@displayxr/inline3d 1.13.1 → 1.15.0

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.
@@ -49,15 +49,20 @@ import {
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  tileSplatBudget,
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  budgetPerManager,
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  } from './inline3d-splat-perf.js';
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- import { boundsFromPositions } from './inline3d-viewer.js';
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+ import { boundsFromPositions, boundsFromPositionsAsync } from './inline3d-viewer.js';
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  import { cameraRigFromPose } from './inline3d-three.js';
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  import {
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  SplatEffects,
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  EFFECTS,
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  EASINGS,
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  resolveRevealOption,
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+ resolveEffectOptions,
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  validateEffectCall,
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+ PARTICLE_TRANSITIONS,
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+ PARTICLE_TRANSITION_OPTIONS,
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+ particleSpan,
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  } from './inline3d-splat-effects.js';
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+ import { LiveOutgoing, resolveOutgoingOption, defaultOutgoing, yieldIdle } from './inline3d-splat-live.js';
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  import {
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  clamp,
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  finite,
@@ -668,6 +673,8 @@ export class PlayCanvasSplatViewer {
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  this._captureWaiters = [];
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  /** The crossfade's frame snapshot: { w, h, tex, rt, mi, mat } once captured. */
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  this._snap = null;
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+ /** setSource's live outgoing asset (./inline3d-splat-live.js), made on first use. */
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+ this._live = null;
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  this.vH = virtualDisplayHeight;
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  this.fit = fit;
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  this.margin = margin;
@@ -987,6 +994,8 @@ export class PlayCanvasSplatViewer {
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  clearTimeout(w.timer);
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  w.resolve(false);
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  }
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+ this._live?.destroy();
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+ this._live = null;
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  try {
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  this.app?.destroy();
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  } catch (err) {
@@ -1223,8 +1232,12 @@ export class PlayCanvasSplatViewer {
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  const w = this.canvas.width;
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  const h = this.canvas.height;
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  let s = this._snap;
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- if (!s || s.w !== w || s.h !== h) {
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- this._destroySnapshot();
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+ if (!s || !s.tex || s.w !== w || s.h !== h) {
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+ // A new size, or the texture was released after the last transition: a new texture.
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+ // The overlay quads (and their compiled materials) are kept.
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+ const parts = s?.parts || null;
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+ s?.rt?.destroy?.();
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+ s?.tex?.destroy?.();
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  const tex = new pc.Texture(device, {
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  name: 'inline3d-snapshot',
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  width: w,
@@ -1236,7 +1249,7 @@ export class PlayCanvasSplatViewer {
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  addressU: pc.ADDRESS_CLAMP_TO_EDGE,
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  addressV: pc.ADDRESS_CLAMP_TO_EDGE,
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  });
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- s = this._snap = { w, h, tex, rt: new pc.RenderTarget({ colorBuffer: tex, depth: false }), parts: null };
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+ s = this._snap = { w, h, tex, rt: new pc.RenderTarget({ colorBuffer: tex, depth: false }), parts };
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  }
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  // null source = the back buffer, still holding this frame (same task, before compositing).
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  ok = device.copyRenderTarget(null, s.rt, true, false) !== false;
@@ -1260,8 +1273,9 @@ export class PlayCanvasSplatViewer {
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  * so a region only one of the two photos covers fades against the page, not against black.
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  */
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  _ensureSnapshotOverlay() {
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- const s = this._snap;
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+ const s = (this._snap ||= { w: 0, h: 0, tex: null, rt: null, parts: null }); // prewarm: no capture yet
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  if (s.parts) {
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+ if (!s.tex) return;
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  for (const p of s.parts) {
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  p.mat.setParameter('dxrSnap', s.tex);
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  p.mat.setParameter('dxrSnapInvSize', [1 / s.w, 1 / s.h]);
@@ -1286,6 +1300,7 @@ export class PlayCanvasSplatViewer {
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  uniform vec2 dxrSnapInvSize;
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  uniform float dxrSnapAlpha;
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  uniform vec3 dxrSnapWipe; // t, band, views across (t < -1: no wipe)
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+ uniform float dxrSnapOver; // 0 = lerp, 1 = A OVER the scene (the particle transitions)
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  float dxrSnapWeight() {
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  if (dxrSnapWipe.x < -1.0) return dxrSnapAlpha;
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  float vw = 1.0 / (dxrSnapInvSize.x * dxrSnapWipe.z);
@@ -1300,10 +1315,13 @@ export class PlayCanvasSplatViewer {
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  mat.depthTest = false;
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  mat.depthWrite = false;
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  mat.cull = pc.CULLFACE_NONE;
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- mat.setParameter('dxrSnap', s.tex);
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- mat.setParameter('dxrSnapInvSize', [1 / s.w, 1 / s.h]);
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+ if (s.tex) {
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+ mat.setParameter('dxrSnap', s.tex);
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+ mat.setParameter('dxrSnapInvSize', [1 / s.w, 1 / s.h]);
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+ }
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  mat.setParameter('dxrSnapAlpha', 0);
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  mat.setParameter('dxrSnapWipe', [-2, 0.1, 1]);
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+ mat.setParameter('dxrSnapOver', 0);
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  mat.update();
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  const mi = new pc.MeshInstance(mesh, mat, new pc.GraphNode(name));
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  mi.cull = false;
@@ -1312,7 +1330,14 @@ export class PlayCanvasSplatViewer {
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  return { mat, mi };
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  };
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  s.parts = [
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- part('inline3dSnapshotScale', 'gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - dxrSnapWeight());', pc.BLENDMODE_ZERO, pc.BLENDMODE_SRC_ALPHA, -2),
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+ // lerp: dst·(1 − w); over: dst·(1 − w·A.a) — premultiplied A over the scene
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+ part(
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+ 'inline3dSnapshotScale',
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+ 'float w = dxrSnapWeight(); float a = texture2D(dxrSnap, gl_FragCoord.xy * dxrSnapInvSize).a; gl_FragColor = vec4(0.0, 0.0, 0.0, mix(1.0 - w, 1.0 - w * a, dxrSnapOver));',
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+ pc.BLENDMODE_ZERO,
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+ pc.BLENDMODE_SRC_ALPHA,
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+ -2,
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+ ),
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  part('inline3dSnapshotAdd', 'gl_FragColor = texture2D(dxrSnap, gl_FragCoord.xy * dxrSnapInvSize) * dxrSnapWeight();', pc.BLENDMODE_ONE, pc.BLENDMODE_ONE, -1),
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  ];
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  this.app.scene.layers.getLayerById(pc.LAYERID_UI).addMeshInstances(s.parts.map((p) => p.mi));
@@ -1322,10 +1347,10 @@ export class PlayCanvasSplatViewer {
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  * Lerp the snapshot over the scene at `alpha` (0 hides it). Returns false when the canvas buffer
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  * no longer matches the capture (resize, 2D/3D switch): the caller ends its fade.
