@displayxr/inline3d 1.1.0 → 1.1.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +66 -0
- package/index.d.ts +12 -0
- package/js/inline3d-three.js +23 -2
- package/js/inline3d-viewer.js +208 -7
- package/js/inline3d.js +33 -1
- package/package.json +2 -2
- package/three.d.ts +12 -0
- package/viewer.d.ts +8 -1
package/CHANGELOG.md
CHANGED
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@@ -5,6 +5,72 @@ entry points (`.`, `./three`) are frozen for 1.x, while the **scene subpaths** (
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`./splat`, `./model`) are a preview tier whose options may change in any release. Entries below say
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which tier they touch, because that is what tells you whether an upgrade can move your pixels.
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## 1.1.1 — 2026-08-20
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### Fixed
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- **`./viewer` validates a frame before it clears the canvas — the dark blink under GPU load
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(web#12).** `SceneViewer.onFrame` cleared unconditionally and then rendered whatever it could.
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Under load the session hands the callback a **short view list** — one view, or none, a per-frame
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mono fallback — and the old loop turned that into a cleared buffer with a single origin-camera
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view drawn into it whose content is entirely near-plane-clipped: a fully transparent
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side-by-side buffer, i.e. **one dark woven tile**. The blink was the viewer's, not the weave's;
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it was reported as a compositor fault (glTF and splat tiles blinking on a busy box) with the
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whole submit/match path provably healthy.
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Now every disqualifying condition — a short view list, a `null` or degenerate
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`layer.getViewport(view)`, a disposed viewer — is checked **while the canvas still holds the
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last good image**, and only a frame that will draw is allowed to clear. A frame that cannot
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draw **replays the last good one** from per-eye `Float32Array(16)` copies of
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`projectionMatrix` / `transform.matrix` plus the viewport rects (copies, because an `XRView` is
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valid only inside its own frame callback), rather than skipping the commit — the SDK's
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every-frame-repaint invariant is real, and an un-redrawn canvas can drop out of the aggregated
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frame and leave the weave reading a stale sub-rect. A one-frame-stale eye pose is
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imperceptible; a black frame and a smear are not. Before the first good frame there is nothing
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to replay, and the frame simply returns without clearing.
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**This changes pixels only on frames that were previously black.** A frame that passed
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validation renders byte-for-byte as it did in 1.1.0 — same clear, same viewports, same
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matrices, same order. *(preview tier)*
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- **A no-op resize no longer blanks the tile (web#12).** `renderer.setSize()` writes
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`canvas.width`/`canvas.height` unconditionally, and writing either — *including the same value*
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— reallocates and clears the drawing buffer. `ResizeObserver` fires on things that leave the
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buffer's dimensions exactly where they were (a sub-pixel reflow, a scrollbar coming and going, a
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sibling settling), and its callback runs after rAF and before paint, so each one committed a
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black frame with nothing on the way to repaint it. `_resize` now compares against
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`renderer.domElement.width/height` and returns early when nothing moved; a real change resizes
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and then **immediately** re-renders from the replay cache (rects scaled to the new buffer), so
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the cleared store never reaches the compositor. Observer bursts coalesce to one animation frame,
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matching what the core already does for its own windows. *(preview tier)*
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- **`SceneViewer` without `useEyeCamera()` says so instead of rendering nothing.** With no
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`./three` glue the 3D path had no eye camera, so it cleared and drew nothing every frame,
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forever, in silence — and this module's own header example omitted the call, making the failure
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reachable by copy-paste. It now warns once and renders the **mono camera** into both eye
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viewports (flat, but visible), and the example passes `EyeCamera`. `./splat` and `./model` were
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never affected — they supply the glue for you. *(preview tier)*
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### Added
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- **`EyeCamera.setFromMatrices(projectionMatrix, transformMatrix)`** — the same two matrices an
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`XRView` carries, handed over separately, for re-drawing a frame you have already drawn.
