSize = this._getTextureSize(this._vertexCount);\r\n const covBSItemSize = this._useRGBACovariants ? 4 : 2;\r\n const texelStart = lineStart * textureSize.x;\r\n const texelCount = lineCount * textureSize.x;\r\n const covAView = new Uint16Array(covA.buffer, texelStart * 4 * Uint16Array.BYTES_PER_ELEMENT, texelCount * 4);\r\n const covBView = new Uint16Array(covB.buffer, texelStart * covBSItemSize * Uint16Array.BYTES_PER_ELEMENT, texelCount * covBSItemSize);\r\n const colorsView = new Uint8Array(colors.buffer, texelStart * 4, texelCount * 4);\r\n const centersView = new Float32Array(centers.buffer, texelStart * 4 * Float32Array.BYTES_PER_ELEMENT, texelCount * 4);\r\n updateTextureFromData(this._covariancesATexture!, covAView, textureSize.x, lineStart, lineCount);\r\n updateTextureFromData(this._covariancesBTexture!, covBView, textureSize.x, lineStart, lineCount);\r\n updateTextureFromData(this._centersTexture!, centersView, textureSize.x, lineStart, lineCount);\r\n updateTextureFromData(this._colorsTexture!, colorsView, textureSize.x, lineStart, lineCount);\r\n if (sh) {\r\n for (let i = 0; i < sh.length; i++) {\r\n const componentCount = 4;\r\n const shView = new Uint8Array(this._sh![i].buffer, texelStart * componentCount, texelCount * componentCount);\r\n updateTextureFromData(this._shTextures![i], shView, textureSize.x, lineStart, lineCount);\r\n }\r\n }\r\n }\r\n private _instanciateWorker(): void {\r\n if (!this._vertexCount) {\r\n return;\r\n }\r\n this._updateSplatIndexBuffer(this._vertexCount);\r\n\r\n // Start the worker thread\r\n this._worker?.terminate();\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplattingMesh._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n const vertexCountPadded = (this._vertexCount + 15) & ~0xf;\r\n this._depthMix = new BigInt64Array(vertexCountPadded);\r\n const positions = Float32Array.from(this._splatPositions!);\r\n\r\n this._worker.postMessage({ positions, vertexCountPadded }, [positions.buffer]);\r\n\r\n this._worker.onmessage = (e) => {\r\n this._depthMix = e.data.depthMix;\r\n const cameraId = e.data.cameraId;\r\n\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n if (this._splatIndex) {\r\n for (let j = 0; j < vertexCountPadded; j++) {\r\n this._splatIndex[j] = indexMix[2 * j];\r\n }\r\n }\r\n if (this._delayedTextureUpdate) {\r\n const textureSize = this._getTextureSize(vertexCountPadded);\r\n this._updateSubTextures(\r\n this._delayedTextureUpdate.centers,\r\n this._delayedTextureUpdate.covA,\r\n this._delayedTextureUpdate.covB,\r\n this._delayedTextureUpdate.colors,\r\n 0,\r\n textureSize.y,\r\n this._delayedTextureUpdate.sh\r\n );\r\n this._delayedTextureUpdate = null;\r\n }\r\n\r\n // get mesh for camera and update its instance buffer\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n if (cameraViewInfos) {\r\n if (cameraViewInfos.splatIndexBufferSet) {\r\n cameraViewInfos.mesh.thinInstanceBufferUpdated(\"splatIndex\");\r\n } else {\r\n cameraViewInfos.mesh.thinInstanceSetBuffer(\"splatIndex\", this._splatIndex, 16, false);\r\n cameraViewInfos.splatIndexBufferSet = true;\r\n }\r\n }\r\n this._canPostToWorker = true;\r\n this._readyToDisplay = true;\r\n // sort is dirty when GS is visible for progressive update with a this message arriving but positions were partially filled\r\n // another update needs to be kicked. The kick can't happen just when the position buffer is ready because _canPostToWorker might be false.\r\n if (this._sortIsDirty) {\r\n this._postToWorker(true);\r\n this._sortIsDirty = false;\r\n }\r\n };\r\n }\r\n\r\n private _getTextureSize(length: number): Vector2 {\r\n const engine = this._scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n\r\n let height = 1;\r\n\r\n if (engine.version === 1 && !engine.isWebGPU) {\r\n while (width * height < length) {\r\n height *= 2;\r\n }\r\n } else {\r\n height = Math.ceil(length / width);\r\n }\r\n\r\n if (height > width) {\r\n Logger.Error(\"GaussianSplatting texture size: (\" + width + \", \" + height + \"), maxTextureSize: \" + width);\r\n height = width;\r\n }\r\n\r\n return new Vector2(width, height);\r\n }\r\n}\r\n"]}
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1
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+
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type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { SubMesh } from \"../subMesh\";\r\nimport type { AbstractMesh } from \"../abstractMesh\";\r\nimport { Mesh } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Matrix, TmpVectors, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { Quaternion } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { GaussianSplattingMaterial } from \"core/Materials/GaussianSplatting/gaussianSplattingMaterial\";\r\nimport { RawTexture } from \"core/Materials/Textures/rawTexture\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport \"core/Meshes/thinInstanceMesh\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { ToHalfFloat } from \"core/Misc/textureTools\";\r\nimport type { Material } from \"core/Materials/material\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { runCoroutineSync, runCoroutineAsync, createYieldingScheduler, type Coroutine } from \"core/Misc/coroutine\";\r\nimport { EngineStore } from \"core/Engines/engineStore\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { ImportMeshAsync } from \"core/Loading/sceneLoader\";\r\n\r\ninterface IDelayedTextureUpdate {\r\n covA: Uint16Array;\r\n covB: Uint16Array;\r\n colors: Uint8Array;\r\n centers: Float32Array;\r\n sh?: Uint8Array[];\r\n}\r\ninterface IUpdateOptions {\r\n flipY?: boolean;\r\n}\r\n\r\n// @internal\r\nconst UnpackUnorm = (value: number, bits: number) => {\r\n const t = (1 << bits) - 1;\r\n return (value & t) / t;\r\n};\r\n\r\n// @internal\r\nconst Unpack111011 = (value: number, result: Vector3) => {\r\n result.x = UnpackUnorm(value >>> 21, 11);\r\n result.y = UnpackUnorm(value >>> 11, 10);\r\n result.z = UnpackUnorm(value, 11);\r\n};\r\n\r\n// @internal\r\nconst Unpack8888 = (value: number, result: Uint8ClampedArray) => {\r\n result[0] = UnpackUnorm(value >>> 24, 8) * 255;\r\n result[1] = UnpackUnorm(value >>> 16, 8) * 255;\r\n result[2] = UnpackUnorm(value >>> 8, 8) * 255;\r\n result[3] = UnpackUnorm(value, 8) * 255;\r\n};\r\n\r\n// @internal\r\n// unpack quaternion with 2,10,10,10 format (largest element, 3x10bit element)\r\nconst UnpackRot = (value: number, result: Quaternion) => {\r\n const norm = 1.0 / (Math.sqrt(2) * 0.5);\r\n const a = (UnpackUnorm(value >>> 20, 10) - 0.5) * norm;\r\n const b = (UnpackUnorm(value >>> 10, 10) - 0.5) * norm;\r\n const c = (UnpackUnorm(value, 10) - 0.5) * norm;\r\n const m = Math.sqrt(1.0 - (a * a + b * b + c * c));\r\n\r\n switch (value >>> 30) {\r\n case 0:\r\n result.set(m, a, b, c);\r\n break;\r\n case 1:\r\n result.set(a, m, b, c);\r\n break;\r\n case 2:\r\n result.set(a, b, m, c);\r\n break;\r\n case 3:\r\n result.set(a, b, c, m);\r\n break;\r\n }\r\n};\r\n\r\ninterface ICompressedPLYChunk {\r\n min: Vector3;\r\n max: Vector3;\r\n minScale: Vector3;\r\n maxScale: Vector3;\r\n minColor: Vector3;\r\n maxColor: Vector3;\r\n}\r\n\r\n/**\r\n * To support multiple camera rendering, rendered mesh is separated from the GaussianSplattingMesh itself.\r\n * The GS mesh serves as a proxy and a different mesh is rendered for each camera. This hot switch is done\r\n * in the render() function. Each camera has a corresponding ICameraViewInfo object. The key is the camera unique id.\r\n * ICameraViewInfo and the rendered mesh are created in method `_postToWorker`\r\n * Mesh are disabled to not let the scene render them directly.\r\n * ICameraViewInfo are sorted per last frame id update to prioritize the less recently updated ones.