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  */
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- setSnapshotAlpha(alpha, wipe = null) {
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+ setSnapshotAlpha(alpha, wipe = null, mix = null) {
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  const s = this._snap;
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  if (!s?.parts) return false;
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- const fits = s.w === this.canvas.width && s.h === this.canvas.height;
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+ const fits = !!s.tex && s.w === this.canvas.width && s.h === this.canvas.height;
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  const show = alpha > 0 && fits;
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  for (const p of s.parts) {
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  p.mi.visible = show;
@@ -1335,12 +1360,75 @@ export class PlayCanvasSplatViewer {
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  // SAME viewport-relative x in every eye — a front at the zero-disparity plane, so both
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  // eyes agree. `views` = eye viewports side by side across the buffer.
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  p.mat.setParameter('dxrSnapWipe', wipe ? [wipe.t, wipe.band, wipe.views] : [-2, 0.1, 1]);
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+ // setSource's particle transitions: the live outgoing image OVER the incoming one
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+ p.mat.setParameter('dxrSnapOver', mix?.over ? 1 : 0);
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  p.mat.update();
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  }
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  }
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  return alpha <= 0 || fits;
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  }
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+ /**
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+ * The overlay's source: the live outgoing target, or null for the frozen capture. The same two
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+ * quads, the same lerp / wipe — only the texture changes.
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+ */
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+ setSnapshotSource(tex) {
1376
+ const s = this._snap;
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+ if (!s?.parts) return;
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+ for (const p of s.parts) {
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+ p.mat.setParameter('dxrSnap', tex || s.tex);
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+ p.mat.update();
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+ }
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+ }
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+
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+ /**
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+ * The mono/capture camera as a lens frame, for the live outgoing's rig chain
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+ * (./inline3d-splat-live.js): the rig node's matrix, the camera pose in rig space, the
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+ * convergence distance c (along the view axis to the focus, which the pivot puts at the orbit
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+ * centre) and t = tan(vertical fov / 2).
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+ */
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+ lensFrame() {
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+ const pose = Float64Array.from(this.mono.pose);
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+ const o = this._orbitCentre;
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+ const fz = o.z + this._depthOffset;
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+ let c = -((o.x - pose[12]) * pose[8] + (o.y - pose[13]) * pose[9] + (fz - pose[14]) * pose[10]);
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+ if (!(c > 1e-6)) c = 1;
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+ return { rig: this.rigMatrix(), pose, c, t: Math.tan((this.mono.fov * DEG) / 2) };
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+ }
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+
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+ /** Can this tile render a live outgoing asset (the single-camera RenderView path)? */
1400
+ get canLiveOutgoing() {
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+ return LiveOutgoing.supported(this);
1402
+ }
1403
+
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+ /** Start rendering `entity` live into its own target (see ./inline3d-splat-live.js). */
1405
+ startLiveOutgoing(entity, oldFrame) {
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+ this._live ||= new LiveOutgoing(this);
1407
+ return this._live.start(entity, oldFrame) ? this._live : null;
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+ }
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+
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+ /** End the live window: overlay back on the frozen capture, camera off, target freed. */
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+ stopLiveOutgoing() {
1412
+ if (!this._live?.active) return;
1413
+ this.setSnapshotSource(null);
1414
+ this._live.stop();
1415
+ }
1416
+
1417
+ /**
1418
+ * A transition has ended: free the frozen frame's texture (7 MB at 2560×720; it used to stay
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+ * allocated until the next swap). The overlay quads stay, hidden; the next capture makes a new
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+ * texture.
1421
+ */
1422
+ releaseSnapshot() {
1423
+ const s = this._snap;
1424
+ if (!s?.tex) return;
1425
+ for (const p of s.parts || []) p.mi.visible = false;
1426
+ s.rt?.destroy?.();
1427
+ s.tex.destroy?.();
1428
+ s.rt = s.tex = null;
1429
+ s.w = s.h = 0;
1430
+ }
1431
+
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  /** How many eye viewports sit side by side in the buffer right now (1 in mono). */
1345
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  get viewsAcross() {
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  return this._mode === '3d' && this._lastGood ? this._lastGood.entries.length : 1;
@@ -1500,6 +1588,8 @@ export class PlayCanvasSplatViewer {
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  // The camera NODE drives the sort direction and LOD distance; the views ignore it (they
1501
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  // compose the node's PARENT with their own pose). Park it on the first eye.
1502
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  placeNode(this.eye, entries[0].pose);
1591
+ // setSource's live outgoing: the same views on its own camera, into its own target.
1592
+ if (this._live?.active) this._live.sync(entries, rect, f);
1503
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  } else {
1504
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  // Fallback: one camera per view, `rect` + `calculateProjection`.
1505
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  const cams = this._views;
@@ -1640,7 +1730,7 @@ export class PlayCanvasSplatViewer {
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  /**
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  * The eyes' frame in WORLD (content) space, for effects keyed on "where the viewer is":
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  * `origin` = the midpoint of the eyes drawn last (the mono camera in 2D), `axis`/`right`/`up` =
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- * the first eye's forward/right/up, `tanHalfFovX` its lens half-width.
