@onerjs/core 8.52.6 → 8.52.7
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/Cameras/arcRotateCamera.pure.d.ts +3 -1
- package/Cameras/arcRotateCamera.pure.js +21 -1
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +7 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.common.js +61 -1
- package/Engines/engine.common.js.map +1 -1
- package/Engines/thinNativeEngine.pure.js +13 -6
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +8 -0
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +26 -0
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingDebugger.pure.d.ts +2 -0
- package/Meshes/GaussianSplatting/gaussianSplattingDebugger.pure.js +17 -0
- package/Meshes/GaussianSplatting/gaussianSplattingDebugger.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +4 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +6 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +8 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/SmartAssets/index.d.ts +1 -1
- package/SmartAssets/index.js +1 -1
- package/SmartAssets/index.js.map +1 -1
- package/SmartAssets/pure.d.ts +1 -0
- package/SmartAssets/pure.js +1 -0
- package/SmartAssets/pure.js.map +1 -1
- package/SmartAssets/{smartAssetManager.js → smartAssetManager.pure.js} +30 -17
- package/SmartAssets/smartAssetManager.pure.js.map +1 -0
- package/package.json +1 -1
- package/SmartAssets/smartAssetManager.js.map +0 -1
- /package/SmartAssets/{smartAssetManager.d.ts → smartAssetManager.pure.d.ts} +0 -0
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@@ -102,6 +102,7 @@ export declare class GaussianSplattingDebugMaterialPlugin extends MaterialPlugin
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private _partShOrder2s;
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private _partShOrder3s;
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private _partShOrder4s;
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+
private readonly _partArrays;
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private _dbgPartDataTexture;
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private _textureDirty;
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private _maxPartCount;
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@@ -132,6 +133,13 @@ export declare class GaussianSplattingDebugMaterialPlugin extends MaterialPlugin
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* @param partIndex The zero-based part index.
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*/
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clearPartOptions(partIndex: number): void;
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/**
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* Removes the per-part override slot at `removedIndex` and shifts all higher-indexed
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* slots down by one, keeping the arrays aligned with the compound mesh's new part layout.
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* @param removedIndex The original (pre-removal) part index.
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* @internal
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*/
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shiftPartOptions(removedIndex: number): void;
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/**
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* World-space axis-aligned clipping box. Splats outside are not rendered.
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* Set to null to disable clipping.
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@@ -77,6 +77,18 @@ export class GaussianSplattingDebugMaterialPlugin extends MaterialPluginBase {
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this._dbgPartDataTexture = null;
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this._textureDirty = false;
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this._maxPartCount = 0;
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this._partArrays = [
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this._partClippingBoxes,
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this._partOpacityCullings,
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this._partSizeCullings,
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this._partOpacityScales,
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this._partOpacitySaturates,
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this._partShDcs,
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this._partShOrder1s,
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this._partShOrder2s,
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this._partShOrder3s,
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this._partShOrder4s,
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];
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}
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_isAnyFeatureActive() {
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return (this._clippingBox !== null ||
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@@ -180,6 +192,20 @@ export class GaussianSplattingDebugMaterialPlugin extends MaterialPluginBase {
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this._partShOrder4s[partIndex] = null;
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this._markDirty();
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}
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/**
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* Removes the per-part override slot at `removedIndex` and shifts all higher-indexed
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* slots down by one, keeping the arrays aligned with the compound mesh's new part layout.
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* @param removedIndex The original (pre-removal) part index.
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* @internal
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*/
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shiftPartOptions(removedIndex) {
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for (const arr of this._partArrays) {
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if (removedIndex < arr.length) {
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arr.splice(removedIndex, 1);
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}
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}
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this._markDirty();
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}
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/**
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* World-space axis-aligned clipping box. Splats outside are not rendered.
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* Set to null to disable clipping.
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@@ -1 +1 @@
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1
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-
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This file must only contain pure code and pure imports */\n\nimport { type Nullable } from \"../../types\";\nimport { type Scene } from \"../../scene\";\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\nimport { type SubMesh } from \"../../Meshes/subMesh\";\nimport { type UniformBuffer } from \"../uniformBuffer\";\nimport { MaterialDefines } from \"../materialDefines\";\nimport { MaterialPluginBase } from \"../materialPluginBase.pure\";\nimport { ShaderLanguage } from \"../shaderLanguage\";\nimport { RegisterClass } from \"../../Misc/typeStore\";\nimport { type Vector3 } from \"../../Maths/math.vector\";\nimport { Logger } from \"../../Misc/logger\";\nimport { type GaussianSplattingMaterial, GetGaussianSplattingMaxPartCount } from \"./gaussianSplattingMaterial.pure\";\nimport { RawTexture } from \"../Textures/rawTexture\";\nimport { Constants } from \"../../Engines/constants\";\n\n/** @internal */\nclass GaussianSplattingDebugDefines extends MaterialDefines {\n /** Defines whether any debug feature is active */\n GS_DBG_ENABLED: boolean = false;\n /** Defines whether world-space clipping box is enabled (0: off, 1: on) */\n GS_DBG_CLIP: number = 0;\n /** Defines whether opacity culling is enabled (0: off, 1: on) */\n GS_DBG_CULL_OPACITY: number = 0;\n /** Defines whether size culling is enabled (0: off, 1: on) */\n GS_DBG_CULL_SIZE: number = 0;\n /** Defines whether per-splat opacity scaling is enabled (0: off, 1: on) */\n GS_DBG_OPACITY_SCALE: number = 0;\n /** Defines whether opacity saturation (flat disk) is enabled (0: off, 1: on) */\n GS_DBG_OPACITY_SATURATE: number = 0;\n /** Defines whether the DC (base) SH color is included (0: off, 1: on) */\n GS_DBG_SH_DC: number = 1;\n /** Defines whether SH band 1 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER1: number = 1;\n /** Defines whether SH band 2 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER2: number = 1;\n /** Defines whether SH band 3 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER3: number = 1;\n /** Defines whether SH band 4 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER4: number = 1;\n}\n\n/**\n * Per-part debug options for compound Gaussian splat meshes.\n * Each field is optional; unset fields fall back to the global setting on the plugin,\n * and if that is also unset, a neutral value is used (no culling, full SH, etc.).\n */\nexport interface IGaussianSplattingDebugOptions {\n /** World-space axis-aligned clipping box, or null to disable. */\n clippingBox: Nullable<{ min: Vector3; max: Vector3 }>;\n /** Opacity culling range [0..1], or null to disable. */\n opacityCulling: Nullable<{ min: number; max: number }>;\n /** Size culling range, or null to disable. */\n sizeCulling: Nullable<{ min: number; max: number }>;\n /** Scalar opacity multiplier. 1.0 = no change. */\n opacityScale: number;\n /** When true, replaces Gaussian falloff with flat disk opacity. */\n opacitySaturate: boolean;\n /** Include the DC (base) SH color. */\n shDc: boolean;\n /** Include SH band 1 contribution. */\n shOrder1: boolean;\n /** Include SH band 2 contribution. */\n shOrder2: boolean;\n /** Include SH band 3 contribution. */\n shOrder3: boolean;\n /** Include SH band 4 contribution. */\n shOrder4: boolean;\n}\n\n/**\n * Debug plugin for GaussianSplattingMaterial.\n * Provides runtime controls for clipping, opacity/size culling, opacity scaling,\n * opacity saturation, and per-SH-order toggling. All features are gated behind\n * the GS_DBG_ENABLED shader define — when every option is at its default value\n * the define is absent and the shader compiles to identical code as without the plugin.\n *\n * In compound mode (partCount \\> 0), per-part overrides can be set via setPartOptions().\n * Global settings act as defaults; per-part settings override them for that part index.