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`setFromView` is now a one-line forward to it, so a replay path can never drift from the live
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one. *(core tier — additive)*
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- **`handle.stats()` → `{ frames, monoFrames }`** on the handle every `add*()` returns. For scene
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windows, `monoFrames` counts the deliveries that carried fewer than two views — the
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load-induced fallback that used to be invisible from the page, since nothing throws and nothing
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logs. A rising ratio is the machine telling you the session is degrading before it becomes a bug
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report about "blinking"; one throttled `console.debug` (the first, then 1-in-300) names the
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rate. The core's own contract is unchanged: the view list is passed to `onFrame` exactly as
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reported, filtered by nothing and synthesised from nothing. *(core tier — additive)*
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- **Unit tests.** `test/*.test.mjs` under `node --test`, with the DOM and three.js stubbed by
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hand (`test/stubs.mjs`) so the test run needs no dependency either. They pin the rules above:
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zero `clear()` calls for an empty view list, a one-eye list, a null viewport and a missing
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layer; a replay that renders the cached matrices and survives the UA recycling the views it
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cached from; no `setSize` on a no-op resize; an immediate repaint after a real one. 13 of the
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15 fail against 1.1.0. Wired into CI as a second job.
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## 1.1.0 — 2026-08-19
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### Added
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package/index.d.ts
CHANGED
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@@ -52,6 +52,18 @@ export interface TileHandle {
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* @deprecated See {@link TileHandle.exclude} — no-op on browsers with draw-order occlusion.
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*/
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unexclude(el: Element): void;
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/**
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* Per-window frame counters, for diagnosing the load-induced mono fallback.
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*
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* `frames` counts `onFrame` deliveries; `monoFrames` counts the ones that carried fewer than
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* two views — a session under GPU pressure reporting a single view where it normally reports
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* two. `./viewer` replays its last good stereo frame for those rather than clearing (web#12);
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* a rising ratio is the machine telling you the session is falling back, and is worth
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* surfacing before it turns into a bug report about "blinking".
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*
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* Scene windows only — image/video windows always report `{ frames: 0, monoFrames: 0 }`.
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*/
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stats(): { frames: number; monoFrames: number };
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}
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/** An open inline-3D session you add weaved windows to. Returned by {@link createInline3D}. */
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package/js/inline3d-three.js
CHANGED
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@@ -60,10 +60,31 @@ export class EyeCamera {
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/** Set the camera's projection + world pose from an XRView (call once per eye per frame). */
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setFromView(view) {
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return this.setFromMatrices(view.projectionMatrix, view.transform.matrix);
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}
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/**
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* Set the camera from RAW matrices — the same two an XRView carries, handed over
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* separately.
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*
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* WHY THIS EXISTS AND NOT JUST setFromView. An `XRView` is valid only inside the frame
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* callback that produced it: hold one and its matrices are live views onto memory the UA
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* recycles. So a renderer that wants to re-draw a frame it has ALREADY drawn — because
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* this frame's view list arrived short, or because the backing store was just reallocated
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* and cleared — cannot keep the view; it has to keep a COPY of the two matrices and feed
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* them back here. `./viewer`'s last-good replay does exactly that (see SceneViewer.onFrame).
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*
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* Deliberately the single implementation of both: setFromView is a one-line forward, so
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* the replay path can never drift from the live one.
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*
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* @param {ArrayLike<number>} projectionMatrix 16 floats, column-major (view.projectionMatrix).
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* @param {ArrayLike<number>} transformMatrix 16 floats, column-major (view.transform.matrix).