1733
+ * the first eye's forward/right/up, `tanHalfFovX` / `tanHalfFovY` its lens half-extents.
1644
1734
  */
1645
1735
  eyeFrame() {
1646
1736
  const R = this.rigMatrix();
@@ -1667,6 +1757,7 @@ export class PlayCanvasSplatViewer {
1667
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  right: unit(M[0], M[1], M[2]),
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  up: unit(M[4], M[5], M[6]),
1669
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  tanHalfFovX: p0 > 0 ? 1 / p0 : 0.5,
1760
+ tanHalfFovY: es[0].proj?.[5] > 0 ? 1 / es[0].proj[5] : 0,
1670
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  };
1671
1762
  }
1672
1763
 
@@ -1859,7 +1950,7 @@ function perfSpan(name, t0) {
1859
1950
  }
1860
1951
  }
1861
1952
 
1862
- export async function readCloud(resource) {
1953
+ export async function readCloud(resource, yielder = yieldToMain) {
1863
1954
  if (!resource) return null;
1864
1955
  const centers = resource.centers;
1865
1956
  const data = resource.gsplatData;
@@ -1869,7 +1960,7 @@ export async function readCloud(resource) {
1869
1960
  const total = Math.ceil(sourceTotal / stride);
1870
1961
  // Not in the task that delivered the asset: the engine's own end-of-load work (its centre
1871
1962
  // readback unpack) runs there, and stacking ours on it made one long task.
1872
- await yieldToMain();
1963
+ await yielder();
1873
1964
  let t0 = performance.now();
1874
1965
  const xyz = new Float32Array(total * 3);
1875
1966
  for (let j = 0, i = 0; j < total; j++, i += stride) {
@@ -1878,7 +1969,7 @@ export async function readCloud(resource) {
1878
1969
  xyz[j * 3 + 2] = centers[i * 3 + 2];
1879
1970
  }
1880
1971
  perfSpan('readCloud:copy', t0);
1881
- await yieldToMain();
1972
+ await yielder();
1882
1973
  let opacity = null;
1883
1974
  // Full-resolution peak opacity, ONE BYTE per splat, kept for the exact pick (which walks the
1884
1975
  // engine's own full centre set at pick time): 1.18 MB on the 1.18M bench asset.
@@ -1888,7 +1979,7 @@ export async function readCloud(resource) {
1888
1979
  t0 = performance.now();
1889
1980
  const px = await data.sh0.read(0, 0, data.sh0.width, data.sh0.height, { mipLevel: 0, face: 0, immediate: true });
1890
1981
  perfSpan('readCloud:sh0-readback(async)', t0);
1891
- await yieldToMain();
1982
+ await yielder();
1892
1983
  t0 = performance.now();
1893
1984
  if (px && px.length >= sourceTotal * 4) {
1894
1985
  const v2 = data.meta?.version === 2;
@@ -2066,8 +2157,40 @@ export const SOURCE_TRANSITIONS = Object.freeze({
2066
2157
  crossfade: {},
2067
2158
  flip: { durationMs: 2200, easing: 'easeInOutSine' },
2068
2159
  wavefront: { durationMs: 2000, easing: 'easeInOutSine', band: 0.18, ridge: 0.03, ridgeMaxDisparity: 0.004 },
2160
+ // the particle transitions (./inline3d-splat-effects.js PARTICLE_TRANSITIONS)
2161
+ ...Object.fromEntries(Object.entries(PARTICLE_TRANSITIONS).map(([k, v]) => [k, { durationMs: v.durationMs, easing: v.easing, particle: true }])),
2069
2162
  });
2070
2163
 
2164
+ /**
2165
+ * A particle transition's two sides, resolved: { out: { effect, opts }, in: { effect, opts },
2166
+ * overlap } — the table's defaults, then the page's shared particle options, then its
2167
+ * per-side `outgoingFx` / `incomingFx` overrides. Every side is validated as its effect (throws).
2168
+ */
2169
+ export function resolveParticleTransition(name, o = {}) {
2170
+ const spec = PARTICLE_TRANSITIONS[name];
2171
+ const shared = {};
2172
+ for (const k of PARTICLE_TRANSITION_OPTIONS) if (o[k] !== undefined) shared[k] = o[k];
2173
+ for (const k of ['outgoingFx', 'incomingFx']) {
2174
+ if (o[k] !== undefined && (o[k] === null || typeof o[k] !== 'object')) throw new TypeError(`@displayxr/inline3d/splat: setSource ${k} must be an object of effect options.`);
2175
+ }
2176
+ const overlap = o.overlap ?? spec.overlap ?? 0;
2177
+ if (!(typeof overlap === 'number' && overlap >= 0 && overlap <= 1)) throw new RangeError(`@displayxr/inline3d/splat: setSource overlap must be a number in [0, 1], got ${o.overlap}.`);
2178
+ const side = (which, dflt, extra) => {
2179
+ const effect = dflt.effect;
2180
+ const opts = { ...dflt.opts, ...shared, ...(extra || {}) };
2181
+ resolveEffectOptions(effect, { ...opts, scope: 'entity' }, 'set', { internal: true }); // throws on a bad one
2182
+ return { effect, opts };
2183
+ };
2184
+ const out = side('out', spec.out, o.outgoingFx);
2185
+ const inc = side('in', spec.in, o.incomingFx);
2186
+ // Both photos run ONE render-time body, compiled for one `order`; `layers` reads splat.index,
2187
+ // which is a file index only in a work-buffer modifier (not at render time).