\n */\nexport class GaussianSplattingDebugMaterialPlugin extends MaterialPluginBase {\n private _clippingBox: Nullable<{ min: Vector3; max: Vector3 }> = null;\n private _opacityCulling: Nullable<{ min: number; max: number }> = null;\n private _sizeCulling: Nullable<{ min: number; max: number }> = null;\n private _opacityScale: number = 1.0;\n private _opacitySaturate: boolean = false;\n private _shDc: boolean = true;\n private _shOrder1: boolean = true;\n private _shOrder2: boolean = true;\n private _shOrder3: boolean = true;\n private _shOrder4: boolean = true;\n\n // Per-part state (only populated when partCount > 0)\n private _partCount: number = 0;\n private _partClippingBoxes: Array<Nullable<{ min: Vector3; max: Vector3 }>> = [];\n private _partOpacityCullings: Array<Nullable<{ min: number; max: number }>> = [];\n private _partSizeCullings: Array<Nullable<{ min: number; max: number }>> = [];\n private _partOpacityScales: Array<Nullable<number>> = [];\n private _partOpacitySaturates: Array<Nullable<boolean>> = [];\n private _partShDcs: Array<Nullable<boolean>> = [];\n private _partShOrder1s: Array<Nullable<boolean>> = [];\n private _partShOrder2s: Array<Nullable<boolean>> = [];\n private _partShOrder3s: Array<Nullable<boolean>> = [];\n private _partShOrder4s: Array<Nullable<boolean>> = [];\n\n // Per-part debug LUT: MAX_PART_COUNT × 5 RGBA float texture (dbgPartData)\n private _dbgPartDataTexture: Nullable<RawTexture> = null;\n private _textureDirty: boolean = false;\n private _maxPartCount: number = 0;\n\n /**\n * Creates a new GaussianSplattingDebugMaterialPlugin.\n * @param material The GaussianSplattingMaterial to attach the plugin to.\n */\n constructor(material: GaussianSplattingMaterial) {\n super(material, \"GaussianSplattingDebug\", 200, new GaussianSplattingDebugDefines(), true, true);\n }\n\n private _isAnyFeatureActive(): boolean {\n return (\n this._clippingBox !== null ||\n this._opacityCulling !== null ||\n this._sizeCulling !== null ||\n this._opacityScale !== 1.0 ||\n this._opacitySaturate ||\n !this._shDc ||\n !this._shOrder1 ||\n !this._shOrder2 ||\n !this._shOrder3 ||\n !this._shOrder4 ||\n this._partClippingBoxes.some((b) => b !== null) ||\n this._partOpacityCullings.some((b) => b !== null) ||\n this._partSizeCullings.some((b) => b !== null) ||\n this._partOpacityScales.some((s) => s !== null) ||\n this._partOpacitySaturates.some((s) => s !== null) ||\n this._partShDcs.some((s) => s !== null) ||\n this._partShOrder1s.some((s) => s !== null) ||\n this._partShOrder2s.some((s) => s !== null) ||\n this._partShOrder3s.some((s) => s !== null) ||\n this._partShOrder4s.some((s) => s !== null)\n );\n }\n\n private _markDirty(): void {\n this.markAllDefinesAsDirty();\n this._textureDirty = true;\n }\n\n // ----- Public API -----\n\n /**\n * Number of parts in compound mode. Set automatically by GaussianSplattingDebugger.addMesh().\n * When 0 (non-compound), setPartOptions() logs an error.\n * @returns the part count\n */\n public get partCount(): number {\n return this._partCount;\n }\n public set partCount(count: number) {\n if (this._partCount !== count) {\n this._partCount = count;\n this._markDirty();\n }\n }\n\n /**\n * Sets per-part debug overrides for the given part index.\n * Only valid on compound meshes (partCount \\> 0); logs an error otherwise.\n * @param partIndex The zero-based part index.\n * @param options Partial set of debug options to override for this part.\n */\n public setPartOptions(partIndex: number, options: Partial<IGaussianSplattingDebugOptions>): void {\n if (this._partCount === 0) {\n Logger.Error(\"GaussianSplattingDebugMaterialPlugin.setPartOptions: called on a non-compound mesh. partCount is 0.\");\n return;\n }\n if (options.clippingBox !== undefined) {\n this._partClippingBoxes[partIndex] = options.clippingBox;\n }\n if (options.opacityCulling !== undefined) {\n this._partOpacityCullings[partIndex] = options.opacityCulling;\n }\n if (options.sizeCulling !== undefined) {\n this._partSizeCullings[partIndex] = options.sizeCulling;\n }\n if (options.opacityScale !== undefined) {\n this._partOpacityScales[partIndex] = options.opacityScale;\n }\n if (options.opacitySaturate !== undefined) {\n this._partOpacitySaturates[partIndex] = options.opacitySaturate;\n }\n if (options.shDc !== undefined) {\n this._partShDcs[partIndex] = options.shDc;\n }\n if (options.shOrder1 !== undefined) {\n this._partShOrder1s[partIndex] = options.shOrder1;\n }\n if (options.shOrder2 !== undefined) {\n this._partShOrder2s[partIndex] = options.shOrder2;\n }\n if (options.shOrder3 !== undefined) {\n this._partShOrder3s[partIndex] = options.shOrder3;\n }\n if (options.shOrder4 !== undefined) {\n this._partShOrder4s[partIndex] = options.shOrder4;\n }\n this._markDirty();\n }\n\n /**\n * Clears all per-part debug overrides for the given part index,\n * falling back to global settings.\n * @param partIndex The zero-based part index.\n */\n public clearPartOptions(partIndex: number): void {\n this._partClippingBoxes[partIndex] = null;\n this._partOpacityCullings[partIndex] = null;\n this._partSizeCullings[partIndex] = null;\n this._partOpacityScales[partIndex] = null;\n this._partOpacitySaturates[partIndex] = null;\n this._partShDcs[partIndex] = null;\n this._partShOrder1s[partIndex] = null;\n this._partShOrder2s[partIndex] = null;\n this._partShOrder3s[partIndex] = null;\n this._partShOrder4s[partIndex] = null;\n this._markDirty();\n }\n\n /**\n * World-space axis-aligned clipping box. Splats outside are not rendered.\n * Set to null to disable clipping.\n * Example: `{ min: new Vector3(-2,-2,-2), max: new Vector3(2,2,2) }`\n */\n public get clippingBox(): Nullable<{ min: Vector3; max: Vector3 }> {\n return this._clippingBox;\n }\n public set clippingBox(value: Nullable<{ min: Vector3; max: Vector3 }>) {\n this._clippingBox = value;\n this._markDirty();\n }\n\n /**\n * Opacity culling range [0..1]. Splats whose stored opacity falls outside this\n * range are not rendered. Set to null to disable.\n */\n public get opacityCulling(): Nullable<{ min: number; max: number }> {\n return this._opacityCulling;\n }\n public set opacityCulling(value: Nullable<{ min: number; max: number }>) {\n this._opacityCulling = value;\n this._markDirty();\n }\n\n /**\n * Size culling range. Size is pow(|det(Σ)|, 1/6) of the 3D covariance matrix,\n * equal to the geometric mean of the principal radii. Use GaussianSplattingMeshBase.splatSizeRange\n * to find the asset's range. Set to null to disable.\n */\n public get sizeCulling(): Nullable<{ min: number; max: number }> {\n return this._sizeCulling;\n }\n public set sizeCulling(value: Nullable<{ min: number; max: number }>) {\n this._sizeCulling = value;\n this._markDirty();\n }\n\n /**\n * Scalar multiplier applied to every splat's opacity after all other modifiers.\n * 1.0 (default) = no change.\n */\n public get opacityScale(): number {\n return this._opacityScale;\n }\n public set opacityScale(value: number) {\n this._opacityScale = value;\n this._markDirty();\n }\n\n /**\n * When true, replaces the Gaussian spatial falloff with a flat uniform opacity,\n * making each splat appear as a solid disk with its raw alpha value.\n */\n public get opacitySaturate(): boolean {\n return this._opacitySaturate;\n }\n public set opacitySaturate(value: boolean) {\n this._opacitySaturate = value;\n this._markDirty();\n }\n\n /** Include the DC (base) color from colorsTexture. Default: true. */\n public get shDc(): boolean {\n return this._shDc;\n }\n public set shDc(value: boolean) {\n this._shDc = value;\n this._markDirty();\n }\n\n /** Include SH band 1 contribution. Default: true. */\n public get shOrder1(): boolean {\n return this._shOrder1;\n }\n public set shOrder1(value: boolean) {\n this._shOrder1 = value;\n this._markDirty();\n }\n\n /** Include SH band 2 contribution. Default: true. */\n public get shOrder2(): boolean {\n return this._shOrder2;\n }\n public set shOrder2(value: boolean) {\n this._shOrder2 = value;\n this._markDirty();\n }\n\n /** Include SH band 3 contribution. Default: true. */\n public get shOrder3(): boolean {\n return this._shOrder3;\n }\n public set shOrder3(value: boolean) {\n this._shOrder3 = value;\n this._markDirty();\n }\n\n /** Include SH band 4 contribution. Default: true. */\n public get shOrder4(): boolean {\n return this._shOrder4;\n }\n public set shOrder4(value: boolean) {\n this._shOrder4 = value;\n this._markDirty();\n }\n\n // ----- Plugin overrides -----\n\n /**\n * Adds the per-part debug data texture name to the sampler list so the effect can bind it.\n * @param samplers the sampler list to populate\n */\n public override getSamplers(samplers: string[]): void {\n samplers.push(\"dbgPartData\");\n }\n\n /** @returns the class name of this plugin */\n public override getClassName(): string {\n return \"GaussianSplattingDebugMaterialPlugin\";\n }\n\n /**\n * @param shaderLanguage the shader language to check\n * @returns true for GLSL and WGSL\n */\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\n switch (shaderLanguage) {\n case ShaderLanguage.GLSL:\n case ShaderLanguage.WGSL:\n return true;\n default:\n return false;\n }\n }\n\n /**\n * Always ready — no async resources.\n * @param _defines unused\n * @param _scene unused\n * @param _engine unused\n * @param _subMesh unused\n * @returns true\n */\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\n return true;\n }\n\n /**\n * Sets shader defines from current property state. GS_DBG_ENABLED is set to true\n * only when at least one feature is non-default, ensuring zero overhead otherwise.\n * Sub-flags also check per-part arrays so compound-only overrides activate the correct\n * code paths even when the global setting is at its default.\n * @param defines the defines object\n */\n public override prepareDefines(defines: GaussianSplattingDebugDefines): void {\n defines.GS_DBG_ENABLED = this._isAnyFeatureActive();\n defines.GS_DBG_CLIP = this._clippingBox !== null || this._partClippingBoxes.some((b) => b !== null) ? 1 : 0;\n defines.GS_DBG_CULL_OPACITY = this._opacityCulling !== null || this._partOpacityCullings.some((b) => b !== null) ? 1 : 0;\n defines.GS_DBG_CULL_SIZE = this._sizeCulling !== null || this._partSizeCullings.some((b) => b !== null) ? 1 : 0;\n defines.GS_DBG_OPACITY_SCALE = this._opacityScale !== 1.0 || this._partOpacityScales.some((s) => s !== null) ? 1 : 0;\n defines.GS_DBG_OPACITY_SATURATE = this._opacitySaturate || this._partOpacitySaturates.some((s) => s !== null) ? 1 : 0;\n defines.GS_DBG_SH_DC = !this._shDc || this._partShDcs.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER1 = !this._shOrder1 || this._partShOrder1s.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER2 = !this._shOrder2 || this._partShOrder2s.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER3 = !this._shOrder3 || this._partShOrder3s.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER4 = !this._shOrder4 || this._partShOrder4s.some((s) => s !