@onerjs/core 8.40.1 → 8.40.3
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/Engines/WebGPU/webgpuHardwareTexture.js +1 -1
- package/Engines/WebGPU/webgpuHardwareTexture.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/webgpuEngine.js +5 -3
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +2 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +12 -1
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +2 -1
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +31 -11
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Maths/math.path.d.ts +16 -6
- package/Maths/math.path.js +98 -25
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.vector.d.ts +24 -0
- package/Maths/math.vector.js +39 -5
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +7 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +80 -8
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +9 -0
- package/Rendering/depthRenderer.js +42 -6
- package/Rendering/depthRenderer.js.map +1 -1
- package/Shaders/gaussianSplattingDepth.fragment.js +11 -4
- package/Shaders/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +9 -3
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +2 -1
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/package.json +1 -1
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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n public IS_COMPOUND = false;\r\n public MAX_PART_COUNT = 16; // Can be up to 256, then we'll need to change the partIndices texture format to uint16\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth();\r\n const renderHeight = engine.getRenderHeight();\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n const projection = scene.getProjectionMatrix();\r\n const t = projection.m[5];\r\n const focal = (renderWidth * t) / 2.0;\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage): ShaderMaterial {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: [\"#define DEPTH_RENDER\"],\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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+
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type { SubMesh } from \"../../Meshes/subMesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Effect, IEffectCreationOptions } from \"../../Materials/effect\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Matrix } from \"../../Maths/math.vector\";\r\nimport type { GaussianSplattingMesh } from \"../../Meshes/GaussianSplatting/gaussianSplattingMesh\";\r\nimport { SerializationHelper } from \"../../Misc/decorators.serialization\";\r\nimport { VertexBuffer } from \"../../Buffers/buffer\";\r\nimport { MaterialDefines } from \"../../Materials/materialDefines\";\r\nimport { PushMaterial } from \"../../Materials/pushMaterial\";\r\nimport { RegisterClass } from \"../../Misc/typeStore\";\r\nimport { AddClipPlaneUniforms, BindClipPlane } from \"../clipPlaneMaterialHelper\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { ShadowDepthWrapper } from \"../../Materials/shadowDepthWrapper\";\r\nimport { ShaderMaterial } from \"../../Materials/shaderMaterial\";\r\n\r\nimport \"../../Shaders/gaussianSplatting.fragment\";\r\nimport \"../../Shaders/gaussianSplatting.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplatting.vertex\";\r\nimport \"../../Shaders/gaussianSplattingDepth.fragment\";\r\nimport \"../../Shaders/gaussianSplattingDepth.vertex\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.fragment\";\r\nimport \"../../ShadersWGSL/gaussianSplattingDepth.vertex\";\r\nimport {\r\n BindFogParameters,\r\n BindLogDepth,\r\n PrepareAttributesForInstances,\r\n PrepareDefinesForAttributes,\r\n PrepareDefinesForFrameBoundValues,\r\n PrepareDefinesForMisc,\r\n PrepareUniformsAndSamplersList,\r\n} from \"../materialHelper.functions\";\r\nimport { ShaderLanguage } from \"../shaderLanguage\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass GaussianSplattingMaterialDefines extends MaterialDefines {\r\n public FOG = false;\r\n public THIN_INSTANCES = true;\r\n public LOGARITHMICDEPTH = false;\r\n public CLIPPLANE = false;\r\n public CLIPPLANE2 = false;\r\n public CLIPPLANE3 = false;\r\n public CLIPPLANE4 = false;\r\n public CLIPPLANE5 = false;\r\n public CLIPPLANE6 = false;\r\n public SH_DEGREE = 0;\r\n public COMPENSATION = false;\r\n public IS_COMPOUND = false;\r\n public MAX_PART_COUNT = 16; // Can be up to 256, then we'll need to change the partIndices texture format to uint16\r\n\r\n /**\r\n * Constructor of the defines.\r\n */\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * GaussianSplattingMaterial material used to render Gaussian Splatting\r\n * @experimental\r\n */\r\nexport class GaussianSplattingMaterial extends PushMaterial {\r\n /**\r\n * Instantiates a Gaussian Splatting Material in the given scene\r\n * @param name The friendly name of the material\r\n * @param scene The scene to add the material to\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n\r\n this.backFaceCulling = false;\r\n this.shadowDepthWrapper = GaussianSplattingMaterial._MakeGaussianSplattingShadowDepthWrapper(scene!, this.shaderLanguage);\r\n }\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material\r\n */\r\n public static KernelSize: number = 0.3;\r\n\r\n /**\r\n * Compensation\r\n */\r\n public static Compensation: boolean = false;\r\n\r\n /**\r\n * Point spread function (default 0.3). Can be overriden per GS material, otherwise, using default static `KernelSize` value\r\n */\r\n public kernelSize = GaussianSplattingMaterial.KernelSize;\r\n private _compensation = GaussianSplattingMaterial.Compensation;\r\n\r\n // set to true when material defines are dirty\r\n private _isDirty = false;\r\n\r\n /**\r\n * Set compensation default value is `GaussianSplattingMaterial.Compensation`\r\n */\r\n public set compensation(value: boolean) {\r\n this._isDirty = this._isDirty != value;\r\n this._compensation = value;\r\n }\r\n\r\n /**\r\n * Get compensation\r\n */\r\n public get compensation(): boolean {\r\n return this._compensation;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n */\r\n public override get hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha test mode.