2188
+ const order = (x) => x.opts.order ?? EFFECTS[x.effect].defaults.order;
2189
+ if (order(out) !== order(inc)) throw new Error(`@displayxr/inline3d/splat: setSource ${name}: both photos take the same order (got '${order(out)}' and '${order(inc)}').`);
2190
+ if (order(inc) === 'layers') throw new Error(`@displayxr/inline3d/splat: setSource ${name}: order 'layers' is a reveal-only order (it needs the file index, which a transition's render-time body does not have).`);
2191
+ return { out, in: inc, overlap };
2192
+ }
2193
+
2071
2194
  /** Validate setSource's options into a plan (throws on a page bug, before anything loads). */
2072
2195
  export function resolveSwap(o = {}) {
2073
2196
  if (o === null || typeof o !== 'object') throw new TypeError('@displayxr/inline3d/splat: setSource options must be an object.');
@@ -2082,16 +2205,18 @@ export function resolveSwap(o = {}) {
2082
2205
  const easing = o.easing ?? d.easing ?? 'linear';
2083
2206
  if (typeof easing !== 'function' && !EASINGS[easing]) throw new Error(`@displayxr/inline3d/splat: unknown easing '${easing}'.`);
2084
2207
  const reveal = resolveRevealOption(o.reveal);
2085
- if (reveal && (transition === 'flip' || transition === 'wavefront')) {
2208
+ if (reveal && (transition === 'flip' || transition === 'wavefront' || d.particle)) {
2086
2209
  throw new Error(`@displayxr/inline3d/splat: setSource reveal plays with transition 'cut' or 'crossfade'; '${transition}' is its own reveal.`);
2087
2210
  }
2211
+ const particles = d.particle ? resolveParticleTransition(transition, o) : null;
2088
2212
  const band = o.band ?? d.band ?? 0.18;
2089
2213
  const ridge = o.ridge ?? d.ridge ?? 0.03;
2090
2214
  const ridgeMaxDisparity = o.ridgeMaxDisparity ?? d.ridgeMaxDisparity ?? 0.004;
2091
2215
  if (transition === 'wavefront') {
2092
2216
  EFFECTS.wavefront.validate({ band, ridge, ridgeMaxDisparity });
2093
2217
  }
2094
- return { transition, durationMs: transition === 'crossfade' && durationMs === 0 ? 800 : durationMs, easing, reveal, band, ridge, ridgeMaxDisparity };
2218
+ const outgoing = resolveOutgoingOption(o.outgoing);
2219
+ return { transition, durationMs: transition === 'crossfade' && durationMs === 0 ? 800 : durationMs, easing, reveal, band, ridge, ridgeMaxDisparity, outgoing, particles };
2095
2220
  }
2096
2221
 
2097
2222
  /**
@@ -2164,6 +2289,9 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2164
2289
  let handle = null;
2165
2290
  let unbindFocusInput = null;
2166
2291
  let removed = false;
2292
+ /** prepareSource: prepared handle → { loaded, state: 'ready' | 'used' | 'disposed', dispose }. */
2293
+ const preparedAssets = new WeakMap();
2294
+ const livePrepared = new Set();
2167
2295
  /** The asset on screen: its resource, kind, the pick data it keeps. */
2168
2296
  let current = null; // { asset, entity, res, kind, streamedBounds, alpha8, pickCentres }
2169
2297
 
@@ -2232,6 +2360,7 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2232
2360
  return pickModel(clientX, clientY);
2233
2361
  },
2234
2362
  setSource,
2363
+ prepareSource,
2235
2364
  /**
2236
2365
  * Play a transition effect (inflate, deflate, sweep, dissolve, fade, pulse, custom) — see
2237
2366
  * docs/splat-effects.md. Validated now; runs once the first asset is on screen. Resolves
@@ -2259,6 +2388,7 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2259
2388
  remove() {
2260
2389
  removed = true;
2261
2390
  current = null;
2391
+ for (const p of [...livePrepared]) p.dispose();
2262
2392
  fx?.dispose();
2263
2393
  fx = null;
2264
2394
  unbindFocusInput?.();
@@ -2587,7 +2717,9 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2587
2717
  // ── load ──
2588
2718
  let byteSeqLocal = 0;
2589
2719
  /** Fetch/parse one source into an engine asset, and read what the waterfall needs from it. */
2590
- async function loadOne(pc, app, source) {
2720
+ async function loadOne(pc, app, source, { background = false } = {}) {
2721
+ // prepareSource: our own passes run in idle periods; setSource: at the task's own priority.
2722
+ const y = background ? yieldIdle : yieldToMain;
2591
2723
  let bytes = null;
2592
2724
  if (typeof source !== 'string') {
2593
2725
  const buf = source instanceof Blob ? await source.arrayBuffer() : source;
@@ -2634,7 +2766,7 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2634
2766
  // A URL `.sog` carries its meta in the resource (the engine keeps unknown keys); a Streamed
2635
2767
  // SOG carries it at the top level of lod-meta.json. Both validated by the same reader.
2636
2768
  if (!bytes && rigOpts.rig !== 'display') camera = sogCameraFromMeta(desc.meta);
2637
- const cloud = desc.kind === 'flat' ? await readCloud(res) : null;
2769
+ const cloud = desc.kind === 'flat' ? await readCloud(res, y) : null;
2638
2770
  // The cloud passes, each in its OWN task: framing, the rest-space sample and the pick set
2639
2771
  // were one ~60 ms main-thread block on a 1.18M-gaussian swap — pointer input waited on it.
2640
2772
  // Split with a yield between them (and a linear-time percentile in boundsFromPositions),
@@ -2642,20 +2774,26 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2642
2774
  const pre = { local: null, rest: null, pickCentres: null };
2643
2775
  if (cloud) {
2644
2776
  const walk = centresVisitor(cloud.xyz, cloud.opacity, cloud.total);
2645
- await yieldToMain();
2777
+ await y();
2646
2778
  let t = performance.now();
2647
- pre.local = boundsFromPositions(sampleCloudCentres(cloud.total, walk) || []);
2779
+ const framed = sampleCloudCentres(cloud.total, walk) || [];
2780
+ perfSpan('cloud:frame-sample', t);
2781
+ await y();
2782
+ // The percentile core per axis + the window pass, each in its own task (bit-identical to
2783
+ // boundsFromPositions): one ~60-80 ms task per 1.18M gaussians at 4× CPU before.