== null) ? 0 : 1;\n }\n\n /**\n * Returns shader code injections for the debug features.\n * @param shaderType \"vertex\" or \"fragment\"\n * @param shaderLanguage GLSL or WGSL\n * @returns map of injection-point name to injected code, or null\n */\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\n if (shaderLanguage === ShaderLanguage.WGSL) {\n return this._getCustomCodeWGSL(shaderType);\n }\n return this._getCustomCodeGLSL(shaderType);\n }\n\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n return {\n CUSTOM_VERTEX_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\nuniform vec3 dbgClipMin;\nuniform vec3 dbgClipMax;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\nuniform float dbgMinOpacity;\nuniform float dbgMaxOpacity;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\nuniform float dbgMinSize;\nuniform float dbgMaxSize;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\nuniform float dbgOpacityScale;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nuniform sampler2D dbgPartData;\nvarying float vPartIndex;\n#endif\n`,\n CUSTOM_VERTEX_UPDATE: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\n if (worldPos.x < dbgClipMin.x || worldPos.x > dbgClipMax.x ||\n worldPos.y < dbgClipMin.y || worldPos.y > dbgClipMax.y ||\n worldPos.z < dbgClipMin.z || worldPos.z > dbgClipMax.z) {\n scale = vec2(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\n if (splat.color.w < dbgMinOpacity || splat.color.w > dbgMaxOpacity) {\n scale = vec2(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\n {\n float _d0 = splat.covA.x; float _d1 = splat.covA.y; float _d2 = splat.covA.z;\n float _d3 = splat.covA.w; float _d4 = splat.covB.x; float _d5 = splat.covB.y;\n float _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n float _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < dbgMinSize || _sz > dbgMaxSize) {\n scale = vec2(0.0);\n }\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\n vColor.w *= dbgOpacityScale;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n {\n int _pIdx = int(splat.partIndex);\n vPartIndex = float(splat.partIndex);\n vec4 _row0 = texelFetch(dbgPartData, ivec2(_pIdx, 0), 0);\n vec4 _row1 = texelFetch(dbgPartData, ivec2(_pIdx, 1), 0);\n vec4 _row2 = texelFetch(dbgPartData, ivec2(_pIdx, 2), 0);\n vec3 _clipMin = _row0.xyz;\n vec3 _clipMax = vec3(_row0.w, _row1.xy);\n float _minOp = _row1.z;\n float _maxOp = _row1.w;\n float _minSz = _row2.x;\n float _maxSz = _row2.y;\n float _opSc = _row2.z;\n #if GS_DBG_CLIP == 1\n if (worldPos.x < _clipMin.x || worldPos.x > _clipMax.x ||\n worldPos.y < _clipMin.y || worldPos.y > _clipMax.y ||\n worldPos.z < _clipMin.z || worldPos.z > _clipMax.z) {\n scale = vec2(0.0);\n }\n #endif\n #if GS_DBG_CULL_OPACITY == 1\n if (splat.color.w < _minOp || splat.color.w > _maxOp) {\n scale = vec2(0.0);\n }\n #endif\n #if GS_DBG_CULL_SIZE == 1\n {\n float _d0 = splat.covA.x; float _d1 = splat.covA.y; float _d2 = splat.covA.z;\n float _d3 = splat.covA.w; float _d4 = splat.covB.x; float _d5 = splat.covB.y;\n float _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n float _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < _minSz || _sz > _maxSz) {\n scale = vec2(0.0);\n }\n }\n #endif\n #if GS_DBG_OPACITY_SCALE == 1\n vColor.w *= _opSc;\n #endif\n }\n#endif\n`,\n };\n } else if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nuniform sampler2D dbgPartData;\nvarying float vPartIndex;\n#endif\n`,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n if (texelFetch(dbgPartData, ivec2(int(vPartIndex + 0.5), 2), 0).w > 0.5) { finalColor.a = vColor.a; }\n#elif defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SATURATE == 1\n finalColor.a = vColor.a;\n#endif\n`,\n };\n }\n return null;\n }\n\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n return {\n CUSTOM_VERTEX_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\nuniform dbgClipMin: vec3f;\nuniform dbgClipMax: vec3f;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\nuniform dbgMinOpacity: f32;\nuniform dbgMaxOpacity: f32;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\nuniform dbgMinSize: f32;\nuniform dbgMaxSize: f32;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\nuniform dbgOpacityScale: f32;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nvar dbgPartData: texture_2d<f32>;\nvarying vPartIndex: f32;\n#endif\n`,\n CUSTOM_VERTEX_UPDATE: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\n if (worldPos.x < uniforms.dbgClipMin.x || worldPos.x > uniforms.dbgClipMax.x ||\n worldPos.y < uniforms.dbgClipMin.y || worldPos.y > uniforms.dbgClipMax.y ||\n worldPos.z < uniforms.dbgClipMin.z || worldPos.z > uniforms.dbgClipMax.z) {\n scale = vec2f(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\n if (splat.color.w < uniforms.dbgMinOpacity || splat.color.w > uniforms.dbgMaxOpacity) {\n scale = vec2f(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\n {\n let _d0 = splat.covA.x; let _d1 = splat.covA.y; let _d2 = splat.covA.z;\n let _d3 = splat.covA.w; let _d4 = splat.covB.x; let _d5 = splat.covB.y;\n let _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n let _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < uniforms.dbgMinSize || _sz > uniforms.dbgMaxSize) {\n scale = vec2f(0.0);\n }\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\n vertexOutputs.vColor.w *= uniforms.dbgOpacityScale;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n {\n let _pIdx = i32(splat.partIndex);\n vertexOutputs.vPartIndex = f32(splat.partIndex);\n let _row0 = textureLoad(dbgPartData, vec2i(_pIdx, 0), 0);\n let _row1 = textureLoad(dbgPartData, vec2i(_pIdx, 1), 0);\n let _row2 = textureLoad(dbgPartData, vec2i(_pIdx, 2), 0);\n let _clipMin = _row0.xyz;\n let _clipMax = vec3f(_row0.w, _row1.xy);\n let _minOp = _row1.z;\n let _maxOp = _row1.w;\n let _minSz = _row2.x;\n let _maxSz = _row2.y;\n let _opSc = _row2.z;\n #if GS_DBG_CLIP == 1\n if (worldPos.x < _clipMin.x || worldPos.x > _clipMax.x ||\n worldPos.y < _clipMin.y || worldPos.y > _clipMax.y ||\n worldPos.z < _clipMin.z || worldPos.z > _clipMax.z) {\n scale = vec2f(0.0);\n }\n #endif\n #if GS_DBG_CULL_OPACITY == 1\n if (splat.color.w < _minOp || splat.color.w > _maxOp) {\n scale = vec2f(0.0);\n }\n #endif\n #if GS_DBG_CULL_SIZE == 1\n {\n let _d0 = splat.covA.x; let _d1 = splat.covA.y; let _d2 = splat.covA.z;\n let _d3 = splat.covA.w; let _d4 = splat.covB.x; let _d5 = splat.covB.y;\n let _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n let _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < _minSz || _sz > _maxSz) {\n scale = vec2f(0.0);\n }\n }\n #endif\n #if GS_DBG_OPACITY_SCALE == 1\n vertexOutputs.vColor.w *= _opSc;\n #endif\n }\n#endif\n`,\n };\n } else if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nvar dbgPartData: texture_2d<f32>;\nvarying vPartIndex: f32;\n#endif\n`,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n if (textureLoad(dbgPartData, vec2i(i32(fragmentInputs.vPartIndex + 0.5), 2), 0).w > 0.5) {\n let _gsdbgA: f32 = -dot(fragmentInputs.vPosition, fragmentInputs.vPosition);\n if (_gsdbgA > -4.0) { finalColor.a = fragmentInputs.vColor.a; }\n }\n#elif defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SATURATE == 1\n {\n let _gsdbgA: f32 = -dot(fragmentInputs.vPosition, fragmentInputs.vPosition);\n if (_gsdbgA > -4.0) {\n finalColor.a = fragmentInputs.vColor.a;\n }\n }\n#endif\n`,\n };\n }\n return null;\n }\n\n /**\n * Declares the non-compound scalar debug uniform names as external so the Effect can\n * resolve their locations. WGSL uniforms are declared inline in getCustomCode() injections.\n * @returns uniform descriptor with externalUniforms list\n */\n public override getUniforms(): {\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\n vertex?: string;\n fragment?: string;\n externalUniforms?: string[];\n } {\n return {\n externalUniforms: [\"dbgClipMin\", \"dbgClipMax\", \"dbgMinOpacity\", \"dbgMaxOpacity\", \"dbgMinSize\", \"dbgMaxSize\", \"dbgOpacityScale\"],\n };\n }\n\n private _buildTextureData(partCount: number): Float32Array {\n const maxPartCount = this._maxPartCount;\n const data = new Float32Array(maxPartCount * 5 * 4);\n for (let i = 0; i < maxPartCount; i++) {\n const r0 = i * 4;\n const r1 = (maxPartCount + i) * 4;\n const r2 = (maxPartCount * 2 + i) * 4;\n const r3 = (maxPartCount * 3 + i) * 4;\n const r4 = (maxPartCount * 4 + i) * 4;\n\n // Row 0: clipMin.xyz, clipMax.x — Row 1: clipMax.yz, minOpacity, maxOpacity\n const box = i < partCount ? (this._partClippingBoxes[i] ?? this._clippingBox) : this._clippingBox;\n if (box) {\n data[r0] = box.min.x;\n data[r0 + 1] = box.min.y;\n data[r0 + 2] = box.min.z;\n data[r0 + 3] = box.max.x;\n data[r1] = box.max.y;\n data[r1 + 1] = box.max.z;\n } else {\n data[r0] = -1e9;\n data[r0 + 1] = -1e9;\n data[r0 + 2] = -1e9;\n data[r0 + 3] = 1e9;\n data[r1] = 1e9;\n data[r1 + 1] = 1e9;\n }\n const opCull = i < partCount ? (this._partOpacityCullings[i] ?? this._opacityCulling) : this._opacityCulling;\n data[r1 + 2] = opCull ? opCull.min : 0.0;\n data[r1 + 3] = opCull ? opCull.max : 1.0;\n\n // Row 2: minSize, maxSize, opacityScale, opacitySaturate\n const szCull = i < partCount ? (this._partSizeCullings[i] ?? this._sizeCulling) : this._sizeCulling;\n data[r2] = szCull ? szCull.min : 0.0;\n data[r2 + 1] = szCull ? szCull.max : 1e9;\n data[r2 + 2] = i < partCount ? (this._partOpacityScales[i] ?? this._opacityScale) : this._opacityScale;\n const sat = i < partCount ? (this._partOpacitySaturates[i] ?? this._opacitySaturate) : this._opacitySaturate;\n data[r2 + 3] = sat ? 1.0 : 0.0;\n\n // Row 3: shDc, shOrder1, shOrder2, shOrder3\n data[r3] = (i < partCount ? (this._partShDcs[i] ?? this._shDc) : this._shDc) ? 1.0 : 0.0;\n data[r3 + 1] = (i < partCount ? (this._partShOrder1s[i] ?? this._shOrder1) : this._shOrder1) ? 1.0 : 0.0;\n data[r3 + 2] = (i < partCount ? (this._partShOrder2s[i] ?? this._shOrder2) : this._shOrder2) ? 1.0 : 0.0;\n data[r3 + 3] = (i < partCount ? (this._partShOrder3s[i] ?? this._shOrder3) : this._shOrder3) ? 1.0 : 0.0;\n\n // Row 4: shOrder4, padding\n data[r4] = (i < partCount ? (this._partShOrder4s[i] ?? this._shOrder4) : this._shOrder4) ? 1.0 : 0.0;\n }\n return data;\n }\n\n private _updateOrCreateTexture(scene: Scene): void {\n if (!this._maxPartCount) {\n this._maxPartCount = GetGaussianSplattingMaxPartCount(scene.getEngine());\n }\n const data = this._buildTextureData(this._partCount);\n if (!this._dbgPartDataTexture) {\n this._dbgPartDataTexture = RawTexture.CreateRGBATexture(\n data,\n this._maxPartCount,\n 5,\n scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n } else {\n this._dbgPartDataTexture.update(data);\n }\n this._textureDirty = false;\n }\n\n /**\n * Binds uniform values each frame. Scalar uniforms are uploaded for non-compound mode;\n * the per-part data texture is updated and bound for compound mode.