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*/
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setFromMatrices(projectionMatrix, transformMatrix) {
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const cam = this.camera;
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cam.projectionMatrix.fromArray(
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cam.projectionMatrix.fromArray(projectionMatrix);
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cam.projectionMatrixInverse.copy(cam.projectionMatrix).invert();
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cam.matrix.fromArray(
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cam.matrix.fromArray(transformMatrix);
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cam.matrixWorld.copy(cam.matrix);
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cam.matrixWorldInverse.copy(cam.matrixWorld).invert();
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return cam;
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package/js/inline3d-viewer.js
CHANGED
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@@ -20,9 +20,11 @@
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//
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// import * as THREE from 'three';
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// import { createInline3D } from '@displayxr/inline3d';
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// import { EyeCamera } from '@displayxr/inline3d/three';
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// import { SceneViewer } from '@displayxr/inline3d/viewer';
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//
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// const viewer = new SceneViewer(THREE, canvas, { virtualDisplayHeight: 0.18 });
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// viewer.useEyeCamera(EyeCamera); // REQUIRED for stereo; ./splat and ./model do it
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// viewer.content.add(myMesh);
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// viewer.fitTo(center, extent); // model-space bounds of the subject
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// const wall = await createInline3D();
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this._monoRaf = 0;
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this._mode = '3d'; // drives the backing-store shape; see _resize
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this._disposed = false;
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this._resizePending = false;
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// Last frame this viewer actually DREW, as raw matrices + viewport rects — never XRViews,
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// which are only valid inside their own frame callback. See _cacheGood / _replayLastGood.
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this._lastGood = null;
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this._vps = []; // scratch, reused per frame so validation allocates nothing
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this._warnedNoEye = false;
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this._reduceMotion =
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typeof matchMedia === 'function' && matchMedia('(prefers-reduced-motion: reduce)').matches;
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// plane to be in focus at, so we just look at the framed subject from the front.
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this.monoCamera = new THREE.PerspectiveCamera(35, 1, 0.001, 1000);
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-
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// Coalesced: ResizeObserver and window resize both fire in BURSTS during a drag-resize or a
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// zoom, and every genuine resize reallocates (and clears) the backing store. One rAF per
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// burst, exactly as the core does for its own windows (inline3d.js _onBoxChange).
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this._onResize = () => this._scheduleResize();
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this._ro = typeof ResizeObserver === 'function' ? new ResizeObserver(this._onResize) : null;
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if (this._ro) this._ro.observe(canvas);
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else addEventListener('resize', this._onResize);
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@@ -348,6 +359,22 @@ export class SceneViewer {
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/**
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* The per-frame callback for `wall.addScene`. Renders the scene once per eye into the
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* side-by-side halves the layer reports.
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*
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* VALIDATE BEFORE YOU CLEAR — the dark-blink rule (web#12). `r.clear()` is the point of no
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* return: after it the canvas is transparent-black, and if the frame then fails to draw
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* anything over it, that empty buffer is what the weave consumes. Under GPU load the session
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* can hand this callback a SHORT view list (one view, or none — a per-frame mono fallback),
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* and the old loop cleared first and rendered what it could: a single origin-camera view whose
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* content is entirely near-plane-clipped, i.e. a fully transparent side-by-side buffer, i.e.
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* one dark woven tile. The blink was ours, not the weave's.
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*
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* So: everything that can disqualify a frame is checked while the canvas still holds the last
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* good image, and only a frame that WILL draw is allowed to clear. A frame that cannot draw
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* REPLAYS the last good one instead (see _replayLastGood) rather than skipping the commit —
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* the SDK's every-frame-repaint invariant is real (inline3d.js `_frame`: a canvas that isn't
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* redrawn can have its layer dropped from the aggregated frame and the weave then reads a
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* stale sub-rect, which smears). A one-frame-stale eye pose is imperceptible; a smear and a
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* black frame are not.
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*/
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onFrame(views, layer) {
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if (this._disposed) return;
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// after a scroll-away/scroll-back). Take the buffer back to the SBS shape when that happens
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// — otherwise the first 3D frames render into a 1:1 store and each eye is half a subject.
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if (this._mode !== '3d') this.stopMono();
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// Before the validation gate on purpose: a replayed frame still damps and still turns on the
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// turntable, so only the EYE pose is one frame stale, not the whole scene.
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this._tick();
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-
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// 1. A short view list is the load-induced mono fallback. Stereo needs two.
