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spark/docs/loading-splats.md
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Diego Marcos 3332f609a9 Initial commit
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# Loading Gsplats
Forge provides loaders for most popular Gsplat file formats, including `.ply` (original "gsplat" format, some compressed variants, and plain x/y/z/r/g/b point clouds) and `.spz` (Niantic open source compressed format), both auto-detected from the file contents.
Forge can also load popular formats `.splat` (from `antimatter15/splat`) and `.ksplat` (from `mkkellogg/GaussianSplats3D`) if the file type can be inferred from the URL/path extension, or set explicitly using the `fileType` property when creating a `SplatMesh` or `PackedSplats`.
## Loading auto-detectable formats `.ply` and `.spz`
Adding an individual `SplatMesh` from an auto-detectable format is easy and can be done as simply as below:
```javascript
// Load and create SplatMesh in one go
const splats = new SplatMesh({ url: "./butterfly.ply" });
scene.add(splats);
scene.add(new SplatMesh({ url: "plyBin/0123456789abcdef" }));
scene.add(new SplatMesh({ url: "spzBin/fedcba9876543210" }));
```
### Load via `PackedSplats`
Alternatively, you can load a `.ply` or `.spz` into a `PackedSplats`, which can then be used as an input source for multiple `SplatMesh` instances in the scene.
```javascript
const packedSplats = new PackedSplats({ url: "./clone.ply" });
const splats1 = new SplatMesh({ packedSplats });
scene.add(splats1);
const splats2 = new SplatMesh({ packedSplats });
scene.add(splats2);
```
### Load via `SplatLoader`
Finally, you can make use of the `THREE.Loader` infrastructure via the `SplatLoader` class. A `Loader` has a synchronous and asynchronous interface. You can provide progress meters during downloads and invoke completion callbacks as follows:
```javascript
const loader = new SplatLoader();
loader.loadAsync(url, (event) => {
if (event.type === "progress") {
const progress = event.lengthComputable
? `${((event.loaded / event.total) * 100).toFixed(2)}%`
: `${event.loaded} bytes`;
console.log(`Background download progress: ${progress}`);
}
})
.then((packedSplats) => {
const splatMesh = new SplatMesh({ packedSplats });
// Re-orient from OpenCV to OpenGL coordinates
splatMesh.quaternion.set(1, 0, 0, 0);
splatMesh.position.set(0, 0, -1);
splatMesh.scale.setScalar(0.5);
scene.add(splatMesh);
})
.catch((error) => {
console.warn(error);
});
```
## Loading additional formats `.splat` and `.ksplat`
These formats are reliably auto-detected from the file contents, so we use two fall-back mechanism to enable support for these popular formats.
First, the auto-detection fails on these files, which triggers file type inference via URL/path file extension. If the URL contains the `.splat` or `.ksplat` extensions (stripping out query parameters etc.), we set the corresponding file type.
```javascript
const splats = new SplatMesh({ url: "./butterfly.splats" });
scene.add(splats);
const ksplats = new SplatMesh({ url: "./butterfly.ksplats" });
scene.add(ksplats);
```
If the URL contains a path with no obvious file extension, you can set the field `fileType` when constructing a `SplatMesh` or `PackedSplats`.
```javascript
scene.add(new SplatMesh({
url: "splatBin/0123456789abcdef",
fileType: SplatFileType.SPLAT,
}));
scene.add(new SplatMesh({
url: "ksplatBin/fedcba9876543210",
fileType: SplatFileType.KSPLAT,
}));
```