\r\n * @returns false\r\n */\r\n public override needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Specifies whether or not this material should be rendered in alpha blend mode.\r\n * @returns true\r\n */\r\n public override needAlphaBlending(): boolean {\r\n return true;\r\n }\r\n\r\n protected static _Attribs = [VertexBuffer.PositionKind, \"splatIndex0\", \"splatIndex1\", \"splatIndex2\", \"splatIndex3\"];\r\n protected static _Samplers = [\"covariancesATexture\", \"covariancesBTexture\", \"centersTexture\", \"colorsTexture\", \"shTexture0\", \"shTexture1\", \"shTexture2\", \"partIndicesTexture\"];\r\n protected static _UniformBuffers = [\"Scene\", \"Mesh\"];\r\n protected static _Uniforms = [\r\n \"world\",\r\n \"view\",\r\n \"projection\",\r\n \"vFogInfos\",\r\n \"vFogColor\",\r\n \"logarithmicDepthConstant\",\r\n \"invViewport\",\r\n \"dataTextureSize\",\r\n \"focal\",\r\n \"eyePosition\",\r\n \"kernelSize\",\r\n \"alpha\",\r\n \"depthValues\",\r\n \"partWorld\",\r\n \"partVisibility\",\r\n ];\r\n private _sourceMesh: GaussianSplattingMesh | null = null;\r\n /**\r\n * Checks whether the material is ready to be rendered for a given mesh.\r\n * @param mesh The mesh to render\r\n * @param subMesh The submesh to check against\r\n * @returns true if all the dependencies are ready (Textures, Effects...)\r\n */\r\n public override isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n const useInstances = true;\r\n\r\n const drawWrapper = subMesh._drawWrapper;\r\n let defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n\r\n if (defines && this._isDirty) {\r\n defines.markAsUnprocessed();\r\n }\r\n\r\n if (drawWrapper.effect && this.isFrozen) {\r\n if (drawWrapper._wasPreviouslyReady && drawWrapper._wasPreviouslyUsingInstances === useInstances) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n defines = subMesh.materialDefines = new GaussianSplattingMaterialDefines();\r\n }\r\n\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n if (!this._sourceMesh) {\r\n return false;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n const gsMesh = this._sourceMesh;\r\n\r\n // Misc.\r\n PrepareDefinesForMisc(\r\n mesh,\r\n scene,\r\n this._useLogarithmicDepth,\r\n this.pointsCloud,\r\n this.fogEnabled,\r\n false,\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._isVertexOutputInvariant\r\n );\r\n\r\n // Values that need to be evaluated on every frame\r\n PrepareDefinesForFrameBoundValues(scene, engine, this, defines, useInstances, null, true);\r\n\r\n // Attribs\r\n PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // SH is disabled for webGL1\r\n if (engine.version > 1 || engine.isWebGPU) {\r\n defines[\"SH_DEGREE\"] = gsMesh.shDegree;\r\n }\r\n\r\n defines[\"IS_COMPOUND\"] = gsMesh.isCompound;\r\n\r\n // Compensation\r\n const splatMaterial = gsMesh.material as GaussianSplattingMaterial;\r\n defines[\"COMPENSATION\"] = splatMaterial && splatMaterial.compensation ? splatMaterial.compensation : GaussianSplattingMaterial.Compensation;\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n PrepareAttributesForInstances(GaussianSplattingMaterial._Attribs, defines);\r\n\r\n PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: defines,\r\n });\r\n\r\n AddClipPlaneUniforms(GaussianSplattingMaterial._Uniforms);\r\n\r\n const join = defines.toString();\r\n const effect = scene.getEngine().createEffect(\r\n \"gaussianSplatting\",\r\n <IEffectCreationOptions>{\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniformsNames: GaussianSplattingMaterial._Uniforms,\r\n uniformBuffersNames: GaussianSplattingMaterial._UniformBuffers,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n defines: join,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: {},\r\n shaderLanguage: this._shaderLanguage,\r\n extraInitializationsAsync: async () => {\r\n if (this._shaderLanguage === ShaderLanguage.WGSL) {\r\n await Promise.all([import(\"../../ShadersWGSL/gaussianSplatting.fragment\"), import(\"../../ShadersWGSL/gaussianSplatting.vertex\")]);\r\n } else {\r\n await Promise.all([import(\"../../Shaders/gaussianSplatting.fragment\"), import(\"../../Shaders/gaussianSplatting.vertex\")]);\r\n }\r\n },\r\n },\r\n engine\r\n );\r\n subMesh.setEffect(effect, defines, this._materialContext);\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n drawWrapper._wasPreviouslyReady = true;\r\n drawWrapper._wasPreviouslyUsingInstances = useInstances;\r\n this._isDirty = false;\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * GaussianSplattingMaterial belongs to a single mesh\r\n * @param mesh mesh this material belongs to\r\n */\r\n public setSourceMesh(mesh: GaussianSplattingMesh) {\r\n this._sourceMesh = mesh;\r\n }\r\n /**\r\n * Bind material effect for a specific Gaussian Splatting mesh\r\n * @param mesh Gaussian splatting mesh\r\n * @param effect Splatting material or node material\r\n * @param scene scene that contains mesh and camera used for rendering\r\n */\r\n public static BindEffect(mesh: Mesh, effect: Effect, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const camera = scene.activeCamera;\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n\r\n if (!gsMaterial._sourceMesh) {\r\n return;\r\n }\r\n\r\n const gsMesh = gsMaterial._sourceMesh;\r\n\r\n // check if rigcamera, get number of rigs\r\n const numberOfRigs = camera?.rigParent?.rigCameras.length || 1;\r\n\r\n effect.setFloat2(\"invViewport\", 1 / (renderWidth / numberOfRigs), 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n scene.bindEyePosition(effect, \"eyePosition\", true);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n\r\n if (gsMesh.shTextures) {\r\n for (let i = 0; i < gsMesh.shTextures?.length; i++) {\r\n effect.setTexture(`shTexture${i}`, gsMesh.shTextures[i]);\r\n }\r\n }\r\n\r\n // Bind part indices texture, if the\r\n if (gsMesh.partIndicesTexture) {\r\n effect.setTexture(\"partIndicesTexture\", gsMesh.partIndicesTexture);\r\n // Bind part world matrices\r\n const partWorldData = new Float32Array(gsMesh.partCount * 16);\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n gsMesh.getWorldMatrixForPart(i).toArray(partWorldData, i * 16);\r\n }\r\n effect.setMatrices(\"partWorld\", partWorldData);\r\n\r\n // Bind part visibility data\r\n const partVisibilityData: number[] = [];\r\n for (let i = 0; i < gsMesh.partCount; i++) {\r\n partVisibilityData.push(gsMesh.partVisibility[i] ?? 1.0);\r\n }\r\n effect.setArray(\"partVisibility\", partVisibilityData);\r\n }\r\n }\r\n }\r\n /**\r\n * Binds the submesh to this material by preparing the effect and shader to draw\r\n * @param world defines the world transformation matrix\r\n * @param mesh defines the mesh containing the submesh\r\n * @param subMesh defines the submesh to bind the material to\r\n */\r\n public override bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const scene = this.getScene();\r\n\r\n const defines = <GaussianSplattingMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices Mesh.\r\n mesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n mesh.transferToEffect(world);\r\n\r\n // Bind data\r\n const mustRebind = this._mustRebind(scene, effect, subMesh, mesh.visibility);\r\n\r\n if (mustRebind) {\r\n this.bindView(effect);\r\n this.bindViewProjection(effect);\r\n GaussianSplattingMaterial.BindEffect(mesh, this._activeEffect, scene);\r\n // Clip plane\r\n BindClipPlane(effect, this, scene);\r\n } else if (scene.getEngine()._features.needToAlwaysBindUniformBuffers) {\r\n this._needToBindSceneUbo = true;\r\n }\r\n\r\n // Fog\r\n BindFogParameters(scene, mesh, effect);\r\n\r\n // Log. depth\r\n if (this.useLogarithmicDepth) {\r\n BindLogDepth(defines, effect, scene);\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect, subMesh);\r\n }\r\n\r\n protected static _BindEffectUniforms(gsMesh: GaussianSplattingMesh, gsMaterial: GaussianSplattingMaterial, shaderMaterial: ShaderMaterial, scene: Scene): void {\r\n const engine = scene.getEngine();\r\n const effect = shaderMaterial.getEffect()!;\r\n const camera = scene.activeCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n gsMesh.getMeshUniformBuffer().bindToEffect(effect, \"Mesh\");\r\n shaderMaterial.bindView(effect);\r\n shaderMaterial.bindViewProjection(effect);\r\n\r\n const renderWidth = engine.getRenderWidth() * camera!.viewport.width;\r\n const renderHeight = engine.getRenderHeight() * camera!.viewport.height;\r\n effect.setFloat2(\"invViewport\", 1 / renderWidth, 1 / renderHeight);\r\n\r\n let focal = 1000;\r\n\r\n if (camera) {\r\n /*\r\n more explicit version:\r\n const t = camera.getProjectionMatrix().m[5];\r\n const FovY = Math.atan(1.0 / t) * 2.0;\r\n focal = renderHeight / 2.0 / Math.tan(FovY / 2.0);\r\n Using a shorter version here to not have tan(atan) and 2.0 factor\r\n */\r\n const t = camera.getProjectionMatrix().m[5];\r\n if (camera.fovMode == Camera.FOVMODE_VERTICAL_FIXED) {\r\n focal = (renderHeight * t) / 2.0;\r\n } else {\r\n focal = (renderWidth * t) / 2.0;\r\n }\r\n }\r\n\r\n effect.setFloat2(\"focal\", focal, focal);\r\n effect.setFloat(\"kernelSize\", gsMaterial && gsMaterial.kernelSize ? gsMaterial.kernelSize : GaussianSplattingMaterial.KernelSize);\r\n effect.setFloat(\"alpha\", gsMaterial.alpha);\r\n\r\n let minZ: number, maxZ: number;\r\n\r\n const cameraIsOrtho = camera.mode === Camera.ORTHOGRAPHIC_CAMERA;\r\n if (cameraIsOrtho) {\r\n minZ = !engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : 1;\r\n } else {\r\n minZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? camera.minZ : engine.isNDCHalfZRange ? 0 : camera.minZ;\r\n maxZ = engine.useReverseDepthBuffer && engine.isNDCHalfZRange ? 0 : camera.maxZ;\r\n }\r\n\r\n effect.setFloat2(\"depthValues\", minZ, minZ + maxZ);\r\n\r\n if (gsMesh.covariancesATexture) {\r\n const textureSize = gsMesh.covariancesATexture.getSize();\r\n effect.setFloat2(\"dataTextureSize\", textureSize.width, textureSize.height);\r\n\r\n effect.setTexture(\"covariancesATexture\", gsMesh.covariancesATexture);\r\n effect.setTexture(\"covariancesBTexture\", gsMesh.covariancesBTexture);\r\n effect.setTexture(\"centersTexture\", gsMesh.centersTexture);\r\n effect.setTexture(\"colorsTexture\", gsMesh.colorsTexture);\r\n }\r\n }\r\n\r\n /**\r\n * Create a depth rendering material for a Gaussian Splatting mesh\r\n * @param scene scene it belongs to\r\n * @param shaderLanguage GLSL or WGSL\r\n * @param alphaBlendedDepth whether to enable alpha blended depth rendering\r\n * @returns depth rendering shader material\r\n */\r\n public makeDepthRenderingMaterial(scene: Scene, shaderLanguage: ShaderLanguage, alphaBlendedDepth: boolean = false): ShaderMaterial {\r\n const defines = [\"#define DEPTH_RENDER\"];\r\n if (alphaBlendedDepth) {\r\n