Delete main.js
Browse files
main.js
DELETED
@@ -1,295 +0,0 @@
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import * as THREE from "three";
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import { OrbitControls } from "three/addons/controls/OrbitControls.js";
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// Create the renderer
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var renderer = new THREE.WebGLRenderer({ antialias: true });
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renderer.setClearColor(0xffffff, 0);
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Create the scene
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const scene = new THREE.Scene();
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// Create the camera
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const camera = new THREE.PerspectiveCamera(
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45,
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window.innerWidth / window.innerHeight,
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0.1,
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200.0
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);
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camera.position.set(0, 0, 3.0);
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scene.add(camera);
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// Create orbit controls
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const controls = new OrbitControls(camera, renderer.domElement);
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// controls.maxPolarAngle = (0.9 * Math.PI) / 2;
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controls.enableDamping = true;
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controls.dampingFactor = 0.5;
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let sortReady = false;
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function sortSplats(matrices, view) {
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const vertexCount = matrices.length / 16;
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let maxDepth = -Infinity;
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let minDepth = Infinity;
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let depthList = new Float32Array(vertexCount);
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let sizeList = new Int32Array(depthList.buffer);
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for (let i = 0; i < vertexCount; i++) {
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let depth =
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view[0] * matrices[i * 16 + 12] -
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view[1] * matrices[i * 16 + 13] -
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view[2] * matrices[i * 16 + 14];
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depthList[i] = depth;
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if (depth > maxDepth) maxDepth = depth;
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if (depth < minDepth) minDepth = depth;
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}
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// This is a 16 bit single-pass counting sort
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let depthInv = (256 * 256 - 1) / (maxDepth - minDepth);
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let counts0 = new Uint32Array(256 * 256);
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for (let i = 0; i < vertexCount; i++) {
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sizeList[i] = ((depthList[i] - minDepth) * depthInv) | 0;
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counts0[sizeList[i]]++;
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}
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let starts0 = new Uint32Array(256 * 256);
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for (let i = 1; i < 256 * 256; i++)
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starts0[i] = starts0[i - 1] + counts0[i - 1];
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let depthIndex = new Uint32Array(vertexCount);
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for (let i = 0; i < vertexCount; i++) depthIndex[starts0[sizeList[i]]++] = i;
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let sortedMatrices = new Float32Array(vertexCount * 16);
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for (let j = 0; j < vertexCount; j++) {
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let i = depthIndex[j];
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for (let k = 0; k < 16; k++) {
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sortedMatrices[j * 16 + k] = matrices[i * 16 + k];
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}
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}
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return sortedMatrices;
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}
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function createWorker(self) {
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let sortFunction;
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let matrices;
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self.onmessage = (e) => {
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if (e.data.sortFunction) {
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eval(e.data.sortFunction);
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sortFunction = sortSplats;
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}
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if (e.data.matrices) {
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matrices = new Float32Array(e.data.matrices);
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}
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if (e.data.view) {
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const view = new Float32Array(e.data.view);
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const sortedMatrices = sortFunction(matrices, view);
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self.postMessage({ sortedMatrices }, [sortedMatrices.buffer]);
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}
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};
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}
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const size = new THREE.Vector2();
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renderer.getSize(size);
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const focal = size.y / 2.0 / Math.tan(((camera.fov / 2.0) * Math.PI) / 180.0);
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const geometry = new THREE.PlaneGeometry(4, 4);
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const material = new THREE.ShaderMaterial({
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uniforms: {
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viewport: { value: new Float32Array([size.x, size.y]) },
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focal: { value: focal },
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},
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vertexShader: `varying vec4 vColor;
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varying vec2 vPosition;
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uniform vec2 viewport;
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uniform float focal;
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void main () {
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vec4 center = vec4(instanceMatrix[3][0], instanceMatrix[3][1], instanceMatrix[3][2], 1);
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// Adjust View Pose
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mat4 adjViewMatrix = inverse(viewMatrix);
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adjViewMatrix[0][1] *= -1.0;
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adjViewMatrix[1][0] *= -1.0;
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adjViewMatrix[1][2] *= -1.0;
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adjViewMatrix[2][1] *= -1.0;
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adjViewMatrix[3][1] *= -1.0;
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adjViewMatrix = inverse(adjViewMatrix);
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mat4 modelView = adjViewMatrix * modelMatrix;
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vec4 camspace = modelView * center;
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vec4 pos2d = projectionMatrix * mat4(1,0,0,0,0,-1,0,0,0,0,1,0,0,0,0,1) * camspace;
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float bounds = 1.2 * pos2d.w;
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if (pos2d.z < -pos2d.w || pos2d.x < -bounds || pos2d.x > bounds
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|| pos2d.y < -bounds || pos2d.y > bounds) {
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gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
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return;
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}
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mat3 J = mat3(
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focal / camspace.z, 0., -(focal * camspace.x) / (camspace.z * camspace.z),
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0., -focal / camspace.z, (focal * camspace.y) / (camspace.z * camspace.z),
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0., 0., 0.