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if (!views || views.length < 2) {
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this._replayLastGood();
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return;
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}
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// 2. No ./three glue: the 3D path has no eye camera to build. This used to clear and draw
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// NOTHING, silently, forever — and this module's own header example omitted
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// useEyeCamera() until now, so the failure was reachable by copy-paste. Both ends are
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// fixed: the example passes it, and this says so once and renders the mono camera, which
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// at least shows the subject (flat, both halves the same) instead of a dark tile.
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const eye = this._ensureEye();
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if (!eye && !this._warnedNoEye) {
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this._warnedNoEye = true;
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console.warn(
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'[inline3d] SceneViewer.onFrame without useEyeCamera(): falling back to the mono camera. ' +
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'Pass the ./three glue — viewer.useEyeCamera(EyeCamera, EdgeFeather) — for real ' +
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'off-axis stereo. (./splat and ./model do this for you.)',
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);
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}
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// 3. Every eye must have a viewport to render into. A missing or degenerate one means this
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// frame cannot fill the buffer, so it must not empty it either.
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const vps = this._vps;
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vps.length = 0;
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for (const view of views) {
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const vp = layer && typeof layer.getViewport === 'function' ? layer.getViewport(view) : null;
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if (!vp || !(vp.width > 0) || !(vp.height > 0)) {
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this._replayLastGood();
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return;
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}
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vps.push(vp);
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}
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// Validated: this frame WILL draw over everything it clears.
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const r = this.renderer;
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r.clear();
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r.setScissorTest(true);
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for (
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const vp =
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if (!vp) continue;
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for (let i = 0; i < views.length; i++) {
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const vp = vps[i];
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r.setViewport(vp.x, vp.y, vp.width, vp.height);
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r.setScissor(vp.x, vp.y, vp.width, vp.height);
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if (eye) {
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eye.setFromView(
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eye.setFromView(views[i]);
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r.render(this.scene, eye.camera);
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} else {
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r.render(this.scene, this.monoCamera);
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}
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if (this._feather) this._feather.render(r, vp);
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}
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r.setScissorTest(false);
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this._cacheGood(views, vps, !eye);
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}
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/**
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@@ -418,6 +484,8 @@ export class SceneViewer {
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dispose() {
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this._disposed = true;
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this._resizePending = false;
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this._lastGood = null;
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|
this.stopMono();
|
|
422
490
|
if (this._ro) this._ro.disconnect();
|
|
423
491
|
else removeEventListener('resize', this._onResize);
|
|
@@ -432,6 +500,127 @@ export class SceneViewer {
|
|
|
432
500
|
return this._eye;
|
|
433
501
|
}
|
|
434
502
|
|
|
503
|
+
/**
|
|
504
|
+
* Remember the frame just drawn, so a frame that CANNOT draw has something to put on the
|
|
505
|
+
* canvas instead of a clear (web#12).
|
|
506
|
+
*
|
|
507
|
+
* COPIES, never references. An `XRView` — and the `projectionMatrix` / `transform.matrix`
|
|
508
|
+
* hanging off it — is valid only inside the frame callback that delivered it; the UA is free
|
|
509
|
+
* to recycle that memory afterwards. Retaining one would give a replay that reads whatever
|
|
510
|
+
* the next frame happened to write there, which is a worse bug than the blink. So each eye
|
|
511
|
+
* gets two `Float32Array(16)` copies, allocated once and overwritten in place: the cache
|
|
512
|
+
* costs 128 bytes an eye and zero allocations per frame.
|
|
513
|
+
*
|
|
514
|
+
* The buffer dimensions go in too, so a replay after a resize can scale the rects (the SBS
|
|
515
|
+
* split is proportional, so the scaling is exact).