defines.push(\"#define ALPHA_BLENDED_DEPTH\");\r\n }\r\n\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepthRender\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n defines: defines,\r\n needAlphaBlending: alphaBlendedDepth,\r\n }\r\n );\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n return shaderMaterial;\r\n }\r\n protected static _MakeGaussianSplattingShadowDepthWrapper(scene: Scene, shaderLanguage: ShaderLanguage): ShadowDepthWrapper {\r\n const shaderMaterial = new ShaderMaterial(\r\n \"gaussianSplattingDepth\",\r\n scene,\r\n {\r\n vertex: \"gaussianSplattingDepth\",\r\n fragment: \"gaussianSplattingDepth\",\r\n },\r\n {\r\n attributes: GaussianSplattingMaterial._Attribs,\r\n uniforms: GaussianSplattingMaterial._Uniforms,\r\n samplers: GaussianSplattingMaterial._Samplers,\r\n uniformBuffers: GaussianSplattingMaterial._UniformBuffers,\r\n shaderLanguage: shaderLanguage,\r\n }\r\n );\r\n\r\n const shadowDepthWrapper = new ShadowDepthWrapper(shaderMaterial, scene, {\r\n standalone: true,\r\n });\r\n\r\n shaderMaterial.onBindObservable.add((mesh: AbstractMesh) => {\r\n const gsMaterial = mesh.material as GaussianSplattingMaterial;\r\n const gsMesh = mesh as GaussianSplattingMesh;\r\n\r\n GaussianSplattingMaterial._BindEffectUniforms(gsMesh, gsMaterial, shaderMaterial, scene);\r\n });\r\n\r\n return shadowDepthWrapper;\r\n }\r\n\r\n /**\r\n * Clones the material.\r\n * @param name The cloned name.\r\n * @returns The cloned material.\r\n */\r\n public override clone(name: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Clone(() => new GaussianSplattingMaterial(name, this.getScene()), this);\r\n }\r\n\r\n /**\r\n * Serializes the current material to its JSON representation.\r\n * @returns The JSON representation.\r\n */\r\n public override serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GaussianSplattingMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n /**\r\n * Gets the class name of the material\r\n * @returns \"GaussianSplattingMaterial\"\r\n */\r\n public override getClassName(): string {\r\n return \"GaussianSplattingMaterial\";\r\n }\r\n\r\n /**\r\n * Parse a JSON input to create back a Gaussian Splatting material.\r\n * @param source The JSON data to parse\r\n * @param scene The scene to create the parsed material in\r\n * @param rootUrl The root url of the assets the material depends upon\r\n * @returns the instantiated GaussianSplattingMaterial.\r\n */\r\n public static override Parse(source: any, scene: Scene, rootUrl: string): GaussianSplattingMaterial {\r\n return SerializationHelper.Parse(() => new GaussianSplattingMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GaussianSplattingMaterial\", GaussianSplattingMaterial);\r\n"]}
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package/Maths/math.path.d.ts
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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import type { DeepImmutable, Nullable } from "../types.js";
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2
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-
import { Vector2, Vector3 } from "./math.vector.js";
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3
2
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import type { Vector4 } from "./math.vector.js";
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3
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+
import { Vector2, Vector3 } from "./math.vector.js";
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4
4
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/**
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5
5
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* Defines potential orientation for back face culling
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6
6
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*/
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@@ -383,9 +383,10 @@ export declare class Curve3 {
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* @param v1 (Vector3) the control point
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384
384
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* @param v2 (Vector3) the end point of the Quadratic Bezier
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385
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* @param nbPoints (integer) the wanted number of points in the curve
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+
* @param ref (Curve3) the updated Curve3 ref
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386
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* @returns the created Curve3
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387
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*/
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-
static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
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389
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+
static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number, ref?: Curve3): Curve3;
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/**
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* Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#cubic-bezier-curve
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* @param v0 (Vector3) the origin point of the Cubic Bezier
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@@ -393,9 +394,10 @@ export declare class Curve3 {
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* @param v2 (Vector3) the second control point