2784
+ t = performance.now();
2785
+ pre.local = await boundsFromPositionsAsync(framed, undefined, y);
2648
2786
  perfSpan('cloud:bounds', t);
2649
- await yieldToMain();
2787
+ await y();
2650
2788
  t = performance.now();
2651
2789
  if (rigNeedsCloud(camera)) pre.rest = sampleCloudRestSpace(cloud.total, walk, camera?.rest);
2652
2790
  perfSpan('cloud:rest-sample', t);
2653
- await yieldToMain();
2791
+ await y();
2654
2792
  t = performance.now();
2655
2793
  const s = sampleCloudCentres(cloud.total, walk, { cap: RIG_SAMPLE_CAP });
2656
2794
  pre.pickCentres = s ? s.slice() : null;
2657
2795
  perfSpan('cloud:pick-set', t);
2658
- await yieldToMain();
2796
+ await y();
2659
2797
  }
2660
2798
  return { asset, res, desc, camera, cloud, pre };
2661
2799
  }
@@ -2796,6 +2934,145 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2796
2934
  return out;
2797
2935
  });
2798
2936
 
2937
+ // ── prepareSource: load the next asset in the background, for a setSource with no load ──
2938
+ /**
2939
+ * Fetch, decode and upload `src` now, without rendering it: the engine's load (its own unpack
2940
+ * runs when it must) and our cloud passes (framing, rig sample, pick set — in IDLE periods).
2941
+ * Resolves to an opaque handle for setSource(prepared, opts), which then starts on the next
2942
+ * frame with no load on the transition frame. `dispose()` if the page changes its mind.
2943
+ * Memory: the prepared asset is fully resident (a 1.18M-gaussian SOG: its GPU textures plus the
2944
+ * engine's centre array) alongside the current one until it is used or disposed.
2945
+ */
2946
+ async function prepareSource(src, po = {}) {
2947
+ if (po === null || typeof po !== 'object') throw new TypeError('@displayxr/inline3d/splat: prepareSource options must be an object.');
2948
+ const warm = po.transition !== undefined ? resolveSwap(po) : null; // the setSource options it will get; throws on a bad one
2949
+ const app = await booted;
2950
+ await first.catch(() => null);
2951
+ if (!app || removed) throw new Error('@displayxr/inline3d/splat: prepareSource on a removed tile.');
2952
+ const t0 = performance.now();
2953
+ const loaded = await loadOne(pcModule, app, src, { background: true });
2954
+ perfSpan('prepareSource', t0);
2955
+ // The transition the page declared: compile its shader now, in the dwell, not on its first frame.
2956
+ if (warm?.particles) await prewarmTransition(warm);
2957
+ const entry = { loaded, state: 'ready', dispose: null };
2958
+ const prepared = {
2959
+ [PREPARED_TAG]: true,
2960
+ /** The asset's own count (every splat of a flat source). */
2961
+ numSplats: loaded.desc.numSplats || loaded.cloud?.sourceTotal || 0,
2962
+ /** 'ready' until setSource uses it ('used') or dispose() drops it ('disposed'). */
2963
+ get state() {
2964
+ return entry.state;
2965
+ },
2966
+ dispose() {
2967
+ if (entry.state !== 'ready') return;
2968
+ entry.state = 'disposed';
2969
+ livePrepared.delete(entry);
2970
+ app.assets.remove(loaded.asset);
2971
+ loaded.asset.unload?.();
2972
+ },
2973
+ };
2974
+ entry.dispose = prepared.dispose;
2975
+ preparedAssets.set(prepared, entry);
2976
+ if (removed) {
2977
+ prepared.dispose();
2978
+ throw new Error('@displayxr/inline3d/splat: prepareSource on a removed tile.');
2979
+ }
2980
+ livePrepared.add(entry);
2981
+ return prepared;
2982
+ }
2983
+
2984
+ // ── shader pre-warm for the particle transitions ──
2985
+ const prewarmed = new Set();
2986
+ /**
2987
+ * Compile + link the render-time variant a particle transition will install, ahead of it. The
2988
+ * first frame of a transition otherwise blocks on the link (GetProgramiv: 35–45 ms on an M1,
2989
+ * measured with a trace) — on the very transition a user sees first. A throwaway material with
2990
+ * the eye renderer's own description, defines and chunks, plus the transition's chunk, asks the
2991
+ * engine's program library for the same variant the renderer will ask for (the library keys on
2992
+ * the generated source + processing options, not on the material), so the compile is issued
2993
+ * now and, with KHR_parallel_shader_compile, finishes off the main thread. Best effort: an
2994
+ * engine whose internals differ just compiles on the transition's first frame, as before.