|
|
516
|
+
*/
|
|
517
|
+
_cacheGood(views, vps, mono) {
|
|
518
|
+
const el = this.renderer.domElement || this.canvas;
|
|
519
|
+
let g = this._lastGood;
|
|
520
|
+
if (!g || g.entries.length !== views.length) {
|
|
521
|
+
g = this._lastGood = { entries: [], mono, bufW: 0, bufH: 0 };
|
|
522
|
+
for (let i = 0; i < views.length; i++) {
|
|
523
|
+
g.entries.push({
|
|
524
|
+
proj: new Float32Array(16),
|
|
525
|
+
pose: new Float32Array(16),
|
|
526
|
+
x: 0,
|
|
527
|
+
y: 0,
|
|
528
|
+
width: 0,
|
|
529
|
+
height: 0,
|
|
530
|
+
});
|
|
531
|
+
}
|
|
532
|
+
}
|
|
533
|
+
g.mono = mono;
|
|
534
|
+
g.bufW = el.width || 0;
|
|
535
|
+
g.bufH = el.height || 0;
|
|
536
|
+
for (let i = 0; i < views.length; i++) {
|
|
537
|
+
const e = g.entries[i];
|
|
538
|
+
const vp = vps[i];
|
|
539
|
+
if (!mono) {
|
|
540
|
+
const view = views[i];
|
|
541
|
+
e.proj.set(view.projectionMatrix);
|
|
542
|
+
e.pose.set(view.transform.matrix);
|
|
543
|
+
}
|
|
544
|
+
e.x = vp.x;
|
|
545
|
+
e.y = vp.y;
|
|
546
|
+
e.width = vp.width;
|
|
547
|
+
e.height = vp.height;
|
|
548
|
+
}
|
|
549
|
+
}
|
|
550
|
+
|
|
551
|
+
/**
|
|
552
|
+
* Re-render the last good frame from the cached matrices. Returns false when there is no
|
|
553
|
+
* cache yet — and the caller must then do NOTHING, not clear: before the first good frame
|
|
554
|
+
* the canvas holds either the page's own initial state or the mono fallback's output, both
|
|
555
|
+
* of which are better than black.
|
|
556
|
+
*/
|
|
557
|
+
_replayLastGood() {
|
|
558
|
+
const g = this._lastGood;
|
|
559
|
+
if (!g || this._disposed) return false;
|
|
560
|
+
const r = this.renderer;
|
|
561
|
+
const eye = g.mono ? null : this._ensureEye();
|
|
562
|
+
const el = this.renderer.domElement || this.canvas;
|
|
563
|
+
// A resize between the cache and the replay changes the buffer, not the split.
|
|
564
|
+
const sx = g.bufW > 0 && el.width ? el.width / g.bufW : 1;
|
|
565
|
+
const sy = g.bufH > 0 && el.height ? el.height / g.bufH : 1;
|
|
566
|
+
const scaled = sx !== 1 || sy !== 1;
|
|
567
|
+
r.clear();
|
|
568
|
+
r.setScissorTest(true);
|
|
569
|
+
for (const e of g.entries) {
|
|
570
|
+
const vp = scaled
|
|
571
|
+
? {
|
|
572
|
+
x: Math.round(e.x * sx),
|
|
573
|
+
y: Math.round(e.y * sy),
|
|
574
|
+
width: Math.max(1, Math.round(e.width * sx)),
|
|
575
|
+
height: Math.max(1, Math.round(e.height * sy)),
|
|
576
|
+
}
|
|
577
|
+
: e;
|
|
578
|
+
r.setViewport(vp.x, vp.y, vp.width, vp.height);
|
|
579
|
+
r.setScissor(vp.x, vp.y, vp.width, vp.height);
|
|
580
|
+
if (eye) {
|
|
581
|
+
eye.setFromMatrices(e.proj, e.pose);
|
|
582
|
+
r.render(this.scene, eye.camera);
|
|
583
|
+
} else {
|
|
584
|
+
r.render(this.scene, this.monoCamera);
|
|
585
|
+
}
|
|
586
|
+
if (this._feather) this._feather.render(r, vp);
|
|
587
|
+
}
|
|
588
|
+
r.setScissorTest(false);
|
|
589
|
+
return true;
|
|
590
|
+
}
|
|
591
|
+
|
|
592
|
+
/** One rAF per burst of observer callbacks. See the _onResize comment. */