\r\n * There is 1 web worker per GaussianSplattingMesh to avoid too many copies between main thread and workers.\r\n * So, only one sort is being done at a time per GaussianSplattingMesh. If multiple cameras need an update,\r\n * they will be processed one by one in subsequent frames.\r\n */\r\ninterface ICameraViewInfo {\r\n camera: Camera;\r\n cameraDirection: Vector3;\r\n mesh: Mesh;\r\n frameIdLastUpdate: number;\r\n splatIndexBufferSet: boolean;\r\n}\r\n/**\r\n * Representation of the types\r\n */\r\nconst enum PLYType {\r\n FLOAT,\r\n INT,\r\n UINT,\r\n DOUBLE,\r\n UCHAR,\r\n UNDEFINED,\r\n}\r\n\r\n/**\r\n * Usage types of the PLY values\r\n */\r\nconst enum PLYValue {\r\n MIN_X,\r\n MIN_Y,\r\n MIN_Z,\r\n MAX_X,\r\n MAX_Y,\r\n MAX_Z,\r\n\r\n MIN_SCALE_X,\r\n MIN_SCALE_Y,\r\n MIN_SCALE_Z,\r\n\r\n MAX_SCALE_X,\r\n MAX_SCALE_Y,\r\n MAX_SCALE_Z,\r\n\r\n PACKED_POSITION,\r\n PACKED_ROTATION,\r\n PACKED_SCALE,\r\n PACKED_COLOR,\r\n X,\r\n Y,\r\n Z,\r\n SCALE_0,\r\n SCALE_1,\r\n SCALE_2,\r\n\r\n DIFFUSE_RED,\r\n DIFFUSE_GREEN,\r\n DIFFUSE_BLUE,\r\n OPACITY,\r\n\r\n F_DC_0,\r\n F_DC_1,\r\n F_DC_2,\r\n F_DC_3,\r\n\r\n ROT_0,\r\n ROT_1,\r\n ROT_2,\r\n ROT_3,\r\n\r\n MIN_COLOR_R,\r\n MIN_COLOR_G,\r\n MIN_COLOR_B,\r\n\r\n MAX_COLOR_R,\r\n MAX_COLOR_G,\r\n MAX_COLOR_B,\r\n\r\n SH_0,\r\n SH_1,\r\n SH_2,\r\n SH_3,\r\n SH_4,\r\n SH_5,\r\n SH_6,\r\n SH_7,\r\n SH_8,\r\n SH_9,\r\n SH_10,\r\n SH_11,\r\n SH_12,\r\n SH_13,\r\n SH_14,\r\n SH_15,\r\n SH_16,\r\n SH_17,\r\n SH_18,\r\n SH_19,\r\n SH_20,\r\n SH_21,\r\n SH_22,\r\n SH_23,\r\n SH_24,\r\n SH_25,\r\n SH_26,\r\n SH_27,\r\n SH_28,\r\n SH_29,\r\n SH_30,\r\n SH_31,\r\n SH_32,\r\n SH_33,\r\n SH_34,\r\n SH_35,\r\n SH_36,\r\n SH_37,\r\n SH_38,\r\n SH_39,\r\n SH_40,\r\n SH_41,\r\n SH_42,\r\n SH_43,\r\n SH_44,\r\n\r\n UNDEFINED,\r\n}\r\n\r\n/**\r\n * Property field found in PLY header\r\n */\r\nexport type PlyProperty = {\r\n /**\r\n * Value usage\r\n */\r\n value: PLYValue;\r\n /**\r\n * Value type\r\n */\r\n type: PLYType;\r\n /**\r\n * offset in byte from te beginning of the splat\r\n */\r\n offset: number;\r\n};\r\n\r\n/**\r\n * meta info on Splat file\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PLYHeader {\r\n /**\r\n * number of splats\r\n */\r\n vertexCount: number;\r\n /**\r\n * number of spatial chunks for compressed ply\r\n */\r\n chunkCount: number;\r\n /**\r\n * length in bytes of the vertex info\r\n */\r\n rowVertexLength: number;\r\n /**\r\n * length in bytes of the chunk\r\n */\r\n rowChunkLength: number;\r\n /**\r\n * array listing properties per vertex\r\n */\r\n vertexProperties: PlyProperty[];\r\n /**\r\n * array listing properties per chunk\r\n */\r\n chunkProperties: PlyProperty[];\r\n /**\r\n * data view for parsing chunks and vertices\r\n */\r\n dataView: DataView;\r\n /**\r\n * buffer for the data view\r\n */\r\n buffer: ArrayBuffer;\r\n /**\r\n * degree of SH coefficients\r\n */\r\n shDegree: number;\r\n /**\r\n * number of coefficient per splat\r\n */\r\n shCoefficientCount: number;\r\n /**\r\n * buffer for SH coefficients\r\n */\r\n shBuffer: ArrayBuffer | null;\r\n}\r\n/**\r\n * Class used to render a gaussian splatting mesh\r\n */\r\nexport class GaussianSplattingMesh extends Mesh {\r\n private _vertexCount = 0;\r\n private _worker: Nullable<Worker> = null;\r\n private _modelViewMatrix = Matrix.Identity();\r\n private _depthMix: BigInt64Array;\r\n private _canPostToWorker = true;\r\n private _readyToDisplay = false;\r\n private _covariancesATexture: Nullable<BaseTexture> = null;\r\n private _covariancesBTexture: Nullable<BaseTexture> = null;\r\n private _centersTexture: Nullable<BaseTexture> = null;\r\n private _colorsTexture: Nullable<BaseTexture> = null;\r\n private _splatPositions: Nullable<Float32Array> = null;\r\n private _splatIndex: Nullable<Float32Array> = null;\r\n private _shTextures: Nullable<BaseTexture[]> = null;\r\n private _splatsData: Nullable<ArrayBuffer> = null;\r\n private _sh: Nullable<Uint8Array[]> = null;\r\n private readonly _keepInRam: boolean = false;\r\n\r\n private _delayedTextureUpdate: Nullable<IDelayedTextureUpdate> = null;\r\n private _useRGBACovariants = false;\r\n private _material: Nullable<Material> = null;\r\n\r\n private _tmpCovariances = [0, 0, 0, 0, 0, 0];\r\n private _sortIsDirty = false;\r\n\r\n private static _RowOutputLength = 3 * 4 + 3 * 4 + 4 + 4; // Vector3 position, Vector3 scale, 1 u8 quaternion, 1 color with alpha\r\n private static _SH_C0 = 0.28209479177387814;\r\n // batch size between 2 yield calls. This value is a tradeoff between updates overhead and framerate hiccups\r\n // This step is faster the PLY conversion. So batch size can be bigger\r\n private static _SplatBatchSize = 327680;\r\n // batch size between 2 yield calls during the PLY to splat conversion.\r\n private static _PlyConversionBatchSize = 32768;\r\n private _shDegree = 0;\r\n\r\n private static readonly _BatchSize = 16; // 16 splats per instance\r\n private _cameraViewInfos = new Map<number, ICameraViewInfo>();\r\n /**\r\n * View direction factor used to compute the SH view direction in the shader.\r\n * @deprecated Not used anymore for SH rendering\r\n */\r\n public get viewDirectionFactor() {\r\n return Vector3.OneReadOnly;\r\n }\r\n\r\n /**\r\n * SH degree. 0 = no sh (default). 1 = 3 parameters. 2 = 8 parameters. 3 = 15 parameters.\r\n */\r\n public get shDegree() {\r\n return this._shDegree;\r\n }\r\n\r\n /**\r\n * Number of splats in the mesh\r\n */\r\n public get splatCount() {\r\n return this._splatIndex?.length;\r\n }\r\n\r\n /**\r\n * returns the splats data array buffer that contains in order : postions (3 floats), size (3 floats), color (4 bytes), orientation quaternion (4 bytes)\r\n */\r\n public get splatsData() {\r\n return this._splatsData;\r\n }\r\n\r\n /**\r\n * Set the number of batch (a batch is 16384 splats) after which a display update is performed\r\n * A value of 0 (default) means display update will not happens before splat is ready.\r\n */\r\n public static ProgressiveUpdateAmount = 0;\r\n\r\n /**\r\n * Gets the covariancesA texture\r\n */\r\n public get covariancesATexture() {\r\n return this._covariancesATexture;\r\n }\r\n\r\n /**\r\n * Gets the covariancesB texture\r\n */\r\n public get covariancesBTexture() {\r\n return this._covariancesBTexture;\r\n }\r\n\r\n /**\r\n * Gets the centers texture\r\n */\r\n public get centersTexture() {\r\n return this._centersTexture;\r\n }\r\n\r\n /**\r\n * Gets the colors texture\r\n */\r\n public get colorsTexture() {\r\n return this._colorsTexture;\r\n }\r\n\r\n /**\r\n * Gets the SH textures\r\n */\r\n public get shTextures() {\r\n return this._shTextures;\r\n }\r\n\r\n /**\r\n * Gets the kernel size\r\n * Documentation and mathematical explanations here:\r\n * https://github.com/graphdeco-inria/gaussian-splatting/issues/294#issuecomment-1772688093\r\n * https://github.com/autonomousvision/mip-splatting/issues/18#issuecomment-1929388931\r\n */\r\n public get kernelSize() {\r\n return this._material instanceof GaussianSplattingMaterial ? this._material.kernelSize : 0;\r\n }\r\n\r\n /**\r\n * Get the compensation state\r\n */\r\n public get compensation() {\r\n return this._material instanceof GaussianSplattingMaterial ? this._material.compensation : false;\r\n }\r\n\r\n /**\r\n * set rendering material\r\n */\r\n public override set material(value: Material) {\r\n this._material = value;\r\n this._material.backFaceCulling = false;\r\n this._material.cullBackFaces = false;\r\n value.resetDrawCache();\r\n }\r\n\r\n /**\r\n * get rendering material\r\n */\r\n public override get material(): Nullable<Material> {\r\n return this._material;\r\n }\r\n\r\n private static _MakeSplatGeometryForMesh(mesh: