This commit is contained in:
2026-03-17 17:05:16 +08:00
parent db69db01a1
commit 77040b7d56
+214 -58
View File
@@ -18,19 +18,10 @@ using Unity.VisualScripting;
using System.Collections; using System.Collections;
using Unity.Collections; using Unity.Collections;
using UnityEditor.Experimental.GraphView; using UnityEditor.Experimental.GraphView;
using UnityEngine.Playables;
/******************************************************************************* using Unity.Android.Gradle.Manifest;
TODO: using UnityEngine.Timeline;
1. Move header parsing to ParsePLYFile using Unity.Jobs;
2. Improve exception reporting and handling
3. Use Burst compiler for parsing binary data
4. If we can reasonably assume that items are contigious (e.g. position)
use MemoryMarshal
5. Use a struct for header_info
6. Write handler for data other than 32 bit float
7. Pass around Span<byte> instead of byte[] for memory safety
8. Implement opacity clamping in the VFX Graph
*******************************************************************************/
namespace SplatVfx.Editor namespace SplatVfx.Editor
{ {
@@ -39,16 +30,14 @@ namespace SplatVfx.Editor
public sealed class SplatImporter : ScriptedImporter public sealed class SplatImporter : ScriptedImporter
{ {
const float SH_C0 = 0.28209479177387814f; const float SH_C0 = 0.28209479177387814f;
const string DefaultVfxPath = "Assets/vfx-graph-gs/SplatVFX.vfx";
#region ScriptedImporter implementation
[BurstCompile]
public override void OnImportAsset(AssetImportContext context) public override void OnImportAsset(AssetImportContext context)
{ {
var ply = ParsePLYFile(context.assetPath); var (headerString, endHeaderPosition) = GetHeader(context.assetPath);
var header_info = ParseHeader(ply.header); var headerData = ParseMetadata(headerString);
var data = ImportAsSplatData(header_info, ply.binaryData); var data = ImportData(headerData, context.assetPath, endHeaderPosition);
data.name = Path.GetFileNameWithoutExtension(context.assetPath); data.name = Path.GetFileNameWithoutExtension(context.assetPath);
context.AddObjectToAsset("data", data); context.AddObjectToAsset("data", data);
@@ -57,14 +46,7 @@ namespace SplatVfx.Editor
context.SetMainObject(prefab); context.SetMainObject(prefab);
} }
#endregion private GameObject CreatePrefab(SplatData data)
#region Prefab construction
const string DefaultVfxPath = "Assets/vfx-graph-gs/SplatVFX.vfx";
[BurstCompile]
GameObject CreatePrefab(SplatData data)
{ {
var go = new GameObject(); var go = new GameObject();
var vfx = go.AddComponent<VisualEffect>(); var vfx = go.AddComponent<VisualEffect>();
@@ -78,12 +60,62 @@ namespace SplatVfx.Editor
return go; return go;
} }
#endregion const int MAX_CHUNK_SIZE = 1048576 * 256; // 256MiB
#region Reader implementation private enum TypeEnum
{
None, Float32, Float64, Float16, Int8, UInt8, Char, Short, UInt16
}
[BurstCompile] private enum DataEnum
(string header, byte[] binaryData) ParsePLYFile(string filePath) {
x, y, z, f_dc_0, f_dc_1, f_dc_2, f_rest_0, f_rest_1, f_rest_2,
f_rest_3, f_rest_4, f_rest_5, f_rest_6, f_rest_7, f_rest_8,
f_rest_9, f_rest_10, f_rest_11, f_rest_12, f_rest_13, f_rest_14,
f_rest_15, f_rest_16, f_rest_17, f_rest_18, f_rest_19, f_rest_20,
f_rest_21, f_rest_22, f_rest_23, f_rest_24, f_rest_25, f_rest_26,
f_rest_27, f_rest_28, f_rest_29, f_rest_30, f_rest_31, f_rest_32,
f_rest_33, f_rest_34, f_rest_35, f_rest_36, f_rest_37, f_rest_38,
f_rest_39, f_rest_40, f_rest_41, f_rest_42, f_rest_43, f_rest_44,
opacity, scale_0, scale_1, scale_2, rot_0, rot_1, rot_2, rot_3
}
/***********************************************************************
- TODO: Add support for more data types
***********************************************************************/
private static readonly Dictionary<TypeEnum, int> TypeToByteLengths =