|
|
593
|
+
_scheduleResize() {
|
|
594
|
+
if (this._disposed || this._resizePending) return;
|
|
595
|
+
this._resizePending = true;
|
|
596
|
+
const run = () => {
|
|
597
|
+
if (!this._resizePending) return;
|
|
598
|
+
this._resizePending = false;
|
|
599
|
+
this._resize();
|
|
600
|
+
};
|
|
601
|
+
if (typeof requestAnimationFrame === 'function') requestAnimationFrame(run);
|
|
602
|
+
else run();
|
|
603
|
+
}
|
|
604
|
+
|
|
605
|
+
/**
|
|
606
|
+
* Put the last good frame back on a buffer that was just cleared, NOW — not on the next
|
|
607
|
+
* animation frame. A ResizeObserver callback runs after rAF and before paint, so the frame
|
|
608
|
+
* that reallocated the buffer is the frame that gets committed: without this the tile weaves
|
|
609
|
+
* one black frame per box change, with nothing on the way to repaint it. Mirrors the core's
|
|
610
|
+
* "repaint NOW: setting canvas.width cleared the buffer" (inline3d.js _onBoxChange).
|
|
611
|
+
*/
|
|
612
|
+
_repaintAfterResize() {
|
|
613
|
+
if (this._disposed) return;
|
|
614
|
+
if (this._mode === 'mono') {
|
|
615
|
+
const r = this.renderer;
|
|
616
|
+
r.clear();
|
|
617
|
+
r.setViewport(0, 0, this.canvas.width, this.canvas.height);
|
|
618
|
+
r.render(this.scene, this.monoCamera);
|
|
619
|
+
return;
|
|
620
|
+
}
|
|
621
|
+
this._replayLastGood();
|
|
622
|
+
}
|
|
623
|
+
|
|
435
624
|
_applyTransform() {
|
|
436
625
|
const s = this._fitScale * this._zoom;
|
|
437
626
|
this._pivot.scale.setScalar(s);
|
|
@@ -454,6 +643,13 @@ export class SceneViewer {
|
|
|
454
643
|
* getViewport() splits canvas.width in half for the two eyes — the browser squashing that
|
|
455
644
|
* 2:1 buffer into the 1:1 CSS box IS the side-by-side squeeze, and the weave un-squeezes it.
|
|
456
645
|
* In mono it must stay 1:1 or the flat render is stretched.
|
|
646
|
+
*
|
|
647
|
+
* NON-DESTRUCTIVE (web#12). `setSize` writes `canvas.width`/`canvas.height` UNCONDITIONALLY,
|
|
648
|
+
* and writing either one reallocates and CLEARS the drawing buffer even when the value does
|
|
649
|
+
* not change. Since a ResizeObserver fires on plenty of things that leave the buffer's
|
|
650
|
+
* dimensions exactly where they were (a sub-pixel reflow, a scrollbar appearing and going, a
|
|
651
|
+
* sibling settling), the old unconditional call meant a black frame for every no-op. So:
|
|
652
|
+
* compare first, and when it IS a real change, put the picture back before the frame commits.
|
|
457
653
|
*/
|
|
458
654
|
_resize() {
|
|
459
655
|
if (this._disposed) return;
|
|
@@ -462,9 +658,14 @@ export class SceneViewer {
|
|
|
462
658
|
const dpr = Math.min(window.devicePixelRatio || 1, 2) * this.renderScale;
|
|
463
659
|
const w = Math.max(1, Math.round(box.width * dpr));
|
|
464
660
|
const h = Math.max(1, Math.round(box.height * dpr));
|
|
465
|
-
this.
|
|
661
|
+
const bufW = this._mode === 'mono' ? w : w * 2;
|
|
662
|
+
// Cheap and always correct to refresh, whether or not the backing store moves.