Mesh): void {\r\n const vertexData = new VertexData();\r\n const originPositions = [-2, -2, 0, 2, -2, 0, 2, 2, 0, -2, 2, 0];\r\n const originIndices = [0, 1, 2, 0, 2, 3];\r\n const positions = [];\r\n const indices = [];\r\n for (let i = 0; i < GaussianSplattingMesh._BatchSize; i++) {\r\n for (let j = 0; j < 12; j++) {\r\n if (j == 2 || j == 5 || j == 8 || j == 11) {\r\n positions.push(i); // local splat index\r\n } else {\r\n positions.push(originPositions[j]);\r\n }\r\n }\r\n indices.push(originIndices.map((v) => v + i * 4));\r\n }\r\n\r\n vertexData.positions = positions;\r\n vertexData.indices = indices.flat();\r\n\r\n vertexData.applyToMesh(mesh);\r\n }\r\n\r\n /**\r\n * Creates a new gaussian splatting mesh\r\n * @param name defines the name of the mesh\r\n * @param url defines the url to load from (optional)\r\n * @param scene defines the hosting scene (optional)\r\n * @param keepInRam keep datas in ram for editing purpose\r\n */\r\n constructor(name: string, url: Nullable<string> = null, scene: Nullable<Scene> = null, keepInRam: boolean = false) {\r\n super(name, scene);\r\n\r\n this.subMeshes = [];\r\n new SubMesh(0, 0, 4 * GaussianSplattingMesh._BatchSize, 0, 6 * GaussianSplattingMesh._BatchSize, this);\r\n\r\n this.setEnabled(false);\r\n // webGL2 and webGPU support for RG texture with float16 is fine. not webGL1\r\n this._useRGBACovariants = !this.getEngine().isWebGPU && this.getEngine().version === 1.0;\r\n\r\n this._keepInRam = keepInRam;\r\n if (url) {\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises\r\n this.loadFileAsync(url);\r\n }\r\n const gaussianSplattingMaterial = new GaussianSplattingMaterial(this.name + \"_material\", this._scene);\r\n gaussianSplattingMaterial.setSourceMesh(this);\r\n this._material = gaussianSplattingMaterial;\r\n\r\n // delete meshes created for cameras on camera removal\r\n this._scene.onCameraRemovedObservable.add((camera: Camera) => {\r\n const cameraId = camera.uniqueId;\r\n // delete mesh for this camera\r\n if (this._cameraViewInfos.has(cameraId)) {\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n cameraViewInfos?.mesh.dispose();\r\n this._cameraViewInfos.delete(cameraId);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Returns the class name\r\n * @returns \"GaussianSplattingMesh\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMesh\";\r\n }\r\n\r\n /**\r\n * Returns the total number of vertices (splats) within the mesh\r\n * @returns the total number of vertices\r\n */\r\n public override getTotalVertices(): number {\r\n return this._vertexCount;\r\n }\r\n\r\n /**\r\n * Is this node ready to be used/rendered\r\n * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)\r\n * @returns true when ready\r\n */\r\n public override isReady(completeCheck = false): boolean {\r\n if (!super.isReady(completeCheck, true)) {\r\n return false;\r\n }\r\n\r\n if (!this._readyToDisplay) {\r\n // mesh is ready when worker has done at least 1 sorting\r\n this._postToWorker(true);\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n public _getCameraDirection(camera: Camera): Vector3 {\r\n const cameraMatrix = camera.getViewMatrix();\r\n this.getWorldMatrix().multiplyToRef(cameraMatrix, this._modelViewMatrix);\r\n cameraMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n this.getWorldMatrix().multiplyToRef(TmpVectors.Matrix[0], TmpVectors.Matrix[1]);\r\n Vector3.TransformNormalToRef(Vector3.Forward(this._scene.useRightHandedSystem), TmpVectors.Matrix[1], TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].normalize();\r\n return TmpVectors.Vector3[2];\r\n }\r\n\r\n /** @internal */\r\n public _postToWorker(forced = false): void {\r\n const scene = this._scene;\r\n const frameId = scene.getFrameId();\r\n // force update or at least frame update for camera is outdated\r\n let outdated = false;\r\n this._cameraViewInfos.forEach((cameraViewInfos) => {\r\n if (cameraViewInfos.frameIdLastUpdate !== frameId) {\r\n outdated = true;\r\n }\r\n });\r\n\r\n if ((forced || outdated) && this._worker && (this._scene.activeCameras?.length || this._scene.activeCamera) && this._canPostToWorker) {\r\n // array of cameras used for rendering\r\n const cameras = this._scene.activeCameras?.length ? this._scene.activeCameras : [this._scene.activeCamera!];\r\n // list view infos for active cameras\r\n const activeViewInfos: ICameraViewInfo[] = [];\r\n cameras.forEach((camera) => {\r\n const cameraId = camera.uniqueId;\r\n\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n if (cameraViewInfos) {\r\n activeViewInfos.push(cameraViewInfos);\r\n } else {\r\n // mesh doesn't exist yet for this camera\r\n const cameraMesh = new Mesh(this.name + \"_cameraMesh_\" + cameraId, this._scene);\r\n // not visible with inspector or the scene graph\r\n cameraMesh.reservedDataStore = { hidden: true };\r\n cameraMesh.setEnabled(false);\r\n cameraMesh.material = this.material;\r\n GaussianSplattingMesh._MakeSplatGeometryForMesh(cameraMesh);\r\n\r\n const newViewInfos: ICameraViewInfo = {\r\n camera: camera,\r\n cameraDirection: new Vector3(0, 0, 0),\r\n mesh: cameraMesh,\r\n frameIdLastUpdate: frameId,\r\n splatIndexBufferSet: false,\r\n };\r\n activeViewInfos.push(newViewInfos);\r\n this._cameraViewInfos.set(cameraId, newViewInfos);\r\n }\r\n });\r\n // sort view infos by last updated frame id: first item is the least recently updated\r\n activeViewInfos.sort((a, b) => a.frameIdLastUpdate - b.frameIdLastUpdate);\r\n\r\n // view infos sorted by least recent updated frame id\r\n activeViewInfos.forEach((cameraViewInfos) => {\r\n const camera = cameraViewInfos.camera;\r\n const cameraDirection = this._getCameraDirection(camera);\r\n\r\n const previousCameraDirection = cameraViewInfos.cameraDirection;\r\n const dot = Vector3.Dot(cameraDirection, previousCameraDirection);\r\n if ((forced || Math.abs(dot - 1) >= 0.01) && this._canPostToWorker) {\r\n cameraViewInfos.cameraDirection.copyFrom(cameraDirection);\r\n cameraViewInfos.frameIdLastUpdate = frameId;\r\n this._canPostToWorker = false;\r\n this._worker!.postMessage(\r\n {\r\n view: this._modelViewMatrix.m,\r\n depthMix: this._depthMix,\r\n useRightHandedSystem: this._scene.useRightHandedSystem,\r\n cameraId: camera.uniqueId,\r\n },\r\n [this._depthMix.buffer]\r\n );\r\n }\r\n });\r\n }\r\n }\r\n /**\r\n * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager\r\n * @param subMesh defines the subMesh to render\r\n * @param enableAlphaMode defines if alpha mode can be changed\r\n * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering\r\n * @returns the current mesh\r\n */\r\n public override render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh {\r\n this._postToWorker();\r\n\r\n // geometry used for shadows, bind the first found in the camera view infos\r\n if (!this._geometry && this._cameraViewInfos.size) {\r\n this._geometry = this._cameraViewInfos.values().next().value.mesh.geometry;\r\n }\r\n\r\n const cameraId = this._scene.activeCamera!.uniqueId;\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n if (!cameraViewInfos || !cameraViewInfos.splatIndexBufferSet) {\r\n return this;\r\n }\r\n\r\n const mesh = cameraViewInfos.mesh;\r\n mesh.getWorldMatrix().copyFrom(this.getWorldMatrix());\r\n return mesh.render(subMesh, enableAlphaMode, effectiveMeshReplacement);\r\n }\r\n\r\n private static _TypeNameToEnum(name: string): PLYType {\r\n switch (name) {\r\n case \"float\":\r\n return PLYType.FLOAT;\r\n case \"int\":\r\n return PLYType.INT;\r\n case \"uint\":\r\n return PLYType.UINT;\r\n case \"double\":\r\n return PLYType.DOUBLE;\r\n case \"uchar\":\r\n return PLYType.UCHAR;\r\n }\r\n return PLYType.UNDEFINED;\r\n }\r\n\r\n private static _ValueNameToEnum(name: string): PLYValue {\r\n switch (name) {\r\n case \"min_x\":\r\n return PLYValue.MIN_X;\r\n case \"min_y\":\r\n return PLYValue.MIN_Y;\r\n case \"min_z\":\r\n return PLYValue.MIN_Z;\r\n case \"max_x\":\r\n return PLYValue.MAX_X;\r\n case \"max_y\":\r\n return PLYValue.MAX_Y;\r\n case \"max_z\":\r\n return PLYValue.MAX_Z;\r\n case \"min_scale_x\":\r\n return PLYValue.MIN_SCALE_X;\r\n case \"min_scale_y\":\r\n return PLYValue.MIN_SCALE_Y;\r\n case \"min_scale_z\":\r\n return PLYValue.MIN_SCALE_Z;\r\n case \"max_scale_x\":\r\n return PLYValue.MAX_SCALE_X;\r\n case \"max_scale_y\":\r\n return PLYValue.MAX_SCALE_Y;\r\n case \"max_scale_z\":\r\n return PLYValue.MAX_SCALE_Z;\r\n case \"packed_position\":\r\n return PLYValue.PACKED_POSITION;\r\n case \"packed_rotation\":\r\n return PLYValue.PACKED_ROTATION;\r\n case \"packed_scale\":\r\n return PLYValue.PACKED_SCALE;\r\n case \"packed_color\":\r\n return PLYValue.PACKED_COLOR;\r\n case \"x\":\r\n return PLYValue.X;\r\n case \"y\":\r\n return PLYValue.Y;\r\n case \"z\":\r\n return PLYValue.Z;\r\n case \"scale_0\":\r\n return PLYValue.SCALE_0;\r\n case \"scale_1\":\r\n return PLYValue.SCALE_1;\r\n case \"scale_2\":\r\n return PLYValue.SCALE_2;\r\n case \"diffuse_red\":\r\n case \"red\":\r\n return PLYValue.DIFFUSE_RED;\r\n case \"diffuse_green\":\r\n case \"green\":\r\n return PLYValue.DIFFUSE_GREEN;\r\n case \"diffuse_blue\":\r\n case \"blue\":\r\n return PLYValue.DIFFUSE_BLUE;\r\n case \"f_dc_0\":\r\n return PLYValue.F_DC_0;\r\n case \"f_dc_1\":\r\n return PLYValue.F_DC_1;\r\n case \"f_dc_2\":\r\n return PLYValue.F_DC_2;\r\n case \"f_dc_3\":\r\n return PLYValue.F_DC_3;\r\n case \"opacity\":\r\n return PLYValue.OPACITY;\r\n case \"rot_0\":\r\n return PLYValue.ROT_0;\r\n case \"rot_1\":\r\n return PLYValue.ROT_1;\r\n case \"rot_2\":\r\n return PLYValue.ROT_2;\r\n case \"rot_3\":\r\n return PLYValue.ROT_3;\r\n case \"min_r\":\r\n return PLYValue.MIN_COLOR_R;\r\n case \"min_g\":\r\n return PLYValue.MIN_COLOR_G;\r\n case \"min_b\":\r\n return PLYValue.MIN_COLOR_B;\r\n case \"max_r\":\r\n return PLYValue.MAX_COLOR_R;\r\n case \"max_g\":\r\n return PLYValue.MAX_COLOR_G;\r\n case \"max_b\":\r\n return PLYValue.MAX_COLOR_B;\r\n case \"f_rest_0\":\r\n return PLYValue.SH_0;\r\n case \"f_rest_1\":\r\n return PLYValue.SH_1;\r\n case \"f_rest_2\":\r\n return PLYValue.SH_2;\r\n case \"f_rest_3\":\r\n return PLYValue.SH_3;\r\n case \"f_rest_4\":\r\n return PLYValue.SH_4;\r\n case \"f_rest_5\":\r\n return PLYValue.SH_5;\r\n case \"f_rest_6\":\r\n return PLYValue.SH_6;\r\n case \"f_rest_7\":\r\n return PLYValue.SH_7;\r\n case \"f_rest_8\":\r\n return PLYValue.SH_8;\r\n case \"f_rest_9\":\r\n return PLYValue.SH_9;\r\n case \"f_rest_10\":\r\n return PLYValue.SH_10;\r\n case \"f_rest_11\":\r\n return PLYValue.SH_11;\r\n case \"f_rest_12\":\r\n return PLYValue.SH_12;\r\n case \"f_rest_13\":\r\n return PLYValue.SH_13;\r\n case \"f_rest_14\":\r\n return PLYValue.SH_14;\r\n case \"f_rest_15\":\r\n return PLYValue.SH_15;\r\n case \"f_rest_16\":\r\n return PLYValue.SH_16;\r\n case \"f_rest_17\":\r\n return PLYValue.SH_17;\r\n case \"f_rest_18\":\r\n return PLYValue.SH_18;\r\n case \"f_rest_19\":\r\n return PLYValue.SH_19;\r\n case \"f_rest_20\":\r\n return PLYValue.SH_20;\r\n case \"f_rest_21\":\r\n return PLYValue.SH_21;\r\n case \"f_rest_22\":\r\n return PLYValue.SH_22;\r\n case \"f_rest_23\":\r\n return PLYValue.SH_23;\r\n case \"f_rest_24\":\r\n return PLYValue.SH_24;\r\n case \"f_rest_25\":\r\n return PLYValue.SH_25;\r\n case \"f_rest_26\":\r\n return PLYValue.SH_26;\r\n case \"f_rest_27\":\r\n return PLYValue.SH_27;\r\n case \"f_rest_28\":\r\n return PLYValue.SH_28;\r\n case \"f_rest_29\":\r\n return PLYValue.SH_29;\r\n case \"f_rest_30\":\r\n return PLYValue.SH_30;\r\n case \"f_rest_31\":\r\n return PLYValue.SH_31;\r\n case \"f_rest_32\":\r\n return PLYValue.SH_32;\r\n case \"f_rest_33\":\r\n return PLYValue.SH_33;\r\n case \"f_rest_34\":\r\n return PLYValue.SH_34;\r\n case \"f_rest_35\":\r\n return PLYValue.SH_35;\r\n case \"f_rest_36\":\r\n return PLYValue.SH_36;\r\n case \"f_rest_37\":\r\n return PLYValue.SH_37;\r\n case \"f_rest_38\":\r\n return PLYValue.SH_38;\r\n case \"f_rest_39\":\r\n return PLYValue.SH_39;\r\n case \"f_rest_40\":\r\n return PLYValue.SH_40;\r\n case \"f_rest_41\":\r\n return PLYValue.SH_41;\r\n case \"f_rest_42\":\r\n return PLYValue.SH_42;\r\n case \"f_rest_43\":\r\n return PLYValue.SH_43;\r\n case \"f_rest_44\":\r\n return PLYValue.SH_44;\r\n }\r\n\r\n return PLYValue.UNDEFINED;\r\n }\r\n /**\r\n * Parse a PLY file header and returns metas infos on splats and chunks\r\n * @param data the loaded buffer\r\n * @returns a PLYHeader\r\n */\r\n static ParseHeader(data: ArrayBuffer): PLYHeader | null {\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 null;\r\n }\r\n const vertexCount = parseInt(/element vertex (\\d+)\\n/.exec(header)![1]);\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 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 const enum ElementMode {\r\n Vertex = 0,\r\n Chunk = 1,\r\n SH = 2,\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 let shDegree = 0;\r\n for (const prop of filtered) {\r\n if (prop.startsWith(\"property \")) {\r\n const [, typeName, name] = prop.split(\" \");\r\n\r\n const value = GaussianSplattingMesh._ValueNameToEnum(name);\r\n if (value != PLYValue.UNDEFINED) {\r\n // SH degree 1,2 or 3 for 9, 24 or 45 values\r\n if (value >= PLYValue.SH_44) {\r\n shDegree = 3;\r\n } else if (value >= PLYValue.SH_24) {\r\n shDegree = 2;\r\n } else if (value >= PLYValue.SH_8) {\r\n shDegree = 1;\r\n }\r\n }\r\n const type = GaussianSplattingMesh._TypeNameToEnum(typeName);\r\n if (chunkMode == ElementMode.Chunk) {\r\n chunkProperties.push({ value, type, offset: rowChunkOffset });\r\n rowChunkOffset += offsets[typeName];\r\n } else if (chunkMode == ElementMode.Vertex) {\r\n vertexProperties.push({ value, type, offset: rowVertexOffset });\r\n rowVertexOffset += offsets[typeName];\r\n } else if (chunkMode == ElementMode.SH) {\r\n // SH doesn't count for vertex row size but its properties are used to retrieve SH\r\n vertexProperties.push({ value, type, offset: rowVertexOffset });\r\n }\r\n\r\n if (!offsets[typeName]) {\r\n Logger.Warn(`Unsupported property type: ${typeName}.`);\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 }\r\n }\r\n }\r\n\r\n const dataView = new DataView(data, headerEndIndex + headerEnd.length);\r\n const buffer = new ArrayBuffer(GaussianSplattingMesh._RowOutputLength * vertexCount);\r\n\r\n let shBuffer = null;\r\n let shCoefficientCount = 0;\r\n if (shDegree) {\r\n const shVectorCount = (shDegree + 1) * (shDegree + 1) - 1;\r\n shCoefficientCount = shVectorCount * 3;\r\n shBuffer = new ArrayBuffer(shCoefficientCount * vertexCount);\r\n }\r\n\r\n return {\r\n vertexCount: vertexCount,\r\n chunkCount: chunkCount,\r\n rowVertexLength: rowVertexOffset,\r\n rowChunkLength: rowChunkOffset,\r\n vertexProperties: vertexProperties,\r\n chunkProperties: chunkProperties,\r\n dataView: dataView,\r\n buffer: buffer,\r\n shDegree: shDegree,\r\n shCoefficientCount: shCoefficientCount,\r\n shBuffer: shBuffer,\r\n };\r\n }\r\n private static _GetCompressedChunks(header: PLYHeader, offset: { value: number }): Array<ICompressedPLYChunk> | null {\r\n if (!header.chunkCount) {\r\n return null;\r\n }\r\n const dataView = header.dataView;\r\n const compressedChunks = new Array<ICompressedPLYChunk>(header.chunkCount);\r\n for (let i = 0; i < header.chunkCount; i++) {\r\n const currentChunk = {\r\n min: new Vector3(),\r\n max: new Vector3(),\r\n minScale: new Vector3(),\r\n maxScale: new Vector3(),\r\n minColor: new Vector3(0, 0, 0),\r\n maxColor: new Vector3(1, 1, 1),\r\n };\r\n