\n * @param _uniformBuffer unused\n * @param _scene the current scene\n * @param _engine unused\n * @param subMesh the submesh being rendered\n */\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\n const effect = subMesh.effect;\n if (!effect) {\n return;\n }\n\n if (this._partCount > 0 && this._isAnyFeatureActive()) {\n // Compound mode: pack per-part data into a texture (only when the debug path is active)\n if (this._textureDirty || !this._dbgPartDataTexture) {\n this._updateOrCreateTexture(_scene);\n }\n if (this._dbgPartDataTexture) {\n effect.setTexture(\"dbgPartData\", this._dbgPartDataTexture);\n }\n } else if (this._partCount === 0) {\n // Non-compound: upload scalar uniforms\n if (this._clippingBox) {\n effect.setVector3(\"dbgClipMin\", this._clippingBox.min);\n effect.setVector3(\"dbgClipMax\", this._clippingBox.max);\n }\n if (this._opacityCulling) {\n effect.setFloat(\"dbgMinOpacity\", this._opacityCulling.min);\n effect.setFloat(\"dbgMaxOpacity\", this._opacityCulling.max);\n }\n if (this._sizeCulling) {\n effect.setFloat(\"dbgMinSize\", this._sizeCulling.min);\n effect.setFloat(\"dbgMaxSize\", this._sizeCulling.max);\n }\n if (this._opacityScale !== 1.0) {\n effect.setFloat(\"dbgOpacityScale\", this._opacityScale);\n }\n }\n }\n\n /**\n * Disposes the per-part data texture.\n * @param _forceDisposeTextures unused; the LUT texture is always disposed as it is owned by this plugin\n */\n public override dispose(_forceDisposeTextures?: boolean): void {\n this._dbgPartDataTexture?.dispose();\n this._dbgPartDataTexture = null;\n }\n}\n\nlet _Registered = false;\n/**\n * Register side effects for GaussianSplattingDebugMaterialPlugin.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterGaussianSplattingDebugMaterialPlugin(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n RegisterClass(\"BABYLON.GaussianSplattingDebugMaterialPlugin\", GaussianSplattingDebugMaterialPlugin);\n}\n"]}
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This file must only contain pure code and pure imports */\n\nimport { type Nullable } from \"../../types\";\nimport { type Scene } from \"../../scene\";\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\nimport { type SubMesh } from \"../../Meshes/subMesh\";\nimport { type UniformBuffer } from \"../uniformBuffer\";\nimport { MaterialDefines } from \"../materialDefines\";\nimport { MaterialPluginBase } from \"../materialPluginBase.pure\";\nimport { ShaderLanguage } from \"../shaderLanguage\";\nimport { RegisterClass } from \"../../Misc/typeStore\";\nimport { type Vector3 } from \"../../Maths/math.vector\";\nimport { Logger } from \"../../Misc/logger\";\nimport { type GaussianSplattingMaterial, GetGaussianSplattingMaxPartCount } from \"./gaussianSplattingMaterial.pure\";\nimport { RawTexture } from \"../Textures/rawTexture\";\nimport { Constants } from \"../../Engines/constants\";\n\n/** @internal */\nclass GaussianSplattingDebugDefines extends MaterialDefines {\n /** Defines whether any debug feature is active */\n GS_DBG_ENABLED: boolean = false;\n /** Defines whether world-space clipping box is enabled (0: off, 1: on) */\n GS_DBG_CLIP: number = 0;\n /** Defines whether opacity culling is enabled (0: off, 1: on) */\n GS_DBG_CULL_OPACITY: number = 0;\n /** Defines whether size culling is enabled (0: off, 1: on) */\n GS_DBG_CULL_SIZE: number = 0;\n /** Defines whether per-splat opacity scaling is enabled (0: off, 1: on) */\n GS_DBG_OPACITY_SCALE: number = 0;\n /** Defines whether opacity saturation (flat disk) is enabled (0: off, 1: on) */\n GS_DBG_OPACITY_SATURATE: number = 0;\n /** Defines whether the DC (base) SH color is included (0: off, 1: on) */\n GS_DBG_SH_DC: number = 1;\n /** Defines whether SH band 1 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER1: number = 1;\n /** Defines whether SH band 2 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER2: number = 1;\n /** Defines whether SH band 3 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER3: number = 1;\n /** Defines whether SH band 4 contribution is included (0: off, 1: on) */\n GS_DBG_SH_ORDER4: number = 1;\n}\n\n/**\n * Per-part debug options for compound Gaussian splat meshes.\n * Each field is optional; unset fields fall back to the global setting on the plugin,\n * and if that is also unset, a neutral value is used (no culling, full SH, etc.).\n */\nexport interface IGaussianSplattingDebugOptions {\n /** World-space axis-aligned clipping box, or null to disable. */\n clippingBox: Nullable<{ min: Vector3; max: Vector3 }>;\n /** Opacity culling range [0..1], or null to disable. */\n opacityCulling: Nullable<{ min: number; max: number }>;\n /** Size culling range, or null to disable. */\n sizeCulling: Nullable<{ min: number; max: number }>;\n /** Scalar opacity multiplier. 1.0 = no change. */\n opacityScale: number;\n /** When true, replaces Gaussian falloff with flat disk opacity. */\n opacitySaturate: boolean;\n /** Include the DC (base) SH color. */\n shDc: boolean;\n /** Include SH band 1 contribution. */\n shOrder1: boolean;\n /** Include SH band 2 contribution. */\n shOrder2: boolean;\n /** Include SH band 3 contribution. */\n shOrder3: boolean;\n /** Include SH band 4 contribution. */\n shOrder4: boolean;\n}\n\n/**\n * Debug plugin for GaussianSplattingMaterial.\n * Provides runtime controls for clipping, opacity/size culling, opacity scaling,\n * opacity saturation, and per-SH-order toggling. All features are gated behind\n * the GS_DBG_ENABLED shader define — when every option is at its default value\n * the define is absent and the shader compiles to identical code as without the plugin.\n *\n * In compound mode (partCount \\> 0), per-part overrides can be set via setPartOptions().\n * Global settings act as defaults; per-part settings override them for that part index.\n */\nexport class GaussianSplattingDebugMaterialPlugin extends MaterialPluginBase {\n private _clippingBox: Nullable<{ min: Vector3; max: Vector3 }> = null;\n private _opacityCulling: Nullable<{ min: number; max: number }> = null;\n private _sizeCulling: Nullable<{ min: number; max: number }> = null;\n private _opacityScale: number = 1.0;\n private _opacitySaturate: boolean = false;\n private _shDc: boolean = true;\n private _shOrder1: boolean = true;\n private _shOrder2: boolean = true;\n private _shOrder3: boolean = true;\n private _shOrder4: boolean = true;\n\n // Per-part state (only populated when partCount > 0)\n private _partCount: number = 0;\n private _partClippingBoxes: Array<Nullable<{ min: Vector3; max: Vector3 }>> = [];\n private _partOpacityCullings: Array<Nullable<{ min: number; max: number }>> = [];\n private _partSizeCullings: Array<Nullable<{ min: number; max: number }>> = [];\n private _partOpacityScales: Array<Nullable<number>> = [];\n private _partOpacitySaturates: Array<Nullable<boolean>> = [];\n private _partShDcs: Array<Nullable<boolean>> = [];\n private _partShOrder1s: Array<Nullable<boolean>> = [];\n private _partShOrder2s: Array<Nullable<boolean>> = [];\n private _partShOrder3s: Array<Nullable<boolean>> = [];\n private _partShOrder4s: Array<Nullable<boolean>> = [];\n // Single registry of every _part* array — shiftPartOptions iterates this instead of\n // listing each array by name, so adding a new per-part field only requires adding it here.\n private readonly _partArrays: Array<Array<unknown>>;\n\n // Per-part debug LUT: MAX_PART_COUNT × 5 RGBA float texture (dbgPartData)\n private _dbgPartDataTexture: Nullable<RawTexture> = null;\n private _textureDirty: boolean = false;\n private _maxPartCount: number = 0;\n\n /**\n * Creates a new GaussianSplattingDebugMaterialPlugin.\n * @param material The GaussianSplattingMaterial to attach the plugin to.\n */\n constructor(material: GaussianSplattingMaterial) {\n super(material, \"GaussianSplattingDebug\", 200, new GaussianSplattingDebugDefines(), true, true);\n this._partArrays = [\n this._partClippingBoxes,\n this._partOpacityCullings,\n this._partSizeCullings,\n this._partOpacityScales,\n this._partOpacitySaturates,\n this._partShDcs,\n this._partShOrder1s,\n this._partShOrder2s,\n this._partShOrder3s,\n this._partShOrder4s,\n ];\n }\n\n private _isAnyFeatureActive(): boolean {\n return (\n this._clippingBox !== null ||\n this._opacityCulling !== null ||\n this._sizeCulling !== null ||\n this._opacityScale !== 1.0 ||\n this._opacitySaturate ||\n !this._shDc ||\n !this._shOrder1 ||\n !this._shOrder2 ||\n !this._shOrder3 ||\n !this._shOrder4 ||\n this._partClippingBoxes.some((b) => b !== null) ||\n this._partOpacityCullings.some((b) => b !== null) ||\n this._partSizeCullings.some((b) => b !== null) ||\n this._partOpacityScales.some((s) => s !== null) ||\n this._partOpacitySaturates.some((s) => s !== null) ||\n this._partShDcs.some((s) => s !== null) ||\n this._partShOrder1s.some((s) => s !== null) ||\n this._partShOrder2s.some((s) => s !== null) ||\n this._partShOrder3s.some((s) => s !== null) ||\n this._partShOrder4s.some((s) => s !== null)\n );\n }\n\n private _markDirty(): void {\n this.markAllDefinesAsDirty();\n this._textureDirty = true;\n }\n\n // ----- Public API -----\n\n /**\n * Number of parts in compound mode. Set automatically by GaussianSplattingDebugger.addMesh().\n * When 0 (non-compound), setPartOptions() logs an error.\n * @returns the part count\n */\n public get partCount(): number {\n return this._partCount;\n }\n public set partCount(count: number) {\n if (this._partCount !== count) {\n this._partCount = count;\n this._markDirty();\n }\n }\n\n /**\n * Sets per-part debug overrides for the given part index.\n * Only valid on compound meshes (partCount \\> 0); logs an error otherwise.\n * @param partIndex The zero-based part index.\n * @param options Partial set of debug options to override for this part.\n */\n public setPartOptions(partIndex: number, options: Partial<IGaussianSplattingDebugOptions>): void {\n if (this._partCount === 0) {\n Logger.Error(\"GaussianSplattingDebugMaterialPlugin.setPartOptions: called on a non-compound mesh. partCount is 0.\");\n return;\n }\n if (options.clippingBox !== undefined) {\n this._partClippingBoxes[partIndex] = options.clippingBox;\n }\n if (options.opacityCulling !== undefined) {\n this._partOpacityCullings[partIndex] = options.opacityCulling;\n }\n if (options.sizeCulling !== undefined) {\n this._partSizeCullings[partIndex] = options.sizeCulling;\n }\n if (options.opacityScale !== undefined) {\n this._partOpacityScales[partIndex] = options.opacityScale;\n }\n if (options.opacitySaturate !== undefined) {\n this._partOpacitySaturates[partIndex] = options.opacitySaturate;\n }\n if (options.shDc !== undefined) {\n this._partShDcs[partIndex] = options.shDc;\n }\n if (options.shOrder1 !== undefined) {\n this._partShOrder1s[partIndex] = options.shOrder1;\n }\n if (options.shOrder2 !== undefined) {\n this._partShOrder2s[partIndex] = options.shOrder2;\n }\n if (options.shOrder3 !