|
|
466
663
|
this.monoCamera.aspect = box.width / box.height;
|
|
467
664
|
this.monoCamera.updateProjectionMatrix();
|
|
665
|
+
const el = this.renderer.domElement || this.canvas;
|
|
666
|
+
if (el.width === bufW && el.height === h) return; // observer fired, geometry didn't move
|
|
667
|
+
this.renderer.setSize(bufW, h, false);
|
|
668
|
+
this._repaintAfterResize();
|
|
468
669
|
}
|
|
469
670
|
|
|
470
671
|
/** Damping + idle turntable. Called once per rendered frame, 3D or mono. */
|
package/js/inline3d.js
CHANGED
|
@@ -528,6 +528,9 @@ class Inline3D {
|
|
|
528
528
|
if (!el || !win.excluded.delete(el)) return;
|
|
529
529
|
this._dropExclusion(win, el);
|
|
530
530
|
},
|
|
531
|
+
// Read-only counters, for pages that want to see the load-induced mono fallback rather
|
|
532
|
+
// than wait for a bug report about "blinking". Scene windows only; 0/0 elsewhere.
|
|
533
|
+
stats: () => ({ frames: win.frames, monoFrames: win.monoFrames }),
|
|
531
534
|
};
|
|
532
535
|
}
|
|
533
536
|
|
|
@@ -574,6 +577,10 @@ class Inline3D {
|
|
|
574
577
|
// Box/dpr watch, live only while the window is (see _startSizeWatch).
|
|
575
578
|
sizeObserver: null,
|
|
576
579
|
resizePending: false,
|
|
580
|
+
// Scene diagnostics (web#12), read back through the handle's stats(). frames counts
|
|
581
|
+
// onFrame deliveries; monoFrames counts the ones that carried fewer than two views.
|
|
582
|
+
frames: 0,
|
|
583
|
+
monoFrames: 0,
|
|
577
584
|
};
|
|
578
585
|
this._windows.set(canvas, win);
|
|
579
586
|
if (this._lazy && this._observer) {
|
|
@@ -1020,7 +1027,32 @@ class Inline3D {
|
|
|
1020
1027
|
for (const win of this._windows.values()) {
|
|
1021
1028
|
if (!win.layer) continue;
|
|
1022
1029
|
if (win.kind === 'scene') {
|
|
1023
|
-
if (views && win.onFrame)
|
|
1030
|
+
if (views && win.onFrame) {
|
|
1031
|
+
// Count the SHORT view lists and hand them over unchanged. Under GPU load the session
|
|
1032
|
+
// can report a single view (a per-frame mono fallback) where it normally reports two,
|
|
1033
|
+
// and a renderer that clears before it validates turns that into a dark tile
|
|
1034
|
+
// (web#12 — ./viewer now validates first and replays its last good frame instead).
|
|
1035
|
+
//
|
|
1036
|
+
// The core deliberately does NOT filter or synthesise: the contract is "here is what
|
|
1037
|
+
// the frame reported", and a window that can do something sensible with one view
|
|
1038
|
+
// (a mono preview, say) must be allowed to. What the core owes you is VISIBILITY —
|
|
1039
|
+
// this is otherwise invisible from the page, since nothing throws and nothing logs.
|
|
1040
|
+
win.frames++;
|
|
1041
|
+
if (views.length < 2) {
|
|
1042
|
+
win.monoFrames++;
|
|
1043
|
+
// 1-in-300 so a sustained rate is reported without the log itself becoming the load;
|
|
1044
|
+
// `% 300 === 1` also names the FIRST one immediately.