compressedChunks[i] = currentChunk;\r\n for (let propertyIndex = 0; propertyIndex < header.chunkProperties.length; propertyIndex++) {\r\n const property = header.chunkProperties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case PLYType.FLOAT:\r\n value = dataView.getFloat32(property.offset + offset.value, true);\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n switch (property.value) {\r\n case PLYValue.MIN_X:\r\n currentChunk.min.x = value;\r\n break;\r\n case PLYValue.MIN_Y:\r\n currentChunk.min.y = value;\r\n break;\r\n case PLYValue.MIN_Z:\r\n currentChunk.min.z = value;\r\n break;\r\n case PLYValue.MAX_X:\r\n currentChunk.max.x = value;\r\n break;\r\n case PLYValue.MAX_Y:\r\n currentChunk.max.y = value;\r\n break;\r\n case PLYValue.MAX_Z:\r\n currentChunk.max.z = value;\r\n break;\r\n case PLYValue.MIN_SCALE_X:\r\n currentChunk.minScale.x = value;\r\n break;\r\n case PLYValue.MIN_SCALE_Y:\r\n currentChunk.minScale.y = value;\r\n break;\r\n case PLYValue.MIN_SCALE_Z:\r\n currentChunk.minScale.z = value;\r\n break;\r\n case PLYValue.MAX_SCALE_X:\r\n currentChunk.maxScale.x = value;\r\n break;\r\n case PLYValue.MAX_SCALE_Y:\r\n currentChunk.maxScale.y = value;\r\n break;\r\n case PLYValue.MAX_SCALE_Z:\r\n currentChunk.maxScale.z = value;\r\n break;\r\n case PLYValue.MIN_COLOR_R:\r\n currentChunk.minColor.x = value;\r\n break;\r\n case PLYValue.MIN_COLOR_G:\r\n currentChunk.minColor.y = value;\r\n break;\r\n case PLYValue.MIN_COLOR_B:\r\n currentChunk.minColor.z = value;\r\n break;\r\n case PLYValue.MAX_COLOR_R:\r\n currentChunk.maxColor.x = value;\r\n break;\r\n case PLYValue.MAX_COLOR_G:\r\n currentChunk.maxColor.y = value;\r\n break;\r\n case PLYValue.MAX_COLOR_B:\r\n currentChunk.maxColor.z = value;\r\n break;\r\n }\r\n }\r\n offset.value += header.rowChunkLength;\r\n }\r\n return compressedChunks;\r\n }\r\n\r\n private static _GetSplat(header: PLYHeader, index: number, compressedChunks: Array<ICompressedPLYChunk> | null, offset: { value: number }): void {\r\n const q = TmpVectors.Quaternion[0];\r\n const temp3 = TmpVectors.Vector3[0];\r\n\r\n const rowOutputLength = GaussianSplattingMesh._RowOutputLength;\r\n const buffer = header.buffer;\r\n const dataView = header.dataView;\r\n const position = new Float32Array(buffer, index * rowOutputLength, 3);\r\n const scale = new Float32Array(buffer, index * rowOutputLength + 12, 3);\r\n const rgba = new Uint8ClampedArray(buffer, index * rowOutputLength + 24, 4);\r\n const rot = new Uint8ClampedArray(buffer, index * rowOutputLength + 28, 4);\r\n let sh = null;\r\n if (header.shBuffer) {\r\n sh = new Uint8ClampedArray(header.shBuffer, index * header.shCoefficientCount, header.shCoefficientCount);\r\n }\r\n const chunkIndex = index >> 8;\r\n let r0: number = 255;\r\n let r1: number = 0;\r\n let r2: number = 0;\r\n let r3: number = 0;\r\n\r\n const plySH = [];\r\n\r\n for (let propertyIndex = 0; propertyIndex < header.vertexProperties.length; propertyIndex++) {\r\n const property = header.vertexProperties[propertyIndex];\r\n let value;\r\n switch (property.type) {\r\n case PLYType.FLOAT:\r\n value = dataView.getFloat32(offset.value + property.offset, true);\r\n break;\r\n case PLYType.INT:\r\n value = dataView.getInt32(offset.value + property.offset, true);\r\n break;\r\n case PLYType.UINT:\r\n value = dataView.getUint32(offset.value + property.offset, true);\r\n break;\r\n case PLYType.DOUBLE:\r\n value = dataView.getFloat64(offset.value + property.offset, true);\r\n break;\r\n case PLYType.UCHAR:\r\n value = dataView.getUint8(offset.value + property.offset);\r\n break;\r\n default:\r\n continue;\r\n }\r\n\r\n switch (property.value) {\r\n case PLYValue.PACKED_POSITION:\r\n {\r\n const compressedChunk = compressedChunks![chunkIndex];\r\n Unpack111011(value, temp3);\r\n position[0] = Scalar.Lerp(compressedChunk.min.x, compressedChunk.max.x, temp3.x);\r\n position[1] = Scalar.Lerp(compressedChunk.min.y, compressedChunk.max.y, temp3.y);\r\n position[2] = Scalar.Lerp(compressedChunk.min.z, compressedChunk.max.z, temp3.z);\r\n }\r\n break;\r\n case PLYValue.PACKED_ROTATION:\r\n {\r\n UnpackRot(value, q);\r\n\r\n r0 = q.x;\r\n r1 = q.y;\r\n r2 = q.z;\r\n r3 = q.w;\r\n }\r\n break;\r\n case PLYValue.PACKED_SCALE:\r\n {\r\n const compressedChunk = compressedChunks![chunkIndex];\r\n Unpack111011(value, temp3);\r\n scale[0] = Math.exp(Scalar.Lerp(compressedChunk.minScale.x, compressedChunk.maxScale.x, temp3.x));\r\n scale[1] = Math.exp(Scalar.Lerp(compressedChunk.minScale.y, compressedChunk.maxScale.y, temp3.y));\r\n scale[2] = Math.exp(Scalar.Lerp(compressedChunk.minScale.z, compressedChunk.maxScale.z, temp3.z));\r\n }\r\n break;\r\n case PLYValue.PACKED_COLOR:\r\n {\r\n const compressedChunk = compressedChunks![chunkIndex];\r\n Unpack8888(value, rgba);\r\n rgba[0] = Scalar.Lerp(compressedChunk.minColor.x, compressedChunk.maxColor.x, rgba[0] / 255) * 255;\r\n rgba[1] = Scalar.Lerp(compressedChunk.minColor.y, compressedChunk.maxColor.y, rgba[1] / 255) * 255;\r\n rgba[2] = Scalar.Lerp(compressedChunk.minColor.z, compressedChunk.maxColor.z, rgba[2] / 255) * 255;\r\n }\r\n break;\r\n case PLYValue.X:\r\n position[0] = value;\r\n break;\r\n case PLYValue.Y:\r\n position[1] = value;\r\n break;\r\n case PLYValue.Z:\r\n position[2] = value;\r\n break;\r\n case PLYValue.SCALE_0:\r\n scale[0] = Math.exp(value);\r\n break;\r\n case PLYValue.SCALE_1:\r\n scale[1] = Math.exp(value);\r\n break;\r\n case PLYValue.SCALE_2:\r\n scale[2] = Math.exp(value);\r\n break;\r\n case PLYValue.DIFFUSE_RED:\r\n rgba[0] = value;\r\n break;\r\n case PLYValue.DIFFUSE_GREEN:\r\n rgba[1] = value;\r\n break;\r\n case PLYValue.DIFFUSE_BLUE:\r\n rgba[2] = value;\r\n break;\r\n case PLYValue.F_DC_0:\r\n rgba[0] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.F_DC_1:\r\n rgba[1] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.F_DC_2:\r\n rgba[2] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.F_DC_3:\r\n rgba[3] = (0.5 + GaussianSplattingMesh._SH_C0 * value) * 255;\r\n break;\r\n case PLYValue.OPACITY:\r\n rgba[3] = (1 / (1 + Math.exp(-value))) * 255;\r\n break;\r\n case PLYValue.ROT_0:\r\n r0 = value;\r\n break;\r\n case PLYValue.ROT_1:\r\n r1 = value;\r\n break;\r\n case PLYValue.ROT_2:\r\n r2 = value;\r\n break;\r\n case PLYValue.ROT_3:\r\n r3 = value;\r\n break;\r\n }\r\n if (sh && property.value >= PLYValue.SH_0 && property.value <= PLYValue.SH_44) {\r\n const shIndex = property.value - PLYValue.SH_0;\r\n if (property.type == PLYType.UCHAR && header.chunkCount) {\r\n // compressed ply. dataView points to beginning of vertex\r\n // could be improved with a direct copy instead of a per SH index computation + copy\r\n const compressedValue = dataView.getUint8(\r\n header.rowChunkLength * header.chunkCount + header.vertexCount * header.rowVertexLength + index * header.shCoefficientCount + shIndex\r\n );\r\n // compressed .ply SH import : https://github.com/playcanvas/engine/blob/fda3f0368b45d7381f0b5a1722bd2056128eaebe/src/scene/gsplat/gsplat-compressed-data.js#L88C81-L88C98\r\n plySH[shIndex] = (compressedValue * (8 / 255) - 4) * 127.5 + 127.5;\r\n } else {\r\n const clampedValue = Scalar.Clamp(value * 127.5 + 127.5, 0, 255);\r\n plySH[shIndex] = clampedValue;\r\n }\r\n }\r\n }\r\n\r\n if (sh) {\r\n const shDim = header.shDegree == 1 ? 3 : header.shDegree == 2 ? 