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playcanvas

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PlayCanvas WebGL game engine

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import { Asset } from '../asset/asset.js'; import { Http, http } from '../../platform/net/http.js'; import { GSplatResource } from '../../scene/gsplat/gsplat-resource.js'; import { GSplatSogsData } from '../../scene/gsplat/gsplat-sogs-data.js'; import { GSplatSogsResource } from '../../scene/gsplat/gsplat-sogs-resource.js'; // combine the progress updates from multiple assets // and fire progress events on the target const combineProgress = (target, assets)=>{ const map = new Map(); const fire = ()=>{ let loaded = 0; let total = 0; map.forEach((value)=>{ loaded += value.loaded; total += value.total; }); target.fire('progress', loaded, total); }; assets.forEach((asset)=>{ const progress = (loaded, total)=>{ map.set(asset, { loaded, total }); fire(); }; const done = ()=>{ asset.off('progress', progress); asset.off('load', done); asset.off('error', done); }; asset.on('progress', progress); asset.on('load', done); asset.on('error', done); }); }; /** * @import { AppBase } from '../app-base.js' * @import { ResourceHandlerCallback } from '../handlers/handler.js' */ class SogsParser { /** * @param {AppBase} app - The app instance. * @param {number} maxRetries - Maximum amount of retries. */ constructor(app, maxRetries){ this.app = app; this.maxRetries = maxRetries; } async loadTextures(url, callback, asset, meta) { const { assets } = this.app; const subs = [ 'means', 'quats', 'scales', 'sh0', 'shN' ]; const textures = {}; const promises = []; subs.forEach((sub)=>{ const files = meta[sub]?.files ?? []; textures[sub] = files.map((filename)=>{ const texture = new Asset(filename, 'texture', { url: asset.options?.mapUrl?.(filename) ?? new URL(filename, new URL(url.load, window.location.href).toString()).toString(), filename }, { mipmaps: false }); const promise = new Promise((resolve, reject)=>{ texture.on('load', ()=>resolve(null)); texture.on('error', (err)=>reject(err)); }); assets.add(texture); promises.push(promise); return texture; }); }); const textureAssets = subs.map((sub)=>textures[sub]).flat(); combineProgress(asset, textureAssets); textureAssets.forEach((t)=>assets.load(t)); // wait for all textures to complete loading await Promise.allSettled(promises); // construct the gsplat resource const data = new GSplatSogsData(); data.meta = meta; data.numSplats = meta.means.shape[0]; data.means_l = textures.means[0].resource; data.means_u = textures.means[1].resource; data.quats = textures.quats[0].resource; data.scales = textures.scales[0].resource; data.sh0 = textures.sh0[0].resource; data.sh_centroids = textures.shN?.[0]?.resource; data.sh_labels = textures.shN?.[1]?.resource; const decompress = asset.data?.decompress; if (!decompress) { // no need to prepare gpu data if decompressing await data.prepareGpuData(); } const resource = decompress ? new GSplatResource(this.app.graphicsDevice, await data.decompress()) : new GSplatSogsResource(this.app.graphicsDevice, data); callback(null, resource); } /** * @param {object} url - The URL of the resource to load. * @param {string} url.load - The URL to use for loading the resource. * @param {string} url.original - The original URL useful for identifying the resource type. * @param {ResourceHandlerCallback} callback - The callback used when * the resource is loaded or an error occurs. * @param {Asset} asset - Container asset. */ load(url, callback, asset) { if (asset.data?.means) { // user can specify meta.json in asset data this.loadTextures(url, callback, asset, asset.data); } else { // otherwise download meta.json using asset url if (typeof url === 'string') { url = { load: url, original: url }; } // we need to specify JSON for blob URLs const options = { retry: this.maxRetries > 0, maxRetries: this.maxRetries, responseType: Http.ResponseType.JSON }; http.get(url.load, options, (err, meta)=>{ if (!err) { this.loadTextures(url, callback, asset, meta); } else { callback(`Error loading gsplat meta: ${url.original} [${err}]`); } }); } } } export { SogsParser };