== undefined) {\n this._partShOrder3s[partIndex] = options.shOrder3;\n }\n if (options.shOrder4 !== undefined) {\n this._partShOrder4s[partIndex] = options.shOrder4;\n }\n this._markDirty();\n }\n\n /**\n * Clears all per-part debug overrides for the given part index,\n * falling back to global settings.\n * @param partIndex The zero-based part index.\n */\n public clearPartOptions(partIndex: number): void {\n this._partClippingBoxes[partIndex] = null;\n this._partOpacityCullings[partIndex] = null;\n this._partSizeCullings[partIndex] = null;\n this._partOpacityScales[partIndex] = null;\n this._partOpacitySaturates[partIndex] = null;\n this._partShDcs[partIndex] = null;\n this._partShOrder1s[partIndex] = null;\n this._partShOrder2s[partIndex] = null;\n this._partShOrder3s[partIndex] = null;\n this._partShOrder4s[partIndex] = null;\n this._markDirty();\n }\n\n /**\n * Removes the per-part override slot at `removedIndex` and shifts all higher-indexed\n * slots down by one, keeping the arrays aligned with the compound mesh's new part layout.\n * @param removedIndex The original (pre-removal) part index.\n * @internal\n */\n public shiftPartOptions(removedIndex: number): void {\n for (const arr of this._partArrays) {\n if (removedIndex < arr.length) {\n arr.splice(removedIndex, 1);\n }\n }\n this._markDirty();\n }\n\n /**\n * World-space axis-aligned clipping box. Splats outside are not rendered.\n * Set to null to disable clipping.\n * Example: `{ min: new Vector3(-2,-2,-2), max: new Vector3(2,2,2) }`\n */\n public get clippingBox(): Nullable<{ min: Vector3; max: Vector3 }> {\n return this._clippingBox;\n }\n public set clippingBox(value: Nullable<{ min: Vector3; max: Vector3 }>) {\n this._clippingBox = value;\n this._markDirty();\n }\n\n /**\n * Opacity culling range [0..1]. Splats whose stored opacity falls outside this\n * range are not rendered. Set to null to disable.\n */\n public get opacityCulling(): Nullable<{ min: number; max: number }> {\n return this._opacityCulling;\n }\n public set opacityCulling(value: Nullable<{ min: number; max: number }>) {\n this._opacityCulling = value;\n this._markDirty();\n }\n\n /**\n * Size culling range. Size is pow(|det(Σ)|, 1/6) of the 3D covariance matrix,\n * equal to the geometric mean of the principal radii. Use GaussianSplattingMeshBase.splatSizeRange\n * to find the asset's range. Set to null to disable.\n */\n public get sizeCulling(): Nullable<{ min: number; max: number }> {\n return this._sizeCulling;\n }\n public set sizeCulling(value: Nullable<{ min: number; max: number }>) {\n this._sizeCulling = value;\n this._markDirty();\n }\n\n /**\n * Scalar multiplier applied to every splat's opacity after all other modifiers.\n * 1.0 (default) = no change.\n */\n public get opacityScale(): number {\n return this._opacityScale;\n }\n public set opacityScale(value: number) {\n this._opacityScale = value;\n this._markDirty();\n }\n\n /**\n * When true, replaces the Gaussian spatial falloff with a flat uniform opacity,\n * making each splat appear as a solid disk with its raw alpha value.\n */\n public get opacitySaturate(): boolean {\n return this._opacitySaturate;\n }\n public set opacitySaturate(value: boolean) {\n this._opacitySaturate = value;\n this._markDirty();\n }\n\n /** Include the DC (base) color from colorsTexture. Default: true. */\n public get shDc(): boolean {\n return this._shDc;\n }\n public set shDc(value: boolean) {\n this._shDc = value;\n this._markDirty();\n }\n\n /** Include SH band 1 contribution. Default: true. */\n public get shOrder1(): boolean {\n return this._shOrder1;\n }\n public set shOrder1(value: boolean) {\n this._shOrder1 = value;\n this._markDirty();\n }\n\n /** Include SH band 2 contribution. Default: true. */\n public get shOrder2(): boolean {\n return this._shOrder2;\n }\n public set shOrder2(value: boolean) {\n this._shOrder2 = value;\n this._markDirty();\n }\n\n /** Include SH band 3 contribution. Default: true. */\n public get shOrder3(): boolean {\n return this._shOrder3;\n }\n public set shOrder3(value: boolean) {\n this._shOrder3 = value;\n this._markDirty();\n }\n\n /** Include SH band 4 contribution. Default: true. */\n public get shOrder4(): boolean {\n return this._shOrder4;\n }\n public set shOrder4(value: boolean) {\n this._shOrder4 = value;\n this._markDirty();\n }\n\n // ----- Plugin overrides -----\n\n /**\n * Adds the per-part debug data texture name to the sampler list so the effect can bind it.\n * @param samplers the sampler list to populate\n */\n public override getSamplers(samplers: string[]): void {\n samplers.push(\"dbgPartData\");\n }\n\n /** @returns the class name of this plugin */\n public override getClassName(): string {\n return \"GaussianSplattingDebugMaterialPlugin\";\n }\n\n /**\n * @param shaderLanguage the shader language to check\n * @returns true for GLSL and WGSL\n */\n public override isCompatible(shaderLanguage: ShaderLanguage): boolean {\n switch (shaderLanguage) {\n case ShaderLanguage.GLSL:\n case ShaderLanguage.WGSL:\n return true;\n default:\n return false;\n }\n }\n\n /**\n * Always ready — no async resources.\n * @param _defines unused\n * @param _scene unused\n * @param _engine unused\n * @param _subMesh unused\n * @returns true\n */\n public override isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\n return true;\n }\n\n /**\n * Sets shader defines from current property state. GS_DBG_ENABLED is set to true\n * only when at least one feature is non-default, ensuring zero overhead otherwise.\n * Sub-flags also check per-part arrays so compound-only overrides activate the correct\n * code paths even when the global setting is at its default.\n * @param defines the defines object\n */\n public override prepareDefines(defines: GaussianSplattingDebugDefines): void {\n defines.GS_DBG_ENABLED = this._isAnyFeatureActive();\n defines.GS_DBG_CLIP = this._clippingBox !== null || this._partClippingBoxes.some((b) => b !== null) ? 1 : 0;\n defines.GS_DBG_CULL_OPACITY = this._opacityCulling !== null || this._partOpacityCullings.some((b) => b !== null) ? 1 : 0;\n defines.GS_DBG_CULL_SIZE = this._sizeCulling !== null || this._partSizeCullings.some((b) => b !== null) ? 1 : 0;\n defines.GS_DBG_OPACITY_SCALE = this._opacityScale !== 1.0 || this._partOpacityScales.some((s) => s !== null) ? 1 : 0;\n defines.GS_DBG_OPACITY_SATURATE = this._opacitySaturate || this._partOpacitySaturates.some((s) => s !== null) ? 1 : 0;\n defines.GS_DBG_SH_DC = !this._shDc || this._partShDcs.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER1 = !this._shOrder1 || this._partShOrder1s.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER2 = !this._shOrder2 || this._partShOrder2s.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER3 = !this._shOrder3 || this._partShOrder3s.some((s) => s !== null) ? 0 : 1;\n defines.GS_DBG_SH_ORDER4 = !this._shOrder4 || this._partShOrder4s.some((s) => s !== null) ? 0 : 1;\n }\n\n /**\n * Returns shader code injections for the debug features.\n * @param shaderType \"vertex\" or \"fragment\"\n * @param shaderLanguage GLSL or WGSL\n * @returns map of injection-point name to injected code, or null\n */\n public override getCustomCode(shaderType: string, shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\n if (shaderLanguage === ShaderLanguage.WGSL) {\n return this._getCustomCodeWGSL(shaderType);\n }\n return this._getCustomCodeGLSL(shaderType);\n }\n\n private _getCustomCodeGLSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n return {\n CUSTOM_VERTEX_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\nuniform vec3 dbgClipMin;\nuniform vec3 dbgClipMax;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\nuniform float dbgMinOpacity;\nuniform float dbgMaxOpacity;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\nuniform float dbgMinSize;\nuniform float dbgMaxSize;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\nuniform float dbgOpacityScale;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nuniform sampler2D dbgPartData;\nvarying float vPartIndex;\n#endif\n`,\n CUSTOM_VERTEX_UPDATE: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\n if (worldPos.x < dbgClipMin.x || worldPos.x > dbgClipMax.x ||\n worldPos.y < dbgClipMin.y || worldPos.y > dbgClipMax.y ||\n worldPos.z < dbgClipMin.z || worldPos.z > dbgClipMax.z) {\n scale = vec2(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\n if (splat.color.w < dbgMinOpacity || splat.color.w > dbgMaxOpacity) {\n scale = vec2(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\n {\n float _d0 = splat.covA.x; float _d1 = splat.covA.y; float _d2 = splat.covA.z;\n float _d3 = splat.covA.w; float _d4 = splat.covB.x; float _d5 = splat.covB.y;\n float _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n float _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < dbgMinSize || _sz > dbgMaxSize) {\n scale = vec2(0.0);\n }\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\n vColor.w *= dbgOpacityScale;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n {\n int _pIdx = int(splat.partIndex);\n vPartIndex = float(splat.partIndex);\n vec4 _row0 = texelFetch(dbgPartData, ivec2(_pIdx, 0), 0);\n vec4 _row1 = texelFetch(dbgPartData, ivec2(_pIdx, 1), 0);\n vec4 _row2 = texelFetch(dbgPartData, ivec2(_pIdx, 2), 0);\n vec3 _clipMin = _row0.xyz;\n vec3 _clipMax = vec3(_row0.w, _row1.xy);\n float _minOp = _row1.z;\n float _maxOp = _row1.w;\n float _minSz = _row2.x;\n float _maxSz = _row2.y;\n float _opSc = _row2.z;\n #if GS_DBG_CLIP == 1\n if (worldPos.x < _clipMin.x || worldPos.x > _clipMax.x ||\n worldPos.y < _clipMin.y || worldPos.y > _clipMax.y ||\n worldPos.z < _clipMin.z || worldPos.z > _clipMax.z) {\n scale = vec2(0.0);\n }\n #endif\n #if GS_DBG_CULL_OPACITY == 1\n if (splat.color.w < _minOp || splat.color.w > _maxOp) {\n scale = vec2(0.0);\n }\n #endif\n #if GS_DBG_CULL_SIZE == 1\n {\n float _d0 = splat.covA.x; float _d1 = splat.covA.y; float _d2 = splat.covA.z;\n float _d3 = splat.covA.w; float _d4 = splat.covB.x; float _d5 = splat.covB.y;\n float _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n float _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < _minSz || _sz > _maxSz) {\n scale = vec2(0.0);\n }\n }\n #endif\n #if GS_DBG_OPACITY_SCALE == 1\n vColor.w *= _opSc;\n #endif\n }\n#endif\n`,\n };\n } else if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nuniform sampler2D dbgPartData;\nvarying float vPartIndex;\n#endif\n`,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n if (texelFetch(dbgPartData, ivec2(int(vPartIndex + 0.5), 2), 0).w > 0.5) { finalColor.a = vColor.a; }\n#elif defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SATURATE == 1\n finalColor.a = vColor.a;\n#endif\n`,\n };\n }\n return null;\n }\n\n private _getCustomCodeWGSL(shaderType: string): Nullable<{ [pointName: string]: string }> {\n if (shaderType === \"vertex\") {\n return {\n CUSTOM_VERTEX_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\nuniform