Move web/ to javascript/ and declare it via [tool.comfy] web. Rename the seven third-party bundles (playcanvas, spark, three.js, gsplat, OrbitControls, TrackballControls) to .mjs. Every reference to them is inside the HTML viewers, but ComfyUI auto-imports **/*.js under the web dir into the shared browser realm, so ~8MB of vendor code was being evaluated in the main page on every startup -- and with it 36 collision errors: document.body injection, document-level listeners, unguarded message listeners and self.onmessage writes. The importmap values, script srcs and three.module's internal ./three.core ref are rewritten to match. DisplayName becomes "GaussianPack": the namespace enforced on registerExtension names is derived from it, and "ComfyUI-GaussianPack" made that prefix invalid. The analysis extension is renamed to match. js/gaussian_preview.js hooked "PlyPreviewLoadGaussianPLYEnhance", a node id that appears nowhere in this repo, so the PLY dropdown auto-refresh had never run; it now targets LoadPLY and LoadPLYOutput, the two nodes that actually carry the ply_file widget. Guard its message listener on event.source. Asset seeding resolves the input directory through folder_paths.get_input_directory(), so it follows ComfyUI Desktop and --input-directory instead of writing into the code tree. comfy-test.toml moves to the current schema: [test.workflows] cuda (there is no "gpu" key -- the accelerator is named by backend, and the old spelling parsed to an empty list, so CUDA runners silently ran the full unfiltered set), an explicit [test.platforms] platforms allowlist (per-platform booleans are no longer supported), and the javascript level.
126 lines
3.7 KiB
JavaScript
126 lines
3.7 KiB
JavaScript
export const PI = Math.PI;
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export function halfToFloat(h) {
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const sgn = (h >> 15) & 0x1;
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const exponent = (h >> 10) & 0x1f;
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const mantissa = h & 0x3ff;
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const signMul = sgn === 1 ? -1.0 : 1.0;
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if (exponent === 0) {
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return signMul * Math.pow(2, -14) * mantissa / 1024;
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}
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if (exponent === 31) {
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return mantissa !== 0 ? NaN : signMul * Infinity;
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}
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return signMul * Math.pow(2, exponent - 15) * (1 + mantissa / 1024);
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}
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export function floatToHalf(f) {
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const buffer = new ArrayBuffer(4);
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const view = new DataView(buffer);
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view.setFloat32(0, f);
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const f32 = view.getUint32(0);
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const sign = (f32 >> 31) & 0x01;
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const exponent = (f32 >> 23) & 0xff;
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const mantissa = f32 & 0x7fffff;
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if (exponent === 0xff) {
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if (mantissa === 0) {
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return (sign << 15) | 0x7c00;
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}
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return (sign << 15) | 0x7c01;
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}
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const centeredExp = exponent - 127;
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if (centeredExp > 15) {
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return (sign << 15) | 0x7c00;
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}
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if (centeredExp > -15) {
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return (sign << 15) | ((centeredExp + 15) << 10) | (mantissa >> 13);
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}
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const fullMantissa = 0x800000 | mantissa;
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const shift = -(centeredExp + 14);
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const newMantissa = fullMantissa >> shift;
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return (sign << 15) | (newMantissa >> 13);
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}
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export function axisAngleQuat(scaledAxis) {
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const [a0, a1, a2] = scaledAxis;
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const thetaSquared = a0 * a0 + a1 * a1 + a2 * a2;
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if (thetaSquared > 0) {
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const theta = Math.sqrt(thetaSquared);
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const halfTheta = theta * 0.5;
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const k = Math.sin(halfTheta) / theta;
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return normalized([Math.cos(halfTheta), a0 * k, a1 * k, a2 * k]);
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}
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const k = 0.5;
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return normalized([1.0, a0 * k, a1 * k, a2 * k]);
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}
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export function isVec3f(v) {
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return v.length === 3;
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}
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export function isQuat4f(v) {
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return v.length === 4;
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}
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export function vec3f(data) {
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return [data[0], data[1], data[2]];
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}
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export function quat4f(data) {
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return [data[0], data[1], data[2], data[3]];
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}
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export function dot(a, b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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export function squaredNorm(v) {
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return v.reduce((sum, val) => sum + val * val, 0);
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}
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export function norm(v) {
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return Math.sqrt(squaredNorm(v));
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}
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export function normalized(v) {
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const n = norm(v);
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return v.map(x => x / n);
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}
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// Quaternion multiplication with a vector
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export function timesVec3(q, p) {
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const [w, x, y, z] = q;
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const [vx, vy, vz] = p;
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const x2 = x + x;
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const y2 = y + y;
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const z2 = z + z;
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const wx2 = w * x2;
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const wy2 = w * y2;
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const wz2 = w * z2;
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const xx2 = x * x2;
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const xy2 = x * y2;
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const xz2 = x * z2;
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const yy2 = y * y2;
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const yz2 = y * z2;
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const zz2 = z * z2;
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return [
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vx * (1.0 - (yy2 + zz2)) + vy * (xy2 - wz2) + vz * (xz2 + wy2),
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vx * (xy2 + wz2) + vy * (1.0 - (xx2 + zz2)) + vz * (yz2 - wx2),
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vx * (xz2 - wy2) + vy * (yz2 + wx2) + vz * (1.0 - (xx2 + yy2))
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];
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}
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// Quaternion multiplication
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export function timesQuat(a, b) {
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const [w, x, y, z] = a;
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const [qw, qx, qy, qz] = b;
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return normalized([
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w * qw - x * qx - y * qy - z * qz,
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w * qx + x * qw + y * qz - z * qy,
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w * qy - x * qz + y * qw + z * qx,
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w * qz + x * qy - y * qx + z * qw
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]);
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}
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// Scalar multiplication
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export function timesScalar(v, s) {
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return v.map(x => x * s);
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}
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// Vector/quaternion addition
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export function plus(a, b) {
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return a.map((x, i) => x + b[i]);
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}
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// Convert Vec3f to Quat4f with w component
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export function vec3ToQuat4(v, w) {
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return [w, v[0], v[1], v[2]]; // w first, then xyz
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}
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export function quatToVec3(q) {
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return [q[1], q[2], q[3]]; // Skip w, take xyz
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}
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