new()
{
{ TypeEnum.Float32, 4 },
{ TypeEnum.Float64, 8 },
{ TypeEnum.Float16, 2 }, // keeping this here to support half precision floats in the future
{ TypeEnum.UInt8, 1 },
{ TypeEnum.Int8, 1 }
};
private static readonly Dictionary<string, TypeEnum> TypeMappings =
new()
{
{ "float", TypeEnum.Float32 },
{ "double", TypeEnum.Float64 },
{ "uint8", TypeEnum.UInt8 },
{ "int8", TypeEnum.Int8 }
};
/***********************************************************************
- TODO: Add endianness
- TODO: Add float size
***********************************************************************/
private struct HeaderData
{
public uint NumElements;
public uint BinaryDataStartOffset;
public int[] ElementByteOffsets;
public TypeEnum[] ElementTypes;
public int BytesPerElement;
}
private static (string headerString, int endHeaderPosition) GetHeader(string filePath)
{ {
using var fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read); using var fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new StreamReader(fileStream); using var reader = new StreamReader(fileStream);
@@ -100,58 +132,183 @@ namespace SplatVfx.Editor
} }
} }
long endHeaderPosition = headerBuilder.Length - headerBuilder.ToString().Split('\n').Length + 1; // Old logic that works because AppendLine adds another \n
fileStream.Seek(endHeaderPosition, SeekOrigin.Begin); // TODO: Fix this logic. Start with using Append instead of AppendLine
int endHeaderPosition = headerBuilder.Length - headerBuilder.ToString().Split('\n').Length + 1;
var binaryReader = new BinaryReader(fileStream); return (headerBuilder.ToString(), endHeaderPosition);
var binaryData = binaryReader.ReadBytes((int)(fileStream.Length - endHeaderPosition));
return (headerBuilder.ToString(), binaryData);
} }
[BurstCompile] private static HeaderData ParseMetadata(string headerString)
(string format, int num_element, List<(string, string)> properties)
ParseHeader(string header)
{ {
using var reader = new StringReader(header); HeaderData result = new();
string line; string line;
string format = ""; result.ElementByteOffsets = new int[59];
int num_element = 0; result.ElementTypes = new TypeEnum[59];
var properties = new List<(string, string)>();
using var reader = new StringReader(headerString);
while ((line = reader.ReadLine()) != null) while ((line = reader.ReadLine()) != null)
{ {
if (line.StartsWith("end_header")) if (line.Trim() == "end_header")
{
break; break;
}
var strings = line.Split(" "); var strings = line.Split(" ");
switch (strings.FirstOrDefault()) switch (strings.FirstOrDefault())
{ {
case "format":
format = strings[1];
break;
case "element": case "element":
num_element = int.Parse(strings[2]); result.NumElements = uint.Parse(strings[2]);
break; break;
case "property": case "property":
properties.Add((strings[2].Trim(), strings[1].Trim())); TypeEnum dataType = TypeMappings[strings[1]];
// If in DataEnum, store byte offset and type
if (DataEnum.TryParse(strings[2], out DataEnum dataName))
{
int ix = (int)dataName;
result.ElementByteOffsets[ix] = result.BytesPerElement;
result.ElementTypes[ix] = dataType;
}
result.BytesPerElement += TypeToByteLengths[dataType];
break; break;
} }
} }
return (format, num_element, properties); return result;
} }
[BurstCompile] [BurstCompile]
private struct SplatDataNative
{
NativeArray<float3> position;
NativeArray<float3> color;
NativeArray<float> sh;
NativeArray<float> opacity;
NativeArray<float3> scale;
NativeArray<float4> rotation;
public SplatDataNative(int count)
{
position = new NativeArray<float3>(count, Allocator.Temp);
color = new NativeArray<float3>(count, Allocator.Temp);
sh = new NativeArray<float>(count, Allocator.Temp);
opacity = new NativeArray<float>(count, Allocator.Temp);
scale = new NativeArray<float3>(count, Allocator.Temp);