dbgClipMin: vec3f;\nuniform dbgClipMax: vec3f;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\nuniform dbgMinOpacity: f32;\nuniform dbgMaxOpacity: f32;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\nuniform dbgMinSize: f32;\nuniform dbgMaxSize: f32;\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\nuniform dbgOpacityScale: f32;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nvar dbgPartData: texture_2d<f32>;\nvarying vPartIndex: f32;\n#endif\n`,\n CUSTOM_VERTEX_UPDATE: `\n#if defined(GS_DBG_ENABLED) && GS_DBG_CLIP == 1 && !defined(IS_COMPOUND)\n if (worldPos.x < uniforms.dbgClipMin.x || worldPos.x > uniforms.dbgClipMax.x ||\n worldPos.y < uniforms.dbgClipMin.y || worldPos.y > uniforms.dbgClipMax.y ||\n worldPos.z < uniforms.dbgClipMin.z || worldPos.z > uniforms.dbgClipMax.z) {\n scale = vec2f(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_OPACITY == 1 && !defined(IS_COMPOUND)\n if (splat.color.w < uniforms.dbgMinOpacity || splat.color.w > uniforms.dbgMaxOpacity) {\n scale = vec2f(0.0);\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_CULL_SIZE == 1 && !defined(IS_COMPOUND)\n {\n let _d0 = splat.covA.x; let _d1 = splat.covA.y; let _d2 = splat.covA.z;\n let _d3 = splat.covA.w; let _d4 = splat.covB.x; let _d5 = splat.covB.y;\n let _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n let _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < uniforms.dbgMinSize || _sz > uniforms.dbgMaxSize) {\n scale = vec2f(0.0);\n }\n }\n#endif\n#if defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SCALE == 1 && !defined(IS_COMPOUND)\n vertexOutputs.vColor.w *= uniforms.dbgOpacityScale;\n#endif\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n {\n let _pIdx = i32(splat.partIndex);\n vertexOutputs.vPartIndex = f32(splat.partIndex);\n let _row0 = textureLoad(dbgPartData, vec2i(_pIdx, 0), 0);\n let _row1 = textureLoad(dbgPartData, vec2i(_pIdx, 1), 0);\n let _row2 = textureLoad(dbgPartData, vec2i(_pIdx, 2), 0);\n let _clipMin = _row0.xyz;\n let _clipMax = vec3f(_row0.w, _row1.xy);\n let _minOp = _row1.z;\n let _maxOp = _row1.w;\n let _minSz = _row2.x;\n let _maxSz = _row2.y;\n let _opSc = _row2.z;\n #if GS_DBG_CLIP == 1\n if (worldPos.x < _clipMin.x || worldPos.x > _clipMax.x ||\n worldPos.y < _clipMin.y || worldPos.y > _clipMax.y ||\n worldPos.z < _clipMin.z || worldPos.z > _clipMax.z) {\n scale = vec2f(0.0);\n }\n #endif\n #if GS_DBG_CULL_OPACITY == 1\n if (splat.color.w < _minOp || splat.color.w > _maxOp) {\n scale = vec2f(0.0);\n }\n #endif\n #if GS_DBG_CULL_SIZE == 1\n {\n let _d0 = splat.covA.x; let _d1 = splat.covA.y; let _d2 = splat.covA.z;\n let _d3 = splat.covA.w; let _d4 = splat.covB.x; let _d5 = splat.covB.y;\n let _det = _d0*(_d3*_d5 - _d4*_d4) - _d1*(_d1*_d5 - _d4*_d2) + _d2*(_d1*_d4 - _d3*_d2);\n let _sz = pow(abs(_det), 1.0/6.0);\n if (_sz < _minSz || _sz > _maxSz) {\n scale = vec2f(0.0);\n }\n }\n #endif\n #if GS_DBG_OPACITY_SCALE == 1\n vertexOutputs.vColor.w *= _opSc;\n #endif\n }\n#endif\n`,\n };\n } else if (shaderType === \"fragment\") {\n return {\n CUSTOM_FRAGMENT_DEFINITIONS: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\nvar dbgPartData: texture_2d<f32>;\nvarying vPartIndex: f32;\n#endif\n`,\n CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR: `\n#if defined(GS_DBG_ENABLED) && IS_COMPOUND\n if (textureLoad(dbgPartData, vec2i(i32(fragmentInputs.vPartIndex + 0.5), 2), 0).w > 0.5) {\n let _gsdbgA: f32 = -dot(fragmentInputs.vPosition, fragmentInputs.vPosition);\n if (_gsdbgA > -4.0) { finalColor.a = fragmentInputs.vColor.a; }\n }\n#elif defined(GS_DBG_ENABLED) && GS_DBG_OPACITY_SATURATE == 1\n {\n let _gsdbgA: f32 = -dot(fragmentInputs.vPosition, fragmentInputs.vPosition);\n if (_gsdbgA > -4.0) {\n finalColor.a = fragmentInputs.vColor.a;\n }\n }\n#endif\n`,\n };\n }\n return null;\n }\n\n /**\n * Declares the non-compound scalar debug uniform names as external so the Effect can\n * resolve their locations. WGSL uniforms are declared inline in getCustomCode() injections.\n * @returns uniform descriptor with externalUniforms list\n */\n public override getUniforms(): {\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\n vertex?: string;\n fragment?: string;\n externalUniforms?: string[];\n } {\n return {\n externalUniforms: [\"dbgClipMin\", \"dbgClipMax\", \"dbgMinOpacity\", \"dbgMaxOpacity\", \"dbgMinSize\", \"dbgMaxSize\", \"dbgOpacityScale\"],\n };\n }\n\n private _buildTextureData(partCount: number): Float32Array {\n const maxPartCount = this._maxPartCount;\n const data = new Float32Array(maxPartCount * 5 * 4);\n for (let i = 0; i < maxPartCount; i++) {\n const r0 = i * 4;\n const r1 = (maxPartCount + i) * 4;\n const r2 = (maxPartCount * 2 + i) * 4;\n const r3 = (maxPartCount * 3 + i) * 4;\n const r4 = (maxPartCount * 4 + i) * 4;\n\n // Row 0: clipMin.xyz, clipMax.x — Row 1: clipMax.yz, minOpacity, maxOpacity\n const box = i < partCount ? (this._partClippingBoxes[i] ?? this._clippingBox) : this._clippingBox;\n if (box) {\n data[r0] = box.min.x;\n data[r0 + 1] = box.min.y;\n data[r0 + 2] = box.min.z;\n data[r0 + 3] = box.max.x;\n data[r1] = box.max.y;\n data[r1 + 1] = box.max.z;\n } else {\n data[r0] = -1e9;\n data[r0 + 1] = -1e9;\n data[r0 + 2] = -1e9;\n data[r0 + 3] = 1e9;\n data[r1] = 1e9;\n data[r1 + 1] = 1e9;\n }\n const opCull = i < partCount ? (this._partOpacityCullings[i] ?? this._opacityCulling) : this._opacityCulling;\n data[r1 + 2] = opCull ? opCull.min : 0.0;\n data[r1 + 3] = opCull ? opCull.max : 1.0;\n\n // Row 2: minSize, maxSize, opacityScale, opacitySaturate\n const szCull = i < partCount ? (this._partSizeCullings[i] ?? this._sizeCulling) : this._sizeCulling;\n data[r2] = szCull ? szCull.min : 0.0;\n data[r2 + 1] = szCull ? szCull.max : 1e9;\n data[r2 + 2] = i < partCount ? (this._partOpacityScales[i] ?? this._opacityScale) : this._opacityScale;\n const sat = i < partCount ? (this._partOpacitySaturates[i] ?? this._opacitySaturate) : this._opacitySaturate;\n data[r2 + 3] = sat ? 1.0 : 0.0;\n\n // Row 3: shDc, shOrder1, shOrder2, shOrder3\n data[r3] = (i < partCount ? (this._partShDcs[i] ?? this._shDc) : this._shDc) ? 1.0 : 0.0;\n data[r3 + 1] = (i < partCount ? (this._partShOrder1s[i] ?? this._shOrder1) : this._shOrder1) ? 1.0 : 0.0;\n data[r3 + 2] = (i < partCount ? (this._partShOrder2s[i] ?? this._shOrder2) : this._shOrder2) ? 1.0 : 0.0;\n data[r3 + 3] = (i < partCount ? (this._partShOrder3s[i] ?? this._shOrder3) : this._shOrder3) ? 1.0 : 0.0;\n\n // Row 4: shOrder4, padding\n data[r4] = (i < partCount ? (this._partShOrder4s[i] ?? this._shOrder4) : this._shOrder4) ? 1.0 : 0.0;\n }\n return data;\n }\n\n private _updateOrCreateTexture(scene: Scene): void {\n if (!this._maxPartCount) {\n this._maxPartCount = GetGaussianSplattingMaxPartCount(scene.getEngine());\n }\n const data = this._buildTextureData(this._partCount);\n if (!this._dbgPartDataTexture) {\n this._dbgPartDataTexture = RawTexture.CreateRGBATexture(\n data,\n this._maxPartCount,\n 5,\n scene,\n false,\n false,\n Constants.TEXTURE_NEAREST_SAMPLINGMODE,\n Constants.TEXTURETYPE_FLOAT\n );\n } else {\n this._dbgPartDataTexture.update(data);\n }\n this._textureDirty = false;\n }\n\n /**\n * Binds uniform values each frame. Scalar uniforms are uploaded for non-compound mode;\n * the per-part data texture is updated and bound for compound mode.\n * @param _uniformBuffer unused\n * @param _scene the current scene\n * @param _engine unused\n * @param subMesh the submesh being rendered\n */\n public override bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, subMesh: SubMesh): void {\n const effect = subMesh.effect;\n if (!effect) {\n return;\n }\n\n if (this._partCount > 0 && this._isAnyFeatureActive()) {\n // Compound mode: pack per-part data into a texture (only when the debug path is active)\n if (this._textureDirty || !this._dbgPartDataTexture) {\n this._updateOrCreateTexture(_scene);\n }\n if (this._dbgPartDataTexture) {\n effect.setTexture(\"dbgPartData\", this._dbgPartDataTexture);\n }\n } else if (this._partCount === 0) {\n // Non-compound: upload scalar uniforms\n if (this._clippingBox) {\n effect.setVector3(\"dbgClipMin\", this._clippingBox.min);\n effect.setVector3(\"dbgClipMax\", this._clippingBox.max);\n }\n if (this._opacityCulling) {\n effect.setFloat(\"dbgMinOpacity\", this._opacityCulling.min);\n effect.setFloat(\"dbgMaxOpacity\", this._opacityCulling.max);\n }\n if (this._sizeCulling) {\n effect.setFloat(\"dbgMinSize\", this._sizeCulling.min);\n effect.setFloat(\"dbgMaxSize\", this._sizeCulling.max);\n }\n if (this._opacityScale !== 1.0) {\n effect.setFloat(\"dbgOpacityScale\", this._opacityScale);\n }\n }\n }\n\n /**\n * Disposes the per-part data texture.\n * @param _forceDisposeTextures unused; the LUT texture is always disposed as it is owned by this plugin\n */\n public override dispose(_forceDisposeTextures?: boolean): void {\n this._dbgPartDataTexture?.dispose();\n this._dbgPartDataTexture = null;\n }\n}\n\nlet _Registered = false;\n/**\n * Register side effects for GaussianSplattingDebugMaterialPlugin.\n * Safe to call multiple times; only the first call has an effect.\n */\nexport function RegisterGaussianSplattingDebugMaterialPlugin(): void {\n if (_Registered) {\n return;\n }\n _Registered = true;\n\n RegisterClass(\"BABYLON.GaussianSplattingDebugMaterialPlugin\", GaussianSplattingDebugMaterialPlugin);\n}\n"]}
|
|
@@ -31,6 +31,8 @@ export declare class GaussianSplattingDebugger {
|
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|
31
31
|
private _plugins;
|
|
32
32
|
private _meshes;
|
|
33
33
|
private _disposeObservers;
|
|
34
|
+
private _partCountObservers;
|
|
35
|
+
private _partRemovedObservers;
|
|
34
36
|
private _clippingBox;
|
|
35
37
|
private _opacityCulling;
|
|
36
38
|
private _sizeCulling;
|
|
@@ -30,6 +30,9 @@ export class GaussianSplattingDebugger {
|
|
|
30
30
|
this._plugins = [];
|
|
31
31
|
this._meshes = [];
|
|
32
32
|
this._disposeObservers = [];
|
|
33
|
+
// observable.add() returns Nullable<Observer<T>>; Observable.remove() accepts null safely.
|
|
34
|
+
this._partCountObservers = [];
|
|
35
|
+
this._partRemovedObservers = [];
|
|
33
36
|
// Cached option state so newly added meshes inherit current settings
|
|
34
37
|
this._clippingBox = null;
|
|
35
38
|
this._opacityCulling = null;
|
|
@@ -63,6 +66,12 @@ export class GaussianSplattingDebugger {
|
|
|
63
66
|
this._meshes.push(mesh);
|
|
64
67
|
this._plugins.push(plugin);
|
|
65
68
|
this._disposeObservers.push(mesh.onDisposeObservable.add(() => this.removeMesh(mesh)));
|
|
69
|
+
this._partCountObservers.push(mesh.onPartCountChangedObservable.add((count) => {
|
|
70
|
+
plugin.partCount = count;
|
|
71
|
+
}));
|
|
72
|
+
this._partRemovedObservers.push(mesh.onPartRemovedObservable.add((removedIndex) => {
|
|
73
|
+
plugin.shiftPartOptions(removedIndex);
|
|
74
|
+
}));
|
|
66
75
|
}
|
|
67
76
|
/**
|
|
68
77
|
* Removes a mesh and disposes its debug plugin.