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* @param v3 (Vector3) the end point of the Cubic Bezier
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395
396
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* @param nbPoints (integer) the wanted number of points in the curve
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+
* @param ref (Curve3) the updated Curve3 ref
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396
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* @returns the created Curve3
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397
399
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*/
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398
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-
static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
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400
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+
static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number, ref?: Curve3): Curve3;
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399
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/**
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* Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#hermite-spline
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401
403
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* @param p1 (Vector3) the origin point of the Hermite Spline
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@@ -403,17 +405,19 @@ export declare class Curve3 {
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* @param p2 (Vector3) the end point of the Hermite Spline
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* @param t2 (Vector3) the tangent vector at the end point
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405
407
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* @param nSeg (integer) the number of curve segments or nSeg + 1 points in the array
|
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408
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+
* @param ref (Curve3) the updated Curve3 ref
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406
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* @returns the created Curve3
|
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407
410
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*/
|
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408
|
-
static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nSeg: number): Curve3;
|
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411
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+
static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nSeg: number, ref?: Curve3): Curve3;
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/**
|
|
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* Returns a Curve3 object along a CatmullRom Spline curve :
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* @param points (array of Vector3) the points the spline must pass through. At least, four points required
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* @param nbPoints (integer) the wanted number of points between each curve control points
|
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* @param closed (boolean) optional with default false, when true forms a closed loop from the points
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+
* @param ref (Curve3) the updated Curve3 ref
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414
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* @returns the created Curve3
|
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415
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*/
|
|
416
|
-
static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
|
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420
|
+
static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean, ref?: Curve3): Curve3;
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417
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/**
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* Returns a Curve3 object along an arc through three vector3 points:
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* The three points should not be colinear. When they are the Curve3 is empty.
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@@ -423,9 +427,10 @@ export declare class Curve3 {
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* @param steps (number) the larger the number of steps the more detailed the arc.
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* @param closed (boolean) optional with default false, when true forms the chord from the first and third point
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* @param fullCircle Circle (boolean) optional with default false, when true forms the complete circle through the three points
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+
* @param ref (Curve3) the updated Curve3 ref
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* @returns the created Curve3
|
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*/
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428
|
-
static ArcThru3Points(first: Vector3, second: Vector3, third: Vector3, steps?: number, closed?: boolean, fullCircle?: boolean): Curve3;
|
|
433
|
+
static ArcThru3Points(first: Vector3, second: Vector3, third: Vector3, steps?: number, closed?: boolean, fullCircle?: boolean, ref?: Curve3): Curve3;
|
|
429
434
|
/**
|
|
430
435
|
* A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
|
|
431
436
|
* A Curve3 is designed from a series of successive Vector3.