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);
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mat3 W = transpose(mat3(modelView));
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mat3 T = W * J;
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mat3 cov = transpose(T) * mat3(instanceMatrix) * T;
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vec2 vCenter = vec2(pos2d) / pos2d.w;
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float diagonal1 = cov[0][0] + 0.3;
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float offDiagonal = cov[0][1];
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float diagonal2 = cov[1][1] + 0.3;
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float mid = 0.5 * (diagonal1 + diagonal2);
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float radius = length(vec2((diagonal1 - diagonal2) / 2.0, offDiagonal));
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float lambda1 = mid + radius;
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float lambda2 = max(mid - radius, 0.1);
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vec2 diagonalVector = normalize(vec2(offDiagonal, lambda1 - diagonal1));
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vec2 v1 = min(sqrt(2.0 * lambda1), 1024.0) * diagonalVector;
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vec2 v2 = min(sqrt(2.0 * lambda2), 1024.0) * vec2(diagonalVector.y, -diagonalVector.x);
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vColor = vec4(instanceMatrix[0][3], instanceMatrix[1][3], instanceMatrix[2][3], instanceMatrix[3][3]);
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vPosition = position.xy;
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gl_Position = vec4(
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vCenter
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+ position.x * v2 / viewport * 2.0
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+ position.y * v1 / viewport * 2.0, 0.0, 1.0);
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}`,
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fragmentShader: `varying vec4 vColor;
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varying vec2 vPosition;
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void main () {
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float A = -dot(vPosition, vPosition);
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if (A < -4.0) discard;
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float B = exp(A) * vColor.a;
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gl_FragColor = vec4(B * vColor.rgb, B);
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}`,
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});
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material.blending = THREE.CustomBlending;
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material.blendEquation = THREE.AddEquation;
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material.blendSrc = THREE.OneMinusDstAlphaFactor;
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material.blendDst = THREE.OneFactor;
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material.blendSrcAlpha = THREE.OneMinusDstAlphaFactor;
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material.blendDstAlpha = THREE.OneFactor;
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material.depthTest = false;
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material.needsUpdate = true;
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window.addEventListener("resize", () => {
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renderer.getSize(size);
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const focal =
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size.y /
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2.0 /
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Math.tan(((camera.components.camera.data.fov / 2.0) * Math.PI) / 180.0);
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material.uniforms.viewport.value[0] = size.x;
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material.uniforms.viewport.value[1] = size.y;
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material.uniforms.focal.value = focal;
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});
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const urlParams = new URLSearchParams(window.location.search);
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const name = urlParams.get('url');
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console.log(name);
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fetch(name)
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.then((data) => data.blob())
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.then((res) => res.arrayBuffer())
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.then((buffer) => {
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const rowLength = 3 * 4 + 3 * 4 + 4 + 4;
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const vertexCount = Math.floor(buffer.byteLength / rowLength);
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const f_buffer = new Float32Array(buffer);
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const u_buffer = new Uint8Array(buffer);
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const matrices = new Float32Array(vertexCount * 16);
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for (let i = 0; i < vertexCount; i++) {
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const quat = new THREE.Quaternion(
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(u_buffer[32 * i + 28 + 1] - 128) / 128.0,
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(u_buffer[32 * i + 28 + 2] - 128) / 128.0,
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-(u_buffer[32 * i + 28 + 3] - 128) / 128.0,
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(u_buffer[32 * i + 28 + 0] - 128) / 128.0
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);
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const center = new THREE.Vector3(
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f_buffer[8 * i + 0],
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f_buffer[8 * i + 1],
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-f_buffer[8 * i + 2]
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);
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const scale = new THREE.Vector3(
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f_buffer[8 * i + 3 + 0],
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f_buffer[8 * i + 3 + 1],
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f_buffer[8 * i + 3 + 2]
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);
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const mtx = new THREE.Matrix4();
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mtx.makeRotationFromQuaternion(quat);
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mtx.transpose();
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mtx.scale(scale);
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const mtx_t = mtx.clone();
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mtx.transpose();
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mtx.premultiply(mtx_t);
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mtx.setPosition(center);
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// RGBA
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mtx.elements[3] = u_buffer[32 * i + 24 + 0] / 255;
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mtx.elements[7] = u_buffer[32 * i + 24 + 1] / 255;
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mtx.elements[11] = u_buffer[32 * i + 24 + 2] / 255;
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mtx.elements[15] = u_buffer[32 * i + 24 + 3] / 255;
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for (let j = 0; j < 16; j++) {
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matrices[i * 16 + j] = mtx.elements[j];
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}
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}
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const view = new Float32Array([
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camera.matrixWorld.elements[2],
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camera.matrixWorld.elements[6],
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camera.matrixWorld.elements[10],
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]);
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const iMesh = new THREE.InstancedMesh(geometry, material, vertexCount);
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iMesh.frustumCulled = false;
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iMesh.instanceMatrix.array = sortSplats(matrices, view);
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iMesh.instanceMatrix.needsUpdate = true;
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scene.add(iMesh);
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const worker = new Worker(
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URL.createObjectURL(
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new Blob(["(", createWorker.toString(), ")(self)"], {
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type: "application/javascript",
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})
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)
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);
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worker.postMessage(
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{
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sortFunction: sortSplats.toString(),
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matrices: matrices.buffer,
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},
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[matrices.buffer]
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);
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worker.onmessage = (e) => {
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iMesh.instanceMatrix.array = new Float32Array(e.data.sortedMatrices);
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iMesh.instanceMatrix.needsUpdate = true;
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sortReady = true;
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};
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sortReady = true;
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function animate() {
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requestAnimationFrame(animate);
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if (sortReady) {
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sortReady = false;
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const view = new Float32Array([
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camera.matrixWorld.elements[2],
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camera.matrixWorld.elements[6],
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camera.matrixWorld.elements[10],
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]);
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worker.postMessage({ view }, [view.buffer]);
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}
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controls.update();
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renderer.render(scene, camera);
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}
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animate();
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})
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.catch((error) => {
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console.error(error);
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});
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