|
|
@@ -74,20 +83,28 @@ export class GaussianSplattingDebugger {
|
|
|
74
83
|
return;
|
|
75
84
|
}
|
|
76
85
|
mesh.onDisposeObservable.remove(this._disposeObservers[idx]);
|
|
86
|
+
mesh.onPartCountChangedObservable.remove(this._partCountObservers[idx]);
|
|
87
|
+
mesh.onPartRemovedObservable.remove(this._partRemovedObservers[idx]);
|
|
77
88
|
this._plugins[idx].dispose();
|
|
78
89
|
this._meshes.splice(idx, 1);
|
|
79
90
|
this._plugins.splice(idx, 1);
|
|
80
91
|
this._disposeObservers.splice(idx, 1);
|
|
92
|
+
this._partCountObservers.splice(idx, 1);
|
|
93
|
+
this._partRemovedObservers.splice(idx, 1);
|
|
81
94
|
}
|
|
82
95
|
/** Disposes all debug plugins and clears the mesh list. */
|
|
83
96
|
dispose() {
|
|
84
97
|
for (let i = 0; i < this._meshes.length; i++) {
|
|
85
98
|
this._meshes[i].onDisposeObservable.remove(this._disposeObservers[i]);
|
|
99
|
+
this._meshes[i].onPartCountChangedObservable.remove(this._partCountObservers[i]);
|
|
100
|
+
this._meshes[i].onPartRemovedObservable.remove(this._partRemovedObservers[i]);
|
|
86
101
|
this._plugins[i].dispose();
|
|
87
102
|
}
|
|
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103
|
this._meshes.length = 0;
|
|
89
104
|
this._plugins.length = 0;
|
|
90
105
|
this._disposeObservers.length = 0;
|
|
106
|
+
this._partCountObservers.length = 0;
|
|
107
|
+
this._partRemovedObservers.length = 0;
|
|
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108
|
}
|
|
92
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|
/**
|
|
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110
|
* Returns the min/max size range of splats in a mesh.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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This file must only contain pure code and pure imports */\n\nimport { type Nullable } from \"../../types\";\nimport { type Observer } from \"../../Misc/observable\";\nimport { type Node } from \"../../node\";\nimport { type Vector3 } from \"../../Maths/math.vector\";\nimport { GaussianSplattingMaterial } from \"../../Materials/GaussianSplatting/gaussianSplattingMaterial.pure\";\nimport { GaussianSplattingDebugMaterialPlugin, type IGaussianSplattingDebugOptions } from \"../../Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure\";\nimport { type GaussianSplattingMeshBase } from \"./gaussianSplattingMeshBase.pure\";\n\n/**\n * Manages debug rendering options across a set of Gaussian splat meshes.\n * Create one instance, add meshes via addMesh(), then set options to apply\n * them to every registered mesh simultaneously.\n *\n * All options default to their \"off\" states so there is no rendering cost\n * until a feature is explicitly enabled.\n *\n * @example\n * ```ts\n * // Global options — applied to every registered mesh\n * const gsDebugger = new GaussianSplattingDebugger();\n * gsDebugger.addMesh(mesh1);\n * gsDebugger.addMesh(compoundMesh); // compound mesh with multiple parts\n * gsDebugger.clippingBox = { min: new Vector3(-2, -2, -2), max: new Vector3(2, 2, 2) };\n * gsDebugger.shOrder1 = false;\n *\n * // Per-part override — saturate opacity on part 0 of the compound mesh only,\n * // leaving all other parts (and mesh1) unaffected\n * gsDebugger.setPartOptions(compoundMesh, 0, { opacitySaturate: true });\n * // Later, restore part 0 to the global setting\n * gsDebugger.clearPartOptions(compoundMesh, 0);\n * ```\n */\nexport class GaussianSplattingDebugger {\n private _plugins: GaussianSplattingDebugMaterialPlugin[] = [];\n private _meshes: GaussianSplattingMeshBase[] = [];\n private _disposeObservers: Observer<Node>[] = [];\n\n // Cached option state so newly added meshes inherit current settings\n private _clippingBox: Nullable<{ min: Vector3; max: Vector3 }> = null;\n private _opacityCulling: Nullable<{ min: number; max: number }> = null;\n private _sizeCulling: Nullable<{ min: number; max: number }> = null;\n private _opacityScale: number = 1.0;\n private _opacitySaturate: boolean = false;\n private _shDc: boolean = true;\n private _shOrder1: boolean = true;\n private _shOrder2: boolean = true;\n private _shOrder3: boolean = true;\n private _shOrder4: boolean = true;\n\n /**\n * Adds a mesh to the debugger, attaching a debug plugin to its material.\n * The mesh must already have a GaussianSplattingMaterial assigned (i.e., data\n * must have been loaded at least once). Current option values are applied immediately.\n * The mesh is automatically unregistered if it is disposed.\n * @param mesh The mesh to register.\n */\n public addMesh(mesh: GaussianSplattingMeshBase): void {\n if (this._meshes.indexOf(mesh) !== -1) {\n return;\n }\n const mat = mesh.material;\n if (!(mat instanceof GaussianSplattingMaterial)) {\n throw new Error(\"GaussianSplattingDebugger.addMesh: mesh must have a GaussianSplattingMaterial.\");\n }\n const plugin = new GaussianSplattingDebugMaterialPlugin(mat);\n plugin.partCount = (mesh as unknown as { partCount?: number }).partCount ?? 0;\n this._applyAllTo(plugin);\n this._meshes.push(mesh);\n this._plugins.push(plugin);\n this._disposeObservers.push(mesh.onDisposeObservable.add(() => this.removeMesh(mesh))!);\n }\n\n /**\n * Removes a mesh and disposes its debug plugin.\n * @param mesh The mesh to unregister.\n */\n public removeMesh(mesh: GaussianSplattingMeshBase): void {\n const idx = this._meshes.indexOf(mesh);\n if (idx === -1) {\n return;\n }\n mesh.onDisposeObservable.remove(this._disposeObservers[idx]);\n this._plugins[idx].dispose();\n this._meshes.splice(idx, 1);\n this._plugins.splice(idx, 1);\n this._disposeObservers.splice(idx, 1);\n }\n\n /** Disposes all debug plugins and clears the mesh list. */\n public dispose(): void {\n for (let i = 0; i < this._meshes.length; i++) {\n this._meshes[i].onDisposeObservable.remove(this._disposeObservers[i]);\n this._plugins[i].dispose();\n }\n this._meshes.length = 0;\n this._plugins.length = 0;\n this._disposeObservers.length = 0;\n }\n\n /**\n * Returns the min/max size range of splats in a mesh.\n * Convenience wrapper for GaussianSplattingMeshBase.splatSizeRange.\n * @param mesh The mesh to query.\n * @returns the splat size range, or null if not yet computed.\n */\n public static GetSplatSizeRange(mesh: GaussianSplattingMeshBase): Nullable<{ min: number; max: number }> {\n return mesh.splatSizeRange;\n }\n\n // ----- Option setters (broadcast to all plugins) -----\n\n private _applyAllTo(plugin: GaussianSplattingDebugMaterialPlugin): void {\n plugin.clippingBox = this._clippingBox;\n plugin.opacityCulling = this._opacityCulling;\n plugin.sizeCulling = this._sizeCulling;\n plugin.opacityScale = this._opacityScale;\n plugin.opacitySaturate = this._opacitySaturate;\n plugin.shDc = this._shDc;\n plugin.shOrder1 = this._shOrder1;\n plugin.shOrder2 = this._shOrder2;\n plugin.shOrder3 = this._shOrder3;\n plugin.shOrder4 = this._shOrder4;\n }\n\n /**\n * World-space axis-aligned clipping box. Splats outside are not rendered.\n * Set to null to disable.\n */\n public get clippingBox(): Nullable<{ min: Vector3; max: Vector3 }> {\n return this._clippingBox;\n }\n public set clippingBox(value: Nullable<{ min: Vector3; max: Vector3 }>) {\n this._clippingBox = value;\n for (const p of this._plugins) {\n p.clippingBox = value;\n }\n }\n\n /**\n * Opacity culling range [0..1]. Splats outside this range are not rendered.\n * Set to null to disable.\n */\n public get opacityCulling(): Nullable<{ min: number; max: number }> {\n return this._opacityCulling;\n }\n public set opacityCulling(value: Nullable<{ min: number; max: number }>) {\n this._opacityCulling = value;\n for (const p of this._plugins) {\n p.opacityCulling = value;\n }\n }\n\n /**\n * Size culling range. Size is pow(|det(Σ)|, 1/6) of the 3D covariance matrix,\n * equal to the geometric mean of the principal radii. Splats outside this range are not rendered.\n * Use GaussianSplattingDebugger.GetSplatSizeRange(mesh) to find an asset's range.\n * Set to null to disable.\n */\n public get sizeCulling(): Nullable<{ min: number; max: number }> {\n return this._sizeCulling;\n }\n public set sizeCulling(value: Nullable<{ min: number; max: number }>) {\n this._sizeCulling = value;\n for (const p of this._plugins) {\n p.sizeCulling = value;\n }\n }\n\n /** Scalar multiplier applied to every splat's opacity. 1.0 = no change. */\n public get opacityScale(): number {\n return this._opacityScale;\n }\n public set opacityScale(value: number) {\n this._opacityScale = value;\n for (const p of this._plugins) {\n p.opacityScale = value;\n }\n }\n\n /**\n * When true, replaces the Gaussian spatial falloff with a flat uniform opacity,\n * showing each splat as a solid disk.\n */\n public get opacitySaturate(): boolean {\n return this._opacitySaturate;\n }\n public set opacitySaturate(value: boolean) {\n this._opacitySaturate = value;\n for (const p of this._plugins) {\n p.opacitySaturate = value;\n }\n }\n\n /** Include the DC (base) color from colorsTexture. Default: true. */\n public get shDc(): boolean {\n return this._shDc;\n }\n public set shDc(value: boolean) {\n this._shDc = value;\n for (const p of this._plugins) {\n p.shDc = value;\n }\n }\n\n /** Include SH band 1 contribution. Default: true. */\n public get shOrder1(): boolean {\n return this._shOrder1;\n }\n public set shOrder1(value: boolean) {\n this._shOrder1 = value;\n for (const p of this._plugins) {\n p.shOrder1 = value;\n }\n }\n\n /** Include SH band 2 contribution. Default: true. */\n public get shOrder2(): boolean {\n return this._shOrder2;\n }\n public set shOrder2(value: boolean) {\n this._shOrder2 = value;\n for (const p of this._plugins) {\n p.shOrder2 = value;\n }\n }\n\n /** Include SH band 3 contribution. Default: true. */\n public get shOrder3(): boolean {\n return this._shOrder3;\n }\n public set shOrder3(value: boolean) {\n this._shOrder3 = value;\n for (const p of this._plugins) {\n p.shOrder3 = value;\n }\n }\n\n /** Include SH band 4 contribution. Default: true. */\n public get shOrder4(): boolean {\n return this._shOrder4;\n }\n public set shOrder4(value: boolean) {\n this._shOrder4 = value;\n for (const p of this._plugins) {\n p.shOrder4 = value;\n }\n }\n\n // ----- Per-part API (compound meshes only) -----\n\n /**\n * Sets per-part debug overrides for a specific part of a compound mesh.\n * The mesh must already be registered via addMesh(). Logs an error if the mesh\n * is not compound (partCount is 0).\n * @param mesh The compound mesh.\n * @param partIndex The zero-based part index.\n * @param options Partial set of debug options to override for this part.\n */\n public setPartOptions(mesh: GaussianSplattingMeshBase, partIndex: number, options: Partial<IGaussianSplattingDebugOptions>): void {\n const idx = this._meshes.indexOf(mesh);\n if (idx < 0) {\n return;\n }\n this._plugins[idx].setPartOptions(partIndex, options);\n }\n\n /**\n * Clears all per-part debug overrides for a specific part, falling back to global settings.\n * @param mesh The compound mesh.\n * @param partIndex The zero-based part index.\n */\n public clearPartOptions(mesh: GaussianSplattingMeshBase, partIndex: number): void {\n const idx = this._meshes.indexOf(mesh);\n if (idx < 0) {\n return;\n }\n this._plugins[idx].clearPartOptions(partIndex);\n }\n}\n"]}