|
|
@@ -449,5 +454,10 @@ export declare class Curve3 {
|
|
|
449
454
|
* @returns the newly constructed curve
|
|
450
455
|
*/
|
|
451
456
|
continue(curve: DeepImmutable<Curve3>): Curve3;
|
|
457
|
+
/**
|
|
458
|
+
* @param curve
|
|
459
|
+
* @returns
|
|
460
|
+
*/
|
|
461
|
+
copyFrom(curve: Curve3): this;
|
|
452
462
|
private _computeLength;
|
|
453
463
|
}
|
package/Maths/math.path.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { Clamp, WithinEpsilon } from "./math.scalar.functions.js";
|
|
2
|
-
import {
|
|
2
|
+
import { Matrix, Quaternion, Vector2, Vector3 } from "./math.vector.js";
|
|
3
3
|
import { Epsilon } from "./math.constants.js";
|
|
4
4
|
/**
|
|
5
5
|
* Defines potential orientation for back face culling
|
|
@@ -860,19 +860,28 @@ export class Curve3 {
|
|
|
860
860
|
* @param v1 (Vector3) the control point
|
|
861
861
|
* @param v2 (Vector3) the end point of the Quadratic Bezier
|
|
862
862
|
* @param nbPoints (integer) the wanted number of points in the curve
|
|
863
|
+
* @param ref (Curve3) the updated Curve3 ref
|
|
863
864
|
* @returns the created Curve3
|
|
864
865
|
*/
|
|
865
|
-
static CreateQuadraticBezier(v0, v1, v2, nbPoints) {
|
|
866
|
+
static CreateQuadraticBezier(v0, v1, v2, nbPoints, ref) {
|
|
866
867
|
nbPoints = nbPoints > 2 ? nbPoints : 3;
|
|
867
|
-
const bez = [];
|
|
868
|
+
const bez = ref ? ref.getPoints() : [];
|
|
868
869
|
const equation = (t, val0, val1, val2) => {
|
|
869
|
-
|
|
870
|
-
return res;
|
|
870
|
+
return (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
|
|
871
871
|
};
|
|
872
872
|
for (let i = 0; i <= nbPoints; i++) {
|
|
873
|
-
|
|
873
|
+
const x = equation(i / nbPoints, v0.x, v1.x, v2.x);
|
|
874
|
+
const y = equation(i / nbPoints, v0.y, v1.y, v2.y);
|
|
875
|
+
const z = equation(i / nbPoints, v0.z, v1.z, v2.z);
|
|
876
|
+
if (bez[i]) {
|
|
877
|
+
bez[i].copyFromFloats(x, y, z);
|
|
878
|
+
}
|
|
879
|
+
else {
|
|
880
|
+
bez.push(new Vector3(x, y, z));
|
|
881
|
+
}
|
|
874
882
|
}
|
|
875
|
-
|
|
883
|
+
bez.length = nbPoints;
|
|
884
|
+
return ref || new Curve3(bez);
|
|
876
885
|
}
|
|
877
886
|
/**
|
|
878
887
|
* Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#cubic-bezier-curve
|
|
@@ -881,19 +890,29 @@ export class Curve3 {
|
|
|
881
890
|
* @param v2 (Vector3) the second control point
|
|
882
891
|
* @param v3 (Vector3) the end point of the Cubic Bezier
|
|
883
892
|
* @param nbPoints (integer) the wanted number of points in the curve
|
|
893
|
+
* @param ref (Curve3) the updated Curve3 ref
|
|
884
894
|
* @returns the created Curve3
|
|
885
895
|
*/
|
|
886
|
-
static CreateCubicBezier(v0, v1, v2, v3, nbPoints) {
|
|
896
|
+
static CreateCubicBezier(v0, v1, v2, v3, nbPoints, ref) {
|
|
887
897
|
nbPoints = nbPoints > 3 ? nbPoints : 4;
|
|
888
|
-
const bez = [];
|
|
898
|
+
const bez = ref ? ref.getPoints() : [];
|
|
889
899
|
const equation = (t, val0, val1, val2, val3) => {
|
|
890
900
|
const res = (1.0 - t) * (1.0 - t) * (1.0 - t) * val0 + 3.0 * t * (1.0 - t) * (1.0 - t) * val1 + 3.0 * t * t * (1.0 - t) * val2 + t * t * t * val3;
|
|
891
901
|
return res;
|
|
892
902
|
};
|
|
893
903
|
for (let i = 0; i <= nbPoints; i++) {
|
|
894
|
-
|
|
904
|
+
const x = equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x);
|
|
905
|
+
const y = equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y);
|
|
906
|
+
const z = equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z);
|
|
907
|
+
if (bez[i]) {
|
|
908
|
+
bez[i].copyFromFloats(x, y, z);
|
|
909
|
+
}
|
|
910
|
+
else {
|
|
911
|
+
bez.push(new Vector3(x, y, z));
|
|
912
|
+
}
|
|
895
913
|
}
|
|
896
|
-
|
|
914
|
+
bez.length = nbPoints;
|
|
915
|
+
return ref || new Curve3(bez);
|
|
897
916
|
}
|
|
898
917
|
/**
|
|
899
918
|
* Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/features/featuresDeepDive/mesh/drawCurves#hermite-spline
|
|
@@ -902,25 +921,33 @@ export class Curve3 {
|
|
|
902
921
|
* @param p2 (Vector3) the end point of the Hermite Spline