rotation = new NativeArray<float4>(count, Allocator.Temp);
}
public void Dispose()
{
position.Dispose();
color.Dispose();
sh.Dispose();
opacity.Dispose();
scale.Dispose();
rotation.Dispose();
}
}
private static SplatData ImportData(HeaderData headerData, string filePath, int endHeaderPosition)
{
var splatData = ScriptableObject.CreateInstance<SplatData>();
int elementsPerChunk = MAX_CHUNK_SIZE / headerData.BytesPerElement;
int chunkSize = elementsPerChunk * headerData.BytesPerElement;
using var fileStream = new FileStream(filePath, FileMode.Open, FileAccess.Read);
using var reader = new BinaryReader(fileStream);
fileStream.Seek(endHeaderPosition, SeekOrigin.Begin);
var dataList = new List<SplatDataNative>();
var jobHandles = new List<JobHandle>();
for (int pos = endHeaderPosition; pos < fileStream.Length; pos += chunkSize)
{
int currChunkSize = (int)(pos + chunkSize < fileStream.Length ? chunkSize : fileStream.Length - pos);
byte[] chunkBytes = reader.ReadBytes(currChunkSize);
int numElemInChunk = currChunkSize / headerData.BytesPerElement;
var splatDataNative = new SplatDataNative(numElemInChunk);
dataList.Add(splatDataNative);
var splatChunkJob = new SplatChunkJob
{
chunkBytes = chunkBytes,
splatDataNative = splatDataNative,
headerData = headerData,
numElem = numElemInChunk
};
var handle = splatChunkJob.Schedule();
jobHandles.Add(handle);
}
// Copy data here
splatData.ReleaseGpuResources();
return splatData;
}
[BurstCompile]
private struct SplatChunkJob : IJob
{
public byte[] chunkBytes;
public SplatDataNative splatDataNative;
public HeaderData headerData;
public int numElem;
public void Execute()
{
throw new NotImplementedException();
}
}
[BurstCompile]
private struct SplatElementJob : IJobParallelFor
{
public byte[] chunkBytes;
public SplatDataNative splatDataNative;
public HeaderData headerData;
public void Execute(int ix)
{
throw new NotImplementedException();
}
}
// private struct ReadChunkJob
/***********************************************************************
ImportData function
- Takes a HeaderData struct and file path string as input
- Following the JOB_SZ and the length of a single element's data
-- Computes how many bytes a single job can process
-- Reads them in chunks
-- As each chunk is read
--- Creates NativeArrays representing all the data points
--- Creates a ReadChunk Jobs to parse the data
- Once each Job is complete, begins copying the NativeArrays into a
newly created SplatData scriptable object
***********************************************************************/
/***********************************************************************
ReadChunk Job
- This MUST be Burst compiled
- Takes in NativeArrays, the chunk's byte data, and the HeaderData
struct
- It may be more efficient to place the NativeArrays inside a Burst
compiled struct
- Iterates through the byte data using the total length of a data point
as stored in HeaderData
- For each data point, reads the data points and stores them into the
appropriate NativeArray, referencing the byte offset table in
HeaderData to find their locations in the byte data
***********************************************************************/
SplatData ImportAsSplatData((string format, int num_element, List<(string, string)> properties) header_info, byte[] binaryData) SplatData ImportAsSplatData((string format, int num_element, List<(string, string)> properties) header_info, byte[] binaryData)
{ {
var splatData = ScriptableObject.CreateInstance<SplatData>(); var splatData = ScriptableObject.CreateInstance<SplatData>();
@@ -322,7 +479,6 @@ namespace SplatVfx.Editor
// color = (Vector4)math.float4(src.r, src.g, src.b, src.a) / 255; // color = (Vector4)math.float4(src.r, src.g, src.b, src.a) / 255;
// } // }
#endregion
} }
} // namespace SplatVfx.Editor }