8 : 15;\r\n for (let j = 0; j < shDim; j++) {\r\n sh[j * 3 + 0] = plySH[j];\r\n sh[j * 3 + 1] = plySH[j + shDim];\r\n sh[j * 3 + 2] = plySH[j + shDim * 2];\r\n }\r\n }\r\n\r\n q.set(r1, r2, r3, r0);\r\n q.normalize();\r\n rot[0] = q.w * 127.5 + 127.5;\r\n rot[1] = q.x * 127.5 + 127.5;\r\n rot[2] = q.y * 127.5 + 127.5;\r\n rot[3] = q.z * 127.5 + 127.5;\r\n offset.value += header.rowVertexLength;\r\n }\r\n\r\n /**\r\n * Converts a .ply data with SH coefficients 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 * @param useCoroutine use coroutine and yield\r\n * @returns the loaded splat buffer and optional array of sh coefficients\r\n */\r\n public static *ConvertPLYWithSHToSplat(data: ArrayBuffer, useCoroutine = false) {\r\n const header = GaussianSplattingMesh.ParseHeader(data);\r\n if (!header) {\r\n return { buffer: data };\r\n }\r\n\r\n const offset = { value: 0 };\r\n const compressedChunks = GaussianSplattingMesh._GetCompressedChunks(header, offset);\r\n\r\n for (let i = 0; i < header.vertexCount; i++) {\r\n GaussianSplattingMesh._GetSplat(header, i, compressedChunks, offset);\r\n if (i % GaussianSplattingMesh._PlyConversionBatchSize === 0 && useCoroutine) {\r\n yield;\r\n }\r\n }\r\n\r\n let sh = null;\r\n // make SH texture buffers\r\n if (header.shDegree && header.shBuffer) {\r\n const textureCount = Math.ceil(header.shCoefficientCount / 16); // 4 components can be stored per texture, 4 sh per component\r\n let shIndexRead = 0;\r\n const ubuf = new Uint8Array(header.shBuffer);\r\n\r\n // sh is an array of uint8array that will be used to create sh textures\r\n sh = [];\r\n\r\n const splatCount = header.vertexCount;\r\n const engine = EngineStore.LastCreatedEngine;\r\n if (engine) {\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 < header.shCoefficientCount; 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 }\r\n\r\n return { buffer: header.buffer, sh: sh };\r\n }\r\n\r\n /**\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 * @param useCoroutine use coroutine and yield\r\n * @returns the loaded splat buffer without SH coefficient, whether ply contains or not SH.\r\n */\r\n public static *ConvertPLYToSplat(data: ArrayBuffer, useCoroutine = false) {\r\n const header = GaussianSplattingMesh.ParseHeader(data);\r\n if (!header) {\r\n return data;\r\n }\r\n\r\n const offset = { value: 0 };\r\n const compressedChunks = GaussianSplattingMesh._GetCompressedChunks(header, offset);\r\n\r\n for (let i = 0; i < header.vertexCount; i++) {\r\n GaussianSplattingMesh._GetSplat(header, i, compressedChunks, offset);\r\n if (i % GaussianSplattingMesh._PlyConversionBatchSize === 0 && useCoroutine) {\r\n yield;\r\n }\r\n }\r\n\r\n return header.buffer;\r\n }\r\n\r\n /**\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 public static async ConvertPLYToSplatAsync(data: ArrayBuffer) {\r\n return await runCoroutineAsync(GaussianSplattingMesh.ConvertPLYToSplat(data, true), createYieldingScheduler());\r\n }\r\n\r\n /**\r\n * Converts a .ply with SH 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 with SH\r\n */\r\n public static async ConvertPLYWithSHToSplatAsync(data: ArrayBuffer) {\r\n return await runCoroutineAsync(GaussianSplattingMesh.ConvertPLYWithSHToSplat(data, true), createYieldingScheduler());\r\n }\r\n /**\r\n * Loads a .splat Gaussian Splatting array buffer asynchronously\r\n * @param data arraybuffer containing splat file\r\n * @returns a promise that resolves when the operation is complete\r\n */\r\n\r\n public async loadDataAsync(data: ArrayBuffer): Promise<void> {\r\n return await this.updateDataAsync(data);\r\n }\r\n\r\n /**\r\n * Loads a Gaussian or Splatting file asynchronously\r\n * @param url path to the splat file to load\r\n * @param scene optional scene it belongs to\r\n * @returns a promise that resolves when the operation is complete\r\n * @deprecated Please use SceneLoader.ImportMeshAsync instead\r\n */\r\n public async loadFileAsync(url: string, scene?: Scene): Promise<void> {\r\n await ImportMeshAsync(url, (scene || EngineStore.LastCreatedScene)!, { pluginOptions: { splat: { gaussianSplattingMesh: this } } });\r\n }\r\n\r\n /**\r\n * Releases resources associated with this mesh.\r\n * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)\r\n */\r\n public override dispose(doNotRecurse?: boolean): void {\r\n this._covariancesATexture?.dispose();\r\n this._covariancesBTexture?.dispose();\r\n this._centersTexture?.dispose();\r\n this._colorsTexture?.dispose();\r\n if (this._shTextures) {\r\n for (const shTexture of this._shTextures) {\r\n shTexture.dispose();\r\n }\r\n }\r\n\r\n this._covariancesATexture = null;\r\n this._covariancesBTexture = null;\r\n this._centersTexture = null;\r\n this._colorsTexture = null;\r\n this._shTextures = null;\r\n\r\n this._worker?.terminate();\r\n this._worker = null;\r\n\r\n // delete meshes created for each camera\r\n this._cameraViewInfos.forEach((cameraViewInfo) => {\r\n cameraViewInfo.mesh.dispose();\r\n });\r\n\r\n super.dispose(doNotRecurse, true);\r\n }\r\n\r\n private _copyTextures(source: GaussianSplattingMesh): void {\r\n this._covariancesATexture = source.covariancesATexture?.clone()!;\r\n this._covariancesBTexture = source.covariancesBTexture?.clone()!;\r\n this._centersTexture = source.centersTexture?.clone()!;\r\n this._colorsTexture = source.colorsTexture?.clone()!;\r\n if (source._shTextures) {\r\n this._shTextures = [];\r\n for (const shTexture of this._shTextures) {\r\n this._shTextures?.push(shTexture.clone()!);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Returns a new Mesh object generated from the current mesh properties.\r\n * @param name is a string, the name given to the new mesh\r\n * @returns a new Gaussian Splatting Mesh\r\n */\r\n public override clone(name: string = \"\"): GaussianSplattingMesh {\r\n const newGS = new GaussianSplattingMesh(name, undefined, this.getScene());\r\n newGS._copySource(this);\r\n newGS.makeGeometryUnique();\r\n newGS._vertexCount = this._vertexCount;\r\n newGS._copyTextures(this);\r\n newGS._modelViewMatrix = Matrix.Identity();\r\n newGS._splatPositions = this._splatPositions;\r\n newGS._readyToDisplay = false;\r\n newGS._instanciateWorker();\r\n\r\n const binfo = this.getBoundingInfo();\r\n newGS.getBoundingInfo().reConstruct(binfo.minimum, binfo.maximum, this.getWorldMatrix());\r\n\r\n newGS.forcedInstanceCount = this.forcedInstanceCount;\r\n newGS.setEnabled(true);\r\n return newGS;\r\n }\r\n\r\n private static _CreateWorker = function (self: Worker) {\r\n let vertexCountPadded = 0;\r\n let positions: Float32Array;\r\n let depthMix: BigInt64Array;\r\n let indices: Uint32Array;\r\n let floatMix: Float32Array;\r\n\r\n self.onmessage = (e: any) => {\r\n // updated on init\r\n if (e.data.positions) {\r\n positions = e.data.positions;\r\n vertexCountPadded = e.data.vertexCountPadded;\r\n }\r\n // udpate on view changed\r\n else {\r\n const cameraId = e.data.cameraId;\r\n const viewProj = e.data.view;\r\n if (!positions || !viewProj) {\r\n // Sanity check, it shouldn't happen!\r\n throw new Error(\"positions or view is not defined!\");\r\n }\r\n\r\n depthMix = e.data.depthMix;\r\n indices = new Uint32Array(depthMix.buffer);\r\n floatMix = new Float32Array(depthMix.buffer);\r\n\r\n // Sort\r\n for (let j = 0; j < vertexCountPadded; j++) {\r\n indices[2 * j] = j;\r\n }\r\n\r\n let depthFactor = -1;\r\n if (e.data.useRightHandedSystem) {\r\n depthFactor = 1;\r\n }\r\n\r\n for (let j = 0; j < vertexCountPadded; j++) {\r\n floatMix[2 * j + 1] = 10000 + (viewProj[2] * positions[4 * j + 0] + viewProj[6] * positions[4 * j + 1] + viewProj[10] * positions[4 * j + 2]) * depthFactor;\r\n }\r\n\r\n depthMix.sort();\r\n\r\n self.postMessage({ depthMix, cameraId }, [depthMix.buffer]);\r\n }\r\n };\r\n };\r\n\r\n private _makeEmptySplat(index: number, covA: Uint16Array, covB: Uint16Array, colorArray: Uint8Array): void {\r\n const covBSItemSize = this._useRGBACovariants ? 