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This file must only contain pure code and pure imports */\n\nimport { type Nullable } from \"../../types\";\nimport { type Observer } from \"../../Misc/observable\";\nimport { type Node } from \"../../node\";\nimport { type Vector3 } from \"../../Maths/math.vector\";\nimport { GaussianSplattingMaterial } from \"../../Materials/GaussianSplatting/gaussianSplattingMaterial.pure\";\nimport { GaussianSplattingDebugMaterialPlugin, type IGaussianSplattingDebugOptions } from \"../../Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure\";\nimport { type GaussianSplattingMeshBase } from \"./gaussianSplattingMeshBase.pure\";\n\n/**\n * Manages debug rendering options across a set of Gaussian splat meshes.\n * Create one instance, add meshes via addMesh(), then set options to apply\n * them to every registered mesh simultaneously.\n *\n * All options default to their \"off\" states so there is no rendering cost\n * until a feature is explicitly enabled.\n *\n * @example\n * ```ts\n * // Global options — applied to every registered mesh\n * const gsDebugger = new GaussianSplattingDebugger();\n * gsDebugger.addMesh(mesh1);\n * gsDebugger.addMesh(compoundMesh); // compound mesh with multiple parts\n * gsDebugger.clippingBox = { min: new Vector3(-2, -2, -2), max: new Vector3(2, 2, 2) };\n * gsDebugger.shOrder1 = false;\n *\n * // Per-part override — saturate opacity on part 0 of the compound mesh only,\n * // leaving all other parts (and mesh1) unaffected\n * gsDebugger.setPartOptions(compoundMesh, 0, { opacitySaturate: true });\n * // Later, restore part 0 to the global setting\n * gsDebugger.clearPartOptions(compoundMesh, 0);\n * ```\n */\nexport class GaussianSplattingDebugger {\n private _plugins: GaussianSplattingDebugMaterialPlugin[] = [];\n private _meshes: GaussianSplattingMeshBase[] = [];\n private _disposeObservers: Observer<Node>[] = [];\n // observable.add() returns Nullable<Observer<T>>; Observable.remove() accepts null safely.\n private _partCountObservers: Nullable<Observer<number>>[] = [];\n private _partRemovedObservers: Nullable<Observer<number>>[] = [];\n\n // Cached option state so newly added meshes inherit current settings\n private _clippingBox: Nullable<{ min: Vector3; max: Vector3 }> = null;\n private _opacityCulling: Nullable<{ min: number; max: number }> = null;\n private _sizeCulling: Nullable<{ min: number; max: number }> = null;\n private _opacityScale: number = 1.0;\n private _opacitySaturate: boolean = false;\n private _shDc: boolean = true;\n private _shOrder1: boolean = true;\n private _shOrder2: boolean = true;\n private _shOrder3: boolean = true;\n private _shOrder4: boolean = true;\n\n /**\n * Adds a mesh to the debugger, attaching a debug plugin to its material.\n * The mesh must already have a GaussianSplattingMaterial assigned (i.e., data\n * must have been loaded at least once). Current option values are applied immediately.\n * The mesh is automatically unregistered if it is disposed.\n * @param mesh The mesh to register.\n */\n public addMesh(mesh: GaussianSplattingMeshBase): void {\n if (this._meshes.indexOf(mesh) !== -1) {\n return;\n }\n const mat = mesh.material;\n if (!(mat instanceof GaussianSplattingMaterial)) {\n throw new Error(\"GaussianSplattingDebugger.addMesh: mesh must have a GaussianSplattingMaterial.\");\n }\n const plugin = new GaussianSplattingDebugMaterialPlugin(mat);\n plugin.partCount = (mesh as unknown as { partCount?: number }).partCount ?? 0;\n this._applyAllTo(plugin);\n this._meshes.push(mesh);\n this._plugins.push(plugin);\n this._disposeObservers.push(mesh.onDisposeObservable.add(() => this.removeMesh(mesh))!);\n this._partCountObservers.push(\n mesh.onPartCountChangedObservable.add((count) => {\n plugin.partCount = count;\n })\n );\n this._partRemovedObservers.push(\n mesh.onPartRemovedObservable.add((removedIndex) => {\n plugin.shiftPartOptions(removedIndex);\n })\n );\n }\n\n /**\n * Removes a mesh and disposes its debug plugin.\n * @param mesh The mesh to unregister.\n */\n public removeMesh(mesh: GaussianSplattingMeshBase): void {\n const idx = this._meshes.indexOf(mesh);\n if (idx === -1) {\n return;\n }\n mesh.onDisposeObservable.remove(this._disposeObservers[idx]);\n mesh.onPartCountChangedObservable.remove(this._partCountObservers[idx]);\n mesh.onPartRemovedObservable.remove(this._partRemovedObservers[idx]);\n this._plugins[idx].dispose();\n this._meshes.splice(idx, 1);\n this._plugins.splice(idx, 1);\n this._disposeObservers.splice(idx, 1);\n this._partCountObservers.splice(idx, 1);\n this._partRemovedObservers.splice(idx, 1);\n }\n\n /** Disposes all debug plugins and clears the mesh list. */\n public dispose(): void {\n for (let i = 0; i < this._meshes.length; i++) {\n this._meshes[i].onDisposeObservable.remove(this._disposeObservers[i]);\n this._meshes[i].onPartCountChangedObservable.remove(this._partCountObservers[i]);\n this._meshes[i].onPartRemovedObservable.remove(this._partRemovedObservers[i]);\n this._plugins[i].dispose();\n }\n this._meshes.length = 0;\n this._plugins.length = 0;\n this._disposeObservers.length = 0;\n this._partCountObservers.length = 0;\n this._partRemovedObservers.length = 0;\n }\n\n /**\n * Returns the min/max size range of splats in a mesh.\n * Convenience wrapper for GaussianSplattingMeshBase.splatSizeRange.\n * @param mesh The mesh to query.\n * @returns the splat size range, or null if not yet computed.\n */\n public static GetSplatSizeRange(mesh: GaussianSplattingMeshBase): Nullable<{ min: number; max: number }> {\n return mesh.splatSizeRange;\n }\n\n // ----- Option setters (broadcast to all plugins) -----\n\n private _applyAllTo(plugin: GaussianSplattingDebugMaterialPlugin): void {\n plugin.clippingBox = this._clippingBox;\n plugin.opacityCulling = this._opacityCulling;\n plugin.sizeCulling = this._sizeCulling;\n plugin.opacityScale = this._opacityScale;\n plugin.opacitySaturate = this._opacitySaturate;\n plugin.shDc = this._shDc;\n plugin.shOrder1 = this._shOrder1;\n plugin.shOrder2 = this._shOrder2;\n plugin.shOrder3 = this._shOrder3;\n plugin.shOrder4 = this._shOrder4;\n }\n\n /**\n * World-space axis-aligned clipping box. Splats outside are not rendered.\n * Set to null to disable.\n */\n public get clippingBox(): Nullable<{ min: Vector3; max: Vector3 }> {\n return this._clippingBox;\n }\n public set clippingBox(value: Nullable<{ min: Vector3; max: Vector3 }>) {\n this._clippingBox = value;\n for (const p of this._plugins) {\n p.clippingBox = value;\n }\n }\n\n /**\n * Opacity culling range [0..1]. Splats outside this range are not rendered.\n * Set to null to disable.\n */\n public get opacityCulling(): Nullable<{ min: number; max: number }> {\n return this._opacityCulling;\n }\n public set opacityCulling(value: Nullable<{ min: number; max: number }>) {\n this._opacityCulling = value;\n for (const p of this._plugins) {\n p.opacityCulling = value;\n }\n }\n\n /**\n * Size culling range. Size is pow(|det(Σ)|, 1/6) of the 3D covariance matrix,\n * equal to the geometric mean of the principal radii. Splats outside this range are not rendered.\n * Use GaussianSplattingDebugger.GetSplatSizeRange(mesh) to find an asset's range.\n * Set to null to disable.\n */\n public get sizeCulling(): Nullable<{ min: number; max: number }> {\n return this._sizeCulling;\n }\n public set sizeCulling(value: Nullable<{ min: number; max: number }>) {\n this._sizeCulling = value;\n for (const p of this._plugins) {\n p.sizeCulling = value;\n }\n }\n\n /** Scalar multiplier applied to every splat's opacity. 1.0 = no change. */\n public get opacityScale(): number {\n return this._opacityScale;\n }\n public set opacityScale(value: number) {\n this._opacityScale = value;\n for (const p of this._plugins) {\n p.opacityScale = value;\n }\n }\n\n /**\n * When true, replaces the Gaussian spatial falloff with a flat uniform opacity,\n * showing each splat as a solid disk.\n */\n public get opacitySaturate(): boolean {\n return this._opacitySaturate;\n }\n public set opacitySaturate(value: boolean) {\n this._opacitySaturate = value;\n for (const p of this._plugins) {\n p.opacitySaturate = value;\n }\n }\n\n /** Include the DC (base) color from colorsTexture. Default: true. */\n public get shDc(): boolean {\n return this._shDc;\n }\n public set shDc(value: boolean) {\n this._shDc = value;\n for (const p of this._plugins) {\n p.shDc = value;\n }\n }\n\n /** Include SH band 1 contribution. Default: true. */\n public get shOrder1(): boolean {\n return this._shOrder1;\n }\n public set shOrder1(value: boolean) {\n this._shOrder1 = value;\n for (const p of this._plugins) {\n p.shOrder1 = value;\n }\n }\n\n /** Include SH band 2 contribution. Default: true. */\n public get shOrder2(): boolean {\n return this._shOrder2;\n }\n public set shOrder2(value: boolean) {\n this._shOrder2 = value;\n for (const p of this._plugins) {\n p.shOrder2 = value;\n }\n }\n\n /** Include SH band 3 contribution. Default: true. */\n public get shOrder3(): boolean {\n return this._shOrder3;\n }\n public set shOrder3(value: boolean) {\n this._shOrder3 = value;\n for (const p of this._plugins) {\n p.shOrder3 = value;\n }\n }\n\n /** Include SH band 4 contribution. Default: true. */\n public get shOrder4(): boolean {\n return this._shOrder4;\n }\n public set shOrder4(value: boolean) {\n this._shOrder4 = value;\n for (const p of this._plugins) {\n p.shOrder4 = value;\n }\n }\n\n // ----- Per-part API (compound meshes only) -----\n\n /**\n * Sets per-part debug overrides for a specific part of a compound mesh.\n * The mesh must already be registered via addMesh(). Logs an error if the mesh\n * is not compound (partCount is 0).\n * @param mesh The compound mesh.\n * @param partIndex The zero-based part index.\n * @param options Partial set of debug options to override for this part.\n */\n public setPartOptions(mesh: GaussianSplattingMeshBase, partIndex: number, options: Partial<IGaussianSplattingDebugOptions>): void {\n const idx = this._meshes.indexOf(mesh);\n if (idx < 0) {\n return;\n }\n this._plugins[idx].setPartOptions(partIndex, options);\n }\n\n /**\n * Clears all per-part debug overrides for a specific part, falling back to global settings.\n * @param mesh The compound mesh.\n * @param partIndex The zero-based part index.\n */\n public clearPartOptions(mesh: GaussianSplattingMeshBase, partIndex: number): void {\n const idx = this._meshes.indexOf(mesh);\n if (idx < 0) {\n return;\n }\n this._plugins[idx].clearPartOptions(partIndex);\n }\n}\n"]}
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@@ -901,6 +901,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
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this._canPostToWorker = true;
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this._postToWorker(true);
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}
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this.onPartCountChangedObservable.notifyObservers(this.partCount);
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return { proxyMeshes, assignedPartIndices };
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}
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catch (e) {
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@@ -962,6 +963,8 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
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throw new Error(`Cannot remove part: the SH data for part "${proxyMesh.name}" is not available.`);
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}
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}
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// Notify listeners before mutation so they can record state keyed on the original index.
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this.onPartRemovedObservable.notifyObservers(index);
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// --- Reset this mesh to an empty state ---
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// Terminate the sort worker before zeroing _vertexCount. The worker's onmessage handler
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// compares depthMix.length against (_vertexCount + 15) & ~0xf; with _vertexCount = 0 that
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@@ -1021,6 +1024,7 @@ export class GaussianSplattingMesh extends GaussianSplattingMeshBase {
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if (survivors.length === 0) {
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// Nothing left — leave the mesh empty.
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this.setEnabled(false);
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this.onPartCountChangedObservable.notifyObservers(0);
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return;
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}
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// Gate the sort worker: suppress any sort request until the full rebuild is committed.
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