2995
+ */
2996
+ async function prewarmTransition(plan) {
2997
+ const key = `${plan.particles.in.effect}|${plan.particles.in.opts.order ?? ''}`;
2998
+ if (!fx || prewarmed.has(key)) return;
2999
+ await yieldIdle();
3000
+ if (removed || !fx) return;
3001
+ try {
3002
+ const pc = pcModule;
3003
+ const cams = [viewer.eye, viewer._live?.cam].filter(Boolean);
3004
+ const code = fx.sharedChunkCode('transition', plan.particles.in.effect, { order: plan.particles.in.opts.order });
3005
+ const made = [];
3006
+ let issued = 0;
3007
+ for (const cam of cams) {
3008
+ const cd = viewer.app?.renderer?.gsplatDirector?.camerasMap?.get?.(cam.camera?.camera);
3009
+ let mi = null;
3010
+ if (cd?.layersMap) for (const ld of cd.layersMap.values()) mi ||= ld?.gsplatManager?.renderer?.meshInstance ?? null;
3011
+ const src = mi?.material;
3012
+ const camera = cam.camera?.camera;
3013
+ if (!src?.shaderDesc || !camera?.shaderParams || typeof src.getShaderVariant !== 'function') continue;
3014
+ const m = new pc.ShaderMaterial(src.shaderDesc);
3015
+ src.defines.forEach((v, k) => m.setDefine(k, v));
3016
+ m.shaderChunks.copy(src.shaderChunks);
3017
+ m.getShaderChunks(pc.SHADERLANGUAGE_GLSL).set('gsplatModifyVS', code);
3018
+ m.blendState = src.blendState;
3019
+ made.push(m.getShaderVariant({
3020
+ device: viewer.app.graphicsDevice,
3021
+ scene: viewer.app.scene,
3022
+ objDefs: mi._shaderDefs,
3023
+ cameraShaderParams: camera.shaderParams,
3024
+ pass: 0, // SHADER_FORWARD
3025
+ sortedLights: [],
3026
+ viewUniformFormat: viewer.app.renderer?.viewUniformFormat ?? null,
3027
+ vertexFormat: mi.mesh?.vertexBuffer?.format,
3028
+ }));
3029
+ issued++;
3030
+ }
3031
+ // the overlay's two quads (created on the first capture otherwise, and compiled on its draw)
3032
+ const cam = viewer.eye?.camera?.camera;
3033
+ if (cam?.shaderParams) {
3034
+ viewer._ensureSnapshotOverlay();
3035
+ for (const p of viewer._snap?.parts || []) {
3036
+ made.push(p.mat.getShaderVariant?.({
3037
+ device: viewer.app.graphicsDevice,
3038
+ scene: viewer.app.scene,
3039
+ objDefs: p.mi._shaderDefs,
3040
+ cameraShaderParams: cam.shaderParams,
3041
+ pass: 0,
3042
+ sortedLights: [],
3043
+ viewUniformFormat: viewer.app.renderer?.viewUniformFormat ?? null,
3044
+ vertexFormat: p.mi.mesh?.vertexBuffer?.format,
3045
+ }));
3046
+ }
3047
+ }
3048
+ if (issued) prewarmed.add(key);
3049
+ await finalizeWhenLinked(made.filter(Boolean));
3050
+ } catch (err) {
3051
+ console.info('[inline3d/splat] transition shader pre-warm skipped', err);
3052
+ }
3053
+ }
3054
+
3055
+ /**
3056
+ * Creating a program only ISSUES its compile + link; the browser resolves the link when the
3057
+ * program is first queried — the engine's first draw, blocking (the 35–50 ms GetProgramiv the
3058
+ * trace shows, even for a program created seconds earlier). So finish the engine's own
3059
+ * finalize here, in the dwell: wait (in idle periods, not blocking) for the link to complete
3060
+ * where the browser reports it (KHR_parallel_shader_compile), then finalize.
3061
+ */
3062
+ async function finalizeWhenLinked(shaders) {
3063
+ const dev = viewer.app?.graphicsDevice;
3064
+ if (!dev) return;
3065
+ const pending = () => shaders.filter((x) => x && !x.ready && !x.failed && x.impl?.finalize);
3066
+ for (let i = 0; i < 40 && pending().length; i++) {
3067
+ for (const x of pending()) if (x.impl.isLinked?.(dev)) x.impl.finalize(dev, x) || (x.failed = true);
3068
+ if (pending().length) await yieldIdle(50);
3069
+ if (removed) return;
3070
+ }
3071
+ // still linking (or no completion query): finalize now — a block in the dwell, not on the
3072
+ // transition's first frame
3073
+ for (const x of pending()) x.impl.finalize(dev, x) || (x.failed = true);
3074
+ }
3075
+
2799
3076
  // ── setSource: swap the asset — a cut, a crossfade, or a transition ──
2800
3077
  let sourceGen = 0;
2801
3078
  let pendingSwap = null;
@@ -2818,11 +3095,22 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2818
3095
  const plan = resolveSwap(o);
2819
3096
  const { resetPose = false } = o;
2820
3097
  const gen = ++sourceGen;
3098
+ // A prepareSource() result: already fetched, decoded and uploaded — no load on this path.
3099
+ const prep = preparedAssets.get(next) || null;
3100
+ if (prep) {
3101
+ if (prep.state !== 'ready') {
3102
+ throw new Error(`@displayxr/inline3d/splat: setSource got a prepared source that was already ${prep.state === 'used' ? 'used' : 'disposed'}.`);
3103
+ }
3104
+ prep.state = 'used';
3105
+ livePrepared.delete(prep);
3106
+ } else if (next && typeof next === 'object' && next[PREPARED_TAG]) {
3107
+ throw new Error('@displayxr/inline3d/splat: setSource got a prepared source from another handle.');
3108
+ }
2821
3109
  const app = await booted;
2822
3110
  await first.catch(() => null); // a failed first asset may be replaced
2823
3111
  if (!app || removed) return out;
2824
3112
  const pc = pcModule;
2825
- const loaded = await loadOne(pc, app, next);
3113
+ const loaded = prep ? prep.loaded : await loadOne(pc, app, next);
2826
3114
  if (removed || gen !== sourceGen) {
2827
3115
  app.assets.remove(loaded.asset);
2828
3116
  loaded.asset.unload?.();
@@ -2831,9 +3119,10 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2831
3119
  const prev = current;
2832
3120
  pendingSwap?.finish();
2833
3121
  const transition = prev ? plan.transition : 'cut';
3122
+ const particle = plan.particles && transition in PARTICLE_TRANSITIONS ? plan.particles : null;
2834
3123
  // FRAME_SNAPSHOT: freeze the outgoing frame BEFORE anything of the new asset (or its rig) is
2835
3124
  // drawn. The overlay goes up in the same task, so no frame shows neither photo.
2836
- const wantsSnapshot = transition === 'crossfade' || transition === 'wavefront';
3125
+ const wantsSnapshot = transition === 'crossfade' || transition === 'wavefront' || !!particle;
2837
3126
  const snapped = wantsSnapshot ? await viewer.captureFrame() : false;
2838
3127
  if (removed || gen !== sourceGen) {
2839
3128
  app.assets.remove(loaded.asset);
@@ -2841,6 +3130,21 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2841
3130
  return out;
2842
3131
  }
2843
3132
  if (snapped) viewer.setSnapshotAlpha(1, transition === 'wavefront' ? { t: 0, band: plan.band, views: viewer.viewsAcross } : null);
3133
+ // LIVE outgoing (default in 3D): the old asset stays resident and keeps rendering, through the
3134
+ // same eye views, into its own target; the frozen capture above bridges the first frames until
3135
+ // its camera has drawn a sorted frame. Its lens frame is read BEFORE adopt() switches the rig.