4 : 2;\r\n this._splatPositions![4 * index + 0] = 0;\r\n this._splatPositions![4 * index + 1] = 0;\r\n this._splatPositions![4 * index + 2] = 0;\r\n\r\n covA[index * 4 + 0] = ToHalfFloat(0);\r\n covA[index * 4 + 1] = ToHalfFloat(0);\r\n covA[index * 4 + 2] = ToHalfFloat(0);\r\n covA[index * 4 + 3] = ToHalfFloat(0);\r\n covB[index * covBSItemSize + 0] = ToHalfFloat(0);\r\n covB[index * covBSItemSize + 1] = ToHalfFloat(0);\r\n colorArray[index * 4 + 3] = 0;\r\n }\r\n\r\n private _makeSplat(\r\n index: number,\r\n fBuffer: Float32Array,\r\n uBuffer: Uint8Array,\r\n covA: Uint16Array,\r\n covB: Uint16Array,\r\n colorArray: Uint8Array,\r\n minimum: Vector3,\r\n maximum: Vector3,\r\n options: IUpdateOptions\r\n ): void {\r\n const matrixRotation = TmpVectors.Matrix[0];\r\n const matrixScale = TmpVectors.Matrix[1];\r\n const quaternion = TmpVectors.Quaternion[0];\r\n const covBSItemSize = this._useRGBACovariants ? 4 : 2;\r\n\r\n const x = fBuffer[8 * index + 0];\r\n const y = fBuffer[8 * index + 1] * (options.flipY ? -1 : 1);\r\n const z = fBuffer[8 * index + 2];\r\n\r\n this._splatPositions![4 * index + 0] = x;\r\n this._splatPositions![4 * index + 1] = y;\r\n this._splatPositions![4 * index + 2] = z;\r\n\r\n minimum.minimizeInPlaceFromFloats(x, y, z);\r\n maximum.maximizeInPlaceFromFloats(x, y, z);\r\n\r\n quaternion.set(\r\n (uBuffer[32 * index + 28 + 1] - 127.5) / 127.5,\r\n (uBuffer[32 * index + 28 + 2] - 127.5) / 127.5,\r\n (uBuffer[32 * index + 28 + 3] - 127.5) / 127.5,\r\n -(uBuffer[32 * index + 28 + 0] - 127.5) / 127.5\r\n );\r\n quaternion.normalize();\r\n quaternion.toRotationMatrix(matrixRotation);\r\n\r\n Matrix.ScalingToRef(fBuffer[8 * index + 3 + 0] * 2, fBuffer[8 * index + 3 + 1] * 2, fBuffer[8 * index + 3 + 2] * 2, matrixScale);\r\n\r\n const m = matrixRotation.multiplyToRef(matrixScale, TmpVectors.Matrix[0]).m;\r\n\r\n const covariances = this._tmpCovariances;\r\n covariances[0] = m[0] * m[0] + m[1] * m[1] + m[2] * m[2];\r\n covariances[1] = m[0] * m[4] + m[1] * m[5] + m[2] * m[6];\r\n covariances[2] = m[0] * m[8] + m[1] * m[9] + m[2] * m[10];\r\n covariances[3] = m[4] * m[4] + m[5] * m[5] + m[6] * m[6];\r\n covariances[4] = m[4] * m[8] + m[5] * m[9] + m[6] * m[10];\r\n covariances[5] = m[8] * m[8] + m[9] * m[9] + m[10] * m[10];\r\n\r\n // normalize covA, covB\r\n let factor = -10000;\r\n for (let covIndex = 0; covIndex < 6; covIndex++) {\r\n factor = Math.max(factor, Math.abs(covariances[covIndex]));\r\n }\r\n\r\n this._splatPositions![4 * index + 3] = factor;\r\n const transform = factor;\r\n\r\n covA[index * 4 + 0] = ToHalfFloat(covariances[0] / transform);\r\n covA[index * 4 + 1] = ToHalfFloat(covariances[1] / transform);\r\n covA[index * 4 + 2] = ToHalfFloat(covariances[2] / transform);\r\n covA[index * 4 + 3] = ToHalfFloat(covariances[3] / transform);\r\n covB[index * covBSItemSize + 0] = ToHalfFloat(covariances[4] / transform);\r\n covB[index * covBSItemSize + 1] = ToHalfFloat(covariances[5] / transform);\r\n\r\n // colors\r\n colorArray[index * 4 + 0] = uBuffer[32 * index + 24 + 0];\r\n colorArray[index * 4 + 1] = uBuffer[32 * index + 24 + 1];\r\n colorArray[index * 4 + 2] = uBuffer[32 * index + 24 + 2];\r\n colorArray[index * 4 + 3] = uBuffer[32 * index + 24 + 3];\r\n }\r\n\r\n private _updateTextures(covA: Uint16Array, covB: Uint16Array, colorArray: Uint8Array, sh?: Uint8Array[]): void {\r\n const textureSize = this._getTextureSize(this._vertexCount);\r\n // Update the textures\r\n const createTextureFromData = (data: Float32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_FLOAT);\r\n };\r\n\r\n const createTextureFromDataU8 = (data: Uint8Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_UNSIGNED_BYTE);\r\n };\r\n\r\n const createTextureFromDataU32 = (data: Uint32Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_NEAREST_SAMPLINGMODE, Constants.TEXTURETYPE_UNSIGNED_INTEGER);\r\n };\r\n\r\n const createTextureFromDataF16 = (data: Uint16Array, width: number, height: number, format: number) => {\r\n return new RawTexture(data, width, height, format, this._scene, false, false, Constants.TEXTURE_BILINEAR_SAMPLINGMODE, Constants.TEXTURETYPE_HALF_FLOAT);\r\n };\r\n\r\n if (this._covariancesATexture) {\r\n this._delayedTextureUpdate = { covA: covA, covB: covB, colors: colorArray, centers: this._splatPositions!, sh: sh };\r\n const positions = Float32Array.from(this._splatPositions!);\r\n const vertexCount = this._vertexCount;\r\n this._worker!.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n\r\n this._postToWorker(true);\r\n } else {\r\n this._covariancesATexture = createTextureFromDataF16(covA, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._covariancesBTexture = createTextureFromDataF16(\r\n covB,\r\n textureSize.x,\r\n textureSize.y,\r\n this._useRGBACovariants ? Constants.TEXTUREFORMAT_RGBA : Constants.TEXTUREFORMAT_RG\r\n );\r\n this._centersTexture = createTextureFromData(this._splatPositions!, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n this._colorsTexture = createTextureFromDataU8(colorArray, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA);\r\n if (sh) {\r\n this._shTextures = [];\r\n for (const shData of sh) {\r\n const buffer = new Uint32Array(shData.buffer);\r\n const shTexture = createTextureFromDataU32(buffer, textureSize.x, textureSize.y, Constants.TEXTUREFORMAT_RGBA_INTEGER);\r\n shTexture.wrapU = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n shTexture.wrapV = Constants.TEXTURE_CLAMP_ADDRESSMODE;\r\n this._shTextures!.push(shTexture);\r\n }\r\n }\r\n this._instanciateWorker();\r\n }\r\n }\r\n\r\n private *_updateData(data: ArrayBuffer, isAsync: boolean, sh?: Uint8Array[], options: IUpdateOptions = { flipY: false }): Coroutine<void> {\r\n // if a covariance texture is present, then it's not a creation but an update\r\n if (!this._covariancesATexture) {\r\n this._readyToDisplay = false;\r\n }\r\n\r\n // Parse the data\r\n const uBuffer = new Uint8Array(data);\r\n const fBuffer = new Float32Array(uBuffer.buffer);\r\n\r\n if (this._keepInRam) {\r\n this._splatsData = data;\r\n if (sh) {\r\n this._sh = sh;\r\n }\r\n }\r\n\r\n const vertexCount = uBuffer.length / GaussianSplattingMesh._RowOutputLength;\r\n if (vertexCount != this._vertexCount) {\r\n this._updateSplatIndexBuffer(vertexCount);\r\n }\r\n this._vertexCount = vertexCount;\r\n // degree == 1 for 1 texture (3 terms), 2 for 2 textures(8 terms) and 3 for 3 textures (15 terms)\r\n this._shDegree = sh ? sh.length : 0;\r\n\r\n const textureSize = this._getTextureSize(vertexCount);\r\n const textureLength = textureSize.x * textureSize.y;\r\n const lineCountUpdate = GaussianSplattingMesh.ProgressiveUpdateAmount ?? textureSize.y;\r\n const textureLengthPerUpdate = textureSize.x * lineCountUpdate;\r\n\r\n this._splatPositions = new Float32Array(4 * textureLength);\r\n const covA = new Uint16Array(textureLength * 4);\r\n const covB = new Uint16Array((this._useRGBACovariants ? 