|
|
1045
|
+
if (win.monoFrames % 300 === 1 && typeof console !== 'undefined' && console.debug) {
|
|
1046
|
+
const pct = ((100 * win.monoFrames) / Math.max(1, win.frames)).toFixed(1);
|
|
1047
|
+
console.debug(
|
|
1048
|
+
`[inline3d] scene window: ${win.monoFrames} non-stereo view lists in ` +
|
|
1049
|
+
`${win.frames} frames (${pct}%). The viewer replays its last good stereo ` +
|
|
1050
|
+
'frame for these; a rising rate means the session is falling back under load.',
|
|
1051
|
+
);
|
|
1052
|
+
}
|
|
1053
|
+
}
|
|
1054
|
+
win.onFrame(views, win.layer, f);
|
|
1055
|
+
}
|
|
1024
1056
|
} else {
|
|
1025
1057
|
// Repaint image AND video every frame. The weave reads each window's
|
|
1026
1058
|
// composited canvas quad per frame; a canvas that isn't redrawn can have
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@displayxr/inline3d",
|
|
3
|
-
"version": "1.1.
|
|
3
|
+
"version": "1.1.1",
|
|
4
4
|
"description": "Turn any HTML <canvas> into a glasses-free-3D window on a DisplayXR display, inside an ordinary web page. Dependency-free; progressive enhancement (falls back to plain 2D everywhere else).",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"types": "./index.d.ts",
|
|
@@ -83,7 +83,7 @@
|
|
|
83
83
|
},
|
|
84
84
|
"scripts": {
|
|
85
85
|
"typecheck": "tsc --noEmit -p tsconfig.json",
|
|
86
|
-
"test": "
|
|
86
|
+
"test": "tsc --noEmit -p tsconfig.json && node --test \"test/*.test.mjs\""
|
|
87
87
|
},
|
|
88
88
|
"devDependencies": {
|
|
89
89
|
"typescript": "^5.4.0",
|
package/three.d.ts
CHANGED
|
@@ -15,6 +15,18 @@ export class EyeCamera {
|
|
|
15
15
|
readonly camera: unknown;
|
|
16
16
|
/** Set the camera's projection + world pose straight from an XRView (call once per eye). */
|
|
17
17
|
setFromView(view: XRView): void;
|
|
18
|
+
/**
|
|
19
|
+
* Set the camera from the two raw matrices an XRView carries, handed over separately.
|
|
20
|
+
*
|
|
21
|
+
* For re-drawing a frame you have already drawn: an `XRView` is valid only inside its own
|
|
22
|
+
* frame callback, so a renderer that wants to repaint (a short view list, a backing store
|
|
23
|
+
* just reallocated and cleared) must keep COPIES of these two matrices, not the view.
|
|
24
|
+
* `setFromView` forwards to this, so both paths are the same code.
|
|
25
|
+
*/
|
|
26
|
+
setFromMatrices(
|
|
27
|
+
projectionMatrix: ArrayLike<number>,
|
|
28
|
+
transformMatrix: ArrayLike<number>,
|
|
29
|
+
): void;
|
|
18
30
|
}
|
|
19
31
|
|
|
20
32
|
/**
|
package/viewer.d.ts
CHANGED
|
@@ -80,7 +80,14 @@ export declare class SceneViewer {
|
|
|
80
80
|
setPose(pose?: OrbitPose): void;
|
|
81
81
|
resetPose(): void;
|
|
82
82
|
|
|
83
|
-
/**
|
|
83
|
+
/**
|
|
84
|
+
* Pass straight to `wall.addScene(canvas, viewer.onFrame, …)`. Pre-bound.
|
|
85
|
+
*
|
|
86
|
+
* Validates before it clears: a frame that cannot draw both eyes (a short view list from a
|
|
87
|
+
* session falling back under load, a missing viewport) re-renders the last good frame from
|
|
88
|
+
* cached matrices instead of clearing the canvas to black — the canvas is committed every
|
|
89
|
+
* frame either way, so the tile never goes dark and never smears (web#12).
|
|
90
|
+
*/
|
|
84
91
|
onFrame(views: readonly XRView[], layer: object): void;
|
|
85
92
|
|
|
86
93
|
/** Supply the ./three glue so the 3D path can build its eye camera. Returns `this`. */
|