3136
+ // A particle transition's outgoing photo MOVES, so it is live in 2D too (where the engine has
3137
+ // the RenderView path); 'frozen' there = its snapshot fades out while the new one plays in.
3138
+ const outgoingMode = plan.outgoing || (particle ? 'live' : defaultOutgoing(viewer.is3D));
3139
+ const live =
3140
+ snapped && outgoingMode === 'live' && viewer.canLiveOutgoing ? viewer.startLiveOutgoing(prev.entity, viewer.lensFrame()) : null;
3141
+ /** Each frame of the window: once the live camera is ready, the overlay samples it. */
3142
+ let liveShown = false;
3143
+ const pumpLive = () => {
3144
+ if (!live || liveShown || !live.active || !live.ready) return;
3145
+ viewer.setSnapshotSource(live.texture);
3146
+ liveShown = true;
3147
+ };
2844
3148
 
2845
3149
  const release = (p) => {
2846
3150
  if (!p) return;
@@ -2916,6 +3220,12 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2916
3220
  return out;
2917
3221
  }
2918
3222
 
3223
+ if (particle && snapped) {
3224
+ playParticleTransition({ particle, plan, prev, entity, live, adopt, release, finishers, finish, isFinished: () => finished, pumpLive, isLiveShown: () => liveShown });
3225
+ await done;
3226
+ return out;
3227
+ }
3228
+
2919
3229
  adopt(entity);
2920
3230
  if (transition === 'cut') {
2921
3231
  release(prev);
@@ -2925,16 +3235,30 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2925
3235
  }
2926
3236
 
2927
3237
  if (transition === 'wavefront' && snapped) {
2928
- release(prev); // the snapshot shows it from here on
3238
+ if (live) {
3239
+ finishers.push(() => {
3240
+ viewer.stopLiveOutgoing();
3241
+ release(prev);
3242
+ });
3243
+ } else release(prev); // the snapshot shows it from here on
2929
3244
  const band = plan.band;
2930
3245
  const ridge = fx.play(
2931
3246
  'wavefront',
2932
3247
  { durationMs: plan.durationMs, easing: plan.easing, band, ridge: plan.ridge, ridgeMaxDisparity: plan.ridgeMaxDisparity, scope: 'entity' },
2933
3248
  { entity, gate: afterTicks(2), internal: true },
2934
3249
  );
2935
- finishers.push(() => viewer.setSnapshotAlpha(0));
3250
+ finishers.push(() => {
3251
+ viewer.setSnapshotAlpha(0);
3252
+ viewer.releaseSnapshot();
3253
+ });
2936
3254
  viewer._hooks.push(() => {
2937
3255
  if (finished || removed) return false;
3256
+ if (live && !live.fits) {
3257
+ fx?.stop('wavefront', { finish: true, entity });
3258
+ finish();
3259
+ return false;
3260
+ }
3261
+ pumpLive();
2938
3262
  const inst = fx?.scopes.get(entity)?.get('wavefront');
2939
3263
  const amount = inst ? inst.amount : 1;
2940
3264
  if (!viewer.setSnapshotAlpha(1, { t: amount, band, views: viewer.viewsAcross })) {
@@ -2953,14 +3277,21 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2953
3277
  // the 1.12.1 one-pass fade, over the same duration.
2954
3278
  const fade = plan.durationMs;
2955
3279
  if (plan.reveal) fx.play(plan.reveal.type, { ...plan.reveal.raw, scope: 'entity' }, { entity, gate: afterTicks(2) });
2956
- if (snapped) release(prev); // the snapshot shows it from here on
2957
- else {
3280
+ if (snapped) {
3281
+ if (!live) release(prev); // the snapshot shows it from here on
3282
+ } else {
2958
3283
  setFade(entity, 0);
2959
3284
  setFade(prev.entity, 1);
2960
3285
  }
2961
3286
  finishers.push(() => {
2962
- if (snapped) viewer.setSnapshotAlpha(0);
2963
- else {
3287
+ if (snapped) {
3288
+ viewer.setSnapshotAlpha(0);
3289
+ viewer.releaseSnapshot();
3290
+ if (live) {
3291
+ viewer.stopLiveOutgoing();
3292
+ release(prev);
3293
+ }
3294
+ } else {
2964
3295
  setFade(entity, null);
2965
3296
  release(prev);
2966
3297
  }
@@ -2974,12 +3305,13 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2974
3305
  viewer._hooks.push((t) => {
2975
3306
  if (removed) return (finish(), false);
2976
3307
  if (finished) return false; // superseded: already finished
3308
+ pumpLive();
2977
3309
  if (++ticks < 2) return true;
2978
3310
  if (t0 === null) t0 = t;
2979
3311
  const k = Math.min(1, Math.max(0, (t - t0) / fade));
2980
3312
  if (snapped) {
2981
3313
  // A resize or a 2D/3D switch mid-fade: the capture no longer fits the buffer — end now.
2982
- if (!viewer.setSnapshotAlpha(1 - k)) {
3314
+ if (!viewer.setSnapshotAlpha(1 - k) || (live && !live.fits)) {
2983
3315
  finish();
2984
3316
  return false;
2985
3317
  }
@@ -2997,6 +3329,108 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2997
3329
  return out;
2998
3330
  }
2999
3331
 
3332
+ /**
3333
+ * setSource's particle transitions (swarm, burst, shimmer-cross, dust), once the frame snapshot
3334
+ * is up. The OUTGOING asset plays its effect in reverse, on the live camera, keyed on its own
3335
+ * frame (taken here, before the rig switches); the INCOMING one plays forwards on the eye camera,
3336
+ * its frame re-taken when the clock starts. One clock drives both, on overlapping spans
3337
+ * (particleSpan). The overlay puts the live outgoing image OVER the incoming one, per eye. With
3338
+ * no live camera (outgoing:'frozen', or an engine without the RenderView path) the frozen frame
3339
+ * fades out over the outgoing span while the incoming asset plays its side. The end: effects
3340
+ * removed (modifiers deleted), overlay hidden, live camera off, old asset released — the frame
3341
+ * is a plain cut's.