|
|
903
922
|
* @param t2 (Vector3) the tangent vector at the end point
|
|
904
923
|
* @param nSeg (integer) the number of curve segments or nSeg + 1 points in the array
|
|
924
|
+
* @param ref (Curve3) the updated Curve3 ref
|
|
905
925
|
* @returns the created Curve3
|
|
906
926
|
*/
|
|
907
|
-
static CreateHermiteSpline(p1, t1, p2, t2, nSeg) {
|
|
908
|
-
const hermite = [];
|
|
927
|
+
static CreateHermiteSpline(p1, t1, p2, t2, nSeg, ref) {
|
|
928
|
+
const hermite = ref ? ref.getPoints() : [];
|
|
909
929
|
const step = 1.0 / nSeg;
|
|
910
930
|
for (let i = 0; i <= nSeg; i++) {
|
|
911
|
-
hermite
|
|
931
|
+
if (hermite[i]) {
|
|
932
|
+
Vector3.HermiteToRef(p1, t1, p2, t2, i * step, hermite[i]);
|
|
933
|
+
}
|
|
934
|
+
else {
|
|
935
|
+
hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
|
|
936
|
+
}
|
|
912
937
|
}
|
|
913
|
-
|
|
938
|
+
hermite.length = nSeg;
|
|
939
|
+
return ref || new Curve3(hermite);
|
|
914
940
|
}
|
|
915
941
|
/**
|
|
916
942
|
* Returns a Curve3 object along a CatmullRom Spline curve :
|
|
917
943
|
* @param points (array of Vector3) the points the spline must pass through. At least, four points required
|
|
918
944
|
* @param nbPoints (integer) the wanted number of points between each curve control points
|
|
919
945
|
* @param closed (boolean) optional with default false, when true forms a closed loop from the points
|
|
946
|
+
* @param ref (Curve3) the updated Curve3 ref
|
|
920
947
|
* @returns the created Curve3
|
|
921
948
|
*/
|
|
922
|
-
static CreateCatmullRomSpline(points, nbPoints, closed) {
|
|
923
|
-
const catmullRom = [];
|
|
949
|
+
static CreateCatmullRomSpline(points, nbPoints, closed, ref) {
|
|
950
|
+
const catmullRom = ref ? ref.getPoints() : [];
|
|
924
951
|
const step = 1.0 / nbPoints;
|
|
925
952
|
let amount = 0.0;
|
|
926
953
|
if (closed) {
|
|
@@ -928,11 +955,21 @@ export class Curve3 {
|
|
|
928
955
|
for (let i = 0; i < pointsCount; i++) {
|
|
929
956
|
amount = 0;
|
|
930
957
|
for (let c = 0; c < nbPoints; c++) {
|
|
931
|
-
|
|
958
|
+
if (catmullRom[i]) {
|
|
959
|
+
Vector3.CatmullRomToRef(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount, catmullRom[i]);
|
|
960
|
+
}
|
|
961
|
+
else {
|
|
962
|
+
catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
|
|
963
|
+
}
|
|
932
964
|
amount += step;
|
|
933
965
|
}
|
|
934
966
|
}
|
|
935
|
-
|
|
967
|
+
if (catmullRom[pointsCount]) {
|
|
968
|
+
catmullRom[pointsCount].copyFrom(catmullRom[0]);
|
|
969
|
+
}
|
|
970
|
+
else {
|
|
971
|
+
catmullRom.push(catmullRom[0]);
|
|
972
|
+
}
|
|
936
973
|
}
|
|
937
974
|
else {
|
|
938
975
|
const totalPoints = [];
|
|
@@ -940,17 +977,29 @@ export class Curve3 {
|
|
|
940
977
|
Array.prototype.push.apply(totalPoints, points);
|
|
941
978
|
totalPoints.push(points[points.length - 1].clone());
|
|
942
979
|
let i = 0;
|
|
980
|
+
let index = 0;
|
|
981
|
+
const pushPoint = () => {
|
|
982
|
+
if (catmullRom[index]) {
|
|
983
|
+
Vector3.CatmullRomToRef(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount, catmullRom[index]);
|
|
984
|
+
}
|
|
985
|
+
else {
|
|
986
|
+
catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
|
|
987
|
+
}
|
|
988
|
+
};
|
|
943
989
|
for (; i < totalPoints.length - 3; i++) {
|
|
944
990
|
amount = 0;
|
|
945
991
|
for (let c = 0; c < nbPoints; c++) {
|
|
946
|
-
|
|
992
|
+
pushPoint();
|
|
947
993
|
amount += step;
|
|
994
|
+
index++;
|
|
948
995
|
}
|
|
949
996
|
}
|
|
950
997
|
i--;
|
|
951
|
-
|
|
998
|
+
pushPoint();
|
|
999
|
+
index++;
|
|
1000
|
+
catmullRom.length = index;
|
|
952
1001
|
}
|
|
953
|
-
return new Curve3(catmullRom);
|
|
1002
|
+
return ref || new Curve3(catmullRom);
|
|
954
1003
|
}
|
|
955
1004
|
/**
|
|
956
1005
|
* Returns a Curve3 object along an arc through three vector3 points:
|
|
@@ -961,16 +1010,21 @@ export class Curve3 {
|
|
|
961
1010
|
* @param steps (number) the larger the number of steps the more detailed the arc.