4 : 2) * textureLength);\r\n const colorArray = new Uint8Array(textureLength * 4);\r\n\r\n const minimum = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const maximum = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n if (GaussianSplattingMesh.ProgressiveUpdateAmount) {\r\n // create textures with not filled-yet array, then update directly portions of it\r\n this._updateTextures(covA, covB, colorArray, sh);\r\n this.setEnabled(true);\r\n\r\n const partCount = Math.ceil(textureSize.y / lineCountUpdate);\r\n for (let partIndex = 0; partIndex < partCount; partIndex++) {\r\n const updateLine = partIndex * lineCountUpdate;\r\n const splatIndexBase = updateLine * textureSize.x;\r\n for (let i = 0; i < textureLengthPerUpdate; i++) {\r\n this._makeSplat(splatIndexBase + i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options);\r\n }\r\n this._updateSubTextures(this._splatPositions, covA, covB, colorArray, updateLine, Math.min(lineCountUpdate, textureSize.y - updateLine));\r\n // Update the binfo\r\n this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());\r\n if (isAsync) {\r\n yield;\r\n }\r\n }\r\n\r\n // sort will be dirty here as just finished filled positions will not be sorted\r\n const positions = Float32Array.from(this._splatPositions);\r\n const vertexCount = this._vertexCount;\r\n this._worker!.postMessage({ positions, vertexCount }, [positions.buffer]);\r\n this._sortIsDirty = true;\r\n } else {\r\n const paddedVertexCount = (vertexCount + 15) & ~0xf;\r\n for (let i = 0; i < vertexCount; i++) {\r\n this._makeSplat(i, fBuffer, uBuffer, covA, covB, colorArray, minimum, maximum, options);\r\n if (isAsync && i % GaussianSplattingMesh._SplatBatchSize === 0) {\r\n yield;\r\n }\r\n }\r\n // pad the rest\r\n for (let i = vertexCount; i < paddedVertexCount; i++) {\r\n this._makeEmptySplat(i, covA, covB, colorArray);\r\n }\r\n // textures\r\n this._updateTextures(covA, covB, colorArray, sh);\r\n // Update the binfo\r\n this.getBoundingInfo().reConstruct(minimum, maximum, this.getWorldMatrix());\r\n this.setEnabled(true);\r\n this._sortIsDirty = true;\r\n }\r\n this._postToWorker(true);\r\n }\r\n\r\n /**\r\n * Update asynchronously the buffer\r\n * @param data array buffer containing center, color, orientation and scale of splats\r\n * @param sh optional array of uint8 array for SH data\r\n * @returns a promise\r\n */\r\n public async updateDataAsync(data: ArrayBuffer, sh?: Uint8Array[]): Promise<void> {\r\n return await runCoroutineAsync(this._updateData(data, true, sh), createYieldingScheduler());\r\n }\r\n\r\n /**\r\n * @experimental\r\n * Update data from GS (position, orientation, color, scaling)\r\n * @param data array that contain all the datas\r\n * @param sh optional array of uint8 array for SH data\r\n * @param options optional informations on how to treat data\r\n */\r\n public updateData(data: ArrayBuffer, sh?: Uint8Array[], options: IUpdateOptions = { flipY: true }): void {\r\n runCoroutineSync(this._updateData(data, false, sh, options));\r\n }\r\n\r\n /**\r\n * Refreshes the bounding info, taking into account all the thin instances defined\r\n * @returns the current Gaussian Splatting\r\n */\r\n public override refreshBoundingInfo(): Mesh {\r\n this.thinInstanceRefreshBoundingInfo(false);\r\n return this;\r\n }\r\n\r\n // in case size is different\r\n private _updateSplatIndexBuffer(vertexCount: number): void {\r\n const paddedVertexCount = (vertexCount + 15) & ~0xf;\r\n if (!this._splatIndex || vertexCount > this._splatIndex.length) {\r\n this._splatIndex = new Float32Array(paddedVertexCount);\r\n\r\n // update meshes for knowns cameras\r\n this._cameraViewInfos.forEach((cameraViewInfos) => {\r\n cameraViewInfos.mesh.thinInstanceSetBuffer(\"splatIndex\", this._splatIndex, 16, false);\r\n });\r\n }\r\n this.forcedInstanceCount = paddedVertexCount >> 4;\r\n }\r\n\r\n private _updateSubTextures(centers: Float32Array, covA: Uint16Array, covB: Uint16Array, colors: Uint8Array, lineStart: number, lineCount: number, sh?: Uint8Array[]): void {\r\n const updateTextureFromData = (texture: BaseTexture, data: ArrayBufferView, width: number, lineStart: number, lineCount: number) => {\r\n (this.getEngine() as ThinEngine).updateTextureData(texture.getInternalTexture()!, data, 0, lineStart, width, lineCount, 0, 0, false);\r\n };\r\n\r\n const textureSize = this._getTextureSize(this._vertexCount);\r\n const covBSItemSize = this._useRGBACovariants ? 4 : 2;\r\n const texelStart = lineStart * textureSize.x;\r\n const texelCount = lineCount * textureSize.x;\r\n const covAView = new Uint16Array(covA.buffer, texelStart * 4 * Uint16Array.BYTES_PER_ELEMENT, texelCount * 4);\r\n const covBView = new Uint16Array(covB.buffer, texelStart * covBSItemSize * Uint16Array.BYTES_PER_ELEMENT, texelCount * covBSItemSize);\r\n const colorsView = new Uint8Array(colors.buffer, texelStart * 4, texelCount * 4);\r\n const centersView = new Float32Array(centers.buffer, texelStart * 4 * Float32Array.BYTES_PER_ELEMENT, texelCount * 4);\r\n updateTextureFromData(this._covariancesATexture!, covAView, textureSize.x, lineStart, lineCount);\r\n updateTextureFromData(this._covariancesBTexture!, covBView, textureSize.x, lineStart, lineCount);\r\n updateTextureFromData(this._centersTexture!, centersView, textureSize.x, lineStart, lineCount);\r\n updateTextureFromData(this._colorsTexture!, colorsView, textureSize.x, lineStart, lineCount);\r\n if (sh) {\r\n for (let i = 0; i < sh.length; i++) {\r\n const componentCount = 4;\r\n const shView = new Uint8Array(this._sh![i].buffer, texelStart * componentCount, texelCount * componentCount);\r\n updateTextureFromData(this._shTextures![i], shView, textureSize.x, lineStart, lineCount);\r\n }\r\n }\r\n }\r\n private _instanciateWorker(): void {\r\n if (!this._vertexCount) {\r\n return;\r\n }\r\n this._updateSplatIndexBuffer(this._vertexCount);\r\n\r\n // Start the worker thread\r\n this._worker?.terminate();\r\n this._worker = new Worker(\r\n URL.createObjectURL(\r\n new Blob([\"(\", GaussianSplattingMesh._CreateWorker.toString(), \")(self)\"], {\r\n type: \"application/javascript\",\r\n })\r\n )\r\n );\r\n\r\n const vertexCountPadded = (this._vertexCount + 15) & ~0xf;\r\n this._depthMix = new BigInt64Array(vertexCountPadded);\r\n const positions = Float32Array.from(this._splatPositions!);\r\n\r\n this._worker.postMessage({ positions, vertexCountPadded }, [positions.buffer]);\r\n\r\n this._worker.onmessage = (e) => {\r\n this._depthMix = e.data.depthMix;\r\n const cameraId = e.data.cameraId;\r\n\r\n const indexMix = new Uint32Array(e.data.depthMix.buffer);\r\n if (this._splatIndex) {\r\n for (let j = 0; j < vertexCountPadded; j++) {\r\n this._splatIndex[j] = indexMix[2 * j];\r\n }\r\n }\r\n if (this._delayedTextureUpdate) {\r\n const textureSize = this._getTextureSize(vertexCountPadded);\r\n this._updateSubTextures(\r\n this._delayedTextureUpdate.centers,\r\n this._delayedTextureUpdate.covA,\r\n this._delayedTextureUpdate.covB,\r\n this._delayedTextureUpdate.colors,\r\n 0,\r\n textureSize.y,\r\n this._delayedTextureUpdate.sh\r\n );\r\n this._delayedTextureUpdate = null;\r\n }\r\n\r\n // get mesh for camera and update its instance buffer\r\n const cameraViewInfos = this._cameraViewInfos.get(cameraId);\r\n if (cameraViewInfos) {\r\n if (cameraViewInfos.splatIndexBufferSet) {\r\n cameraViewInfos.mesh.thinInstanceBufferUpdated(\"splatIndex\");\r\n } else {\r\n cameraViewInfos.mesh.thinInstanceSetBuffer(\"splatIndex\", this._splatIndex, 16, false);\r\n cameraViewInfos.splatIndexBufferSet = true;\r\n }\r\n }\r\n this._canPostToWorker = true;\r\n this._readyToDisplay = true;\r\n // sort is dirty when GS is visible for progressive update with a this message arriving but positions were partially filled\r\n // another update needs to be kicked. The kick can't happen just when the position buffer is ready because _canPostToWorker might be false.\r\n if (this._sortIsDirty) {\r\n this._postToWorker(true);\r\n this._sortIsDirty = false;\r\n }\r\n };\r\n }\r\n\r\n private _getTextureSize(length: number): Vector2 {\r\n const engine = this._scene.getEngine();\r\n const width = engine.getCaps().maxTextureSize;\r\n\r\n let height = 1;\r\n\r\n if (engine.version === 1 && !engine.isWebGPU) {\r\n while (width * height < length) {\r\n height *= 2;\r\n }\r\n } else {\r\n height = Math.ceil(length / width);\r\n }\r\n\r\n if (height > width) {\r\n Logger.Error(\"GaussianSplatting texture size: (\" + width + \", \" + height + \"), maxTextureSize: \" + width);\r\n height = width;\r\n }\r\n\r\n return new Vector2(width, height);\r\n }\r\n}\r\n"]}
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