3342
+ */
3343
+ function playParticleTransition({ particle, plan, prev, entity, live, adopt, release, finishers, finish, isFinished, pumpLive, isLiveShown }) {
3344
+ const ease = typeof plan.easing === 'function' ? plan.easing : EASINGS[plan.easing] || EASINGS.linear;
3345
+ const overlap = particle.overlap;
3346
+ // RENDER-TIME (the default): one tile-scope body, each photo's values on the mesh instance of
3347
+ // the gsplat manager that draws it — the eye camera's (incoming) and the live camera's
3348
+ // (outgoing). No work-buffer rewrite and no re-sort per frame. An engine that does not expose
3349
+ // the managers' mesh instances gets the entity-scope modifiers instead (a full work-buffer
3350
+ // rewrite + a re-sort per asset per frame: correct, but it hitches on a 1.18M photo).
3351
+ const managerMi = (cam, layer) => {
3352
+ const cd = viewer.app?.renderer?.gsplatDirector?.camerasMap?.get?.(cam?.camera?.camera);
3353
+ if (!cd?.layersMap) return null;
3354
+ if (layer) return cd.layersMap.get(layer)?.gsplatManager?.renderer?.meshInstance ?? null;
3355
+ for (const ld of cd.layersMap.values()) if (ld?.gsplatManager?.renderer?.meshInstance) return ld.gsplatManager.renderer.meshInstance;
3356
+ return null;
3357
+ };
3358
+ const eyeMi = () => managerMi(viewer.eye, null);
3359
+ const liveMi = () => (live?.active ? managerMi(live.cam, live.layer) : null);
3360
+ const shared = particle.out.effect === particle.in.effect && eyeMi() ? fx.driveShared('transition', particle.in.effect, { order: particle.in.opts.order }) : null;
3361
+ // the outgoing side, BEFORE adopt(): its frame (eyes, focus, framing) is the old asset's
3362
+ let outFx = null;
3363
+ if (live) {
3364
+ outFx = shared ? shared.side(liveMi, particle.out.opts) : fx.drive(prev.entity, particle.out.effect, particle.out.opts);
3365
+ outFx.set(1, 0);
3366
+ } else {
3367
+ release(prev); // the frozen frame shows it from here on
3368
+ }
3369
+ adopt(entity);
3370
+ // the incoming side, hidden (amount 0) until the clock starts
3371
+ const inFx = shared ? shared.side(eyeMi, particle.in.opts) : fx.drive(entity, particle.in.effect, particle.in.opts);
3372
+ inFx.set(0, 0);
3373
+ viewer._transitionPath = shared ? 'render' : 'entity'; // diagnostics (docs §Gates)
3374
+ finishers.push(() => {
3375
+ viewer._transitionState = null;
3376
+ if (shared) shared.remove();
3377
+ else {
3378
+ outFx?.remove();
3379
+ inFx.remove();
3380
+ }
3381
+ viewer.setSnapshotAlpha(0);
3382
+ viewer.releaseSnapshot();
3383
+ if (live) {
3384
+ viewer.stopLiveOutgoing();
3385
+ release(prev);
3386
+ }
3387
+ });
3388
+ const dur = plan.durationMs;
3389
+ let t0 = null;
3390
+ let ticks = 0;
3391
+ viewer._hooks.push((t) => {
3392
+ if (removed) return (finish(), false);
3393
+ if (isFinished()) return false;
3394
+ if (live && !live.fits) {
3395
+ finish(); // a resize or a 2D/3D switch mid-window: end now
3396
+ return false;
3397
+ }
3398
+ pumpLive();
3399
+ // The clock starts on the SECOND tick (the incoming asset's first frame builds its work
3400
+ // buffer) and, live, once the live camera has drawn a sorted frame (until then the frozen
3401
+ // capture stands in for the outgoing photo, untouched).
3402
+ if (++ticks < 2 || (live && !isLiveShown())) {
3403
+ if (shared) {
3404
+ // the managers (and their mesh instances) may be new: keep both photos' values on them
3405
+ outFx?.set(1, 0);
3406
+ inFx.set(0, 0);
3407
+ }
3408
+ if (!viewer.setSnapshotAlpha(1)) {
3409
+ finish();
3410
+ return false;
3411
+ }
3412
+ return true;
3413
+ }
3414
+ if (t0 === null) {
3415
+ t0 = t;
3416
+ inFx.restart(); // the incoming asset's frame, now its rig and first frames are in
3417
+ }
3418
+ const raw = dur > 0 ? Math.min(1, Math.max(0, (t - t0) / dur)) : 1;
3419
+ const te = ease(raw);
3420
+ const timeS = (t - t0) / 1000;
3421
+ viewer._transitionState = { raw, live: !!live }; // diagnostics (docs §Gates)
3422
+ const outSpan = particleSpan(te, overlap, 'out');
3423
+ outFx?.set(1 - outSpan, timeS);
3424
+ inFx.set(particleSpan(te, overlap, 'in'), timeS);
3425
+ const ok = live ? viewer.setSnapshotAlpha(1, null, { over: true }) : viewer.setSnapshotAlpha(1 - outSpan);
3426
+ if (!ok || raw >= 1) {
3427
+ finish();
3428
+ return false;
3429
+ }
3430
+ return true;
3431
+ });
3432
+ }
3433
+
3000
3434
  // The load promise is RETURNED, never written to `out.ready`: ./splat's addSplat owns that
3001
3435
  // field (one promise, one owner).
3002
3436
  return first
@@ -3008,3 +3442,5 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
3008
3442
  }
3009
3443
 
3010
3444
  let byteSeq = 0;
3445
+ /** Marks a prepareSource() result (so one from another handle is caught, not loaded as bytes). */
3446
+ const PREPARED_TAG = Symbol.for('@displayxr/inline3d/splat.prepared');