|
|
962
1011
|
* @param closed (boolean) optional with default false, when true forms the chord from the first and third point
|
|
963
1012
|
* @param fullCircle Circle (boolean) optional with default false, when true forms the complete circle through the three points
|
|
1013
|
+
* @param ref (Curve3) the updated Curve3 ref
|
|
964
1014
|
* @returns the created Curve3
|
|
965
1015
|
*/
|
|
966
|
-
static ArcThru3Points(first, second, third, steps = 32, closed = false, fullCircle = false) {
|
|
967
|
-
const arc = [];
|
|
1016
|
+
static ArcThru3Points(first, second, third, steps = 32, closed = false, fullCircle = false, ref) {
|
|
1017
|
+
const arc = ref ? ref.getPoints() : [];
|
|
968
1018
|
const vec1 = second.subtract(first);
|
|
969
1019
|
const vec2 = third.subtract(second);
|
|
970
1020
|
const vec3 = first.subtract(third);
|
|
971
1021
|
const zAxis = Vector3.Cross(vec1, vec2);
|
|
972
1022
|
const len4 = zAxis.length();
|
|
973
1023
|
if (len4 < Math.pow(10, -8)) {
|
|
1024
|
+
if (ref) {
|
|
1025
|
+
arc.length = 0;
|
|
1026
|
+
return ref;
|
|
1027
|
+
}
|
|
974
1028
|
return new Curve3(arc); // colinear points arc is empty
|
|
975
1029
|
}
|
|
976
1030
|
const len1Sq = vec1.lengthSquared();
|
|
@@ -991,12 +1045,15 @@ export class Curve3 {
|
|
|
991
1045
|
const radiusVec = first.subtract(center);
|
|
992
1046
|
const xAxis = radiusVec.normalize();
|
|
993
1047
|
const yAxis = Vector3.Cross(zAxis, xAxis).normalize();
|
|
1048
|
+
let length = 0;
|
|
994
1049
|
if (fullCircle) {
|
|
995
1050
|
const dStep = (2 * Math.PI) / steps;
|
|
996
1051
|
for (let theta = 0; theta <= 2 * Math.PI; theta += dStep) {
|
|
997
1052
|
arc.push(center.add(xAxis.scale(radius * Math.cos(theta)).add(yAxis.scale(radius * Math.sin(theta)))));
|
|
1053
|
+
length++;
|
|
998
1054
|
}
|
|
999
1055
|
arc.push(first);
|
|
1056
|
+
length++;
|
|
1000
1057
|
}
|
|
1001
1058
|
else {
|
|
1002
1059
|
const dStep = 1 / steps;
|
|
@@ -1005,14 +1062,18 @@ export class Curve3 {
|
|
|
1005
1062
|
do {
|
|
1006
1063
|
point = center.add(xAxis.scale(radius * Math.cos(theta)).add(yAxis.scale(radius * Math.sin(theta))));
|
|
1007
1064
|
arc.push(point);
|
|
1065
|
+
length++;
|
|
1008
1066
|
theta += dStep;
|
|
1009
1067
|
} while (!point.equalsWithEpsilon(third, radius * dStep * 1.1));
|
|
1010
1068
|
arc.push(third);
|
|
1069
|
+
length++;
|
|
1011
1070
|
if (closed) {
|
|
1012
1071
|
arc.push(first);
|
|
1072
|
+
length++;
|
|
1013
1073
|
}
|
|
1014
1074
|
}
|
|
1015
|
-
|
|
1075
|
+
arc.length = length;
|
|
1076
|
+
return ref || new Curve3(arc);
|
|
1016
1077
|
}
|
|
1017
1078
|
/**
|
|
1018
1079
|
* A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
|
|
@@ -1054,6 +1115,18 @@ export class Curve3 {
|
|
|
1054
1115
|
const continuedCurve = new Curve3(continuedPoints);
|
|
1055
1116
|
return continuedCurve;
|
|
1056
1117
|
}
|
|
1118
|
+
/**
|
|
1119
|
+
* @param curve
|
|
1120
|
+
* @returns
|
|
1121
|
+
*/
|
|
1122
|
+
copyFrom(curve) {
|
|
1123
|
+
const points = curve.getPoints();
|
|
1124
|
+
this._points.length = points.length;
|
|
1125
|
+
for (let i = 0; i < points.length; i++) {
|
|
1126
|
+
this._points[i] = this._points[i] ? this._points[i].copyFrom(points[i]) : points[i];
|
|
1127
|
+
}
|
|
1128
|
+
return this;
|
|
1129
|
+
}
|
|
1057
1130
|
_computeLength(path) {
|
|
1058
1131
|
let l = 0;
|
|
1059
1132
|
for (let i = 1; i < path.length; i++) {
|