@displayxr/inline3d 1.14.0 → 1.15.0

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package/CHANGELOG.md CHANGED
@@ -5,6 +5,43 @@ 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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+ ## 1.15.0 — 2026-09-24
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+
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+ Touches the **preview tier** (`./splat`, `engine: 'playcanvas'` only). Additive; the existing transitions
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+ and reveals render the same pixels.
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+
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+ ### Added
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+
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+ - **Particle transitions for `setSource`** (#36): `transition: 'swarm' | 'burst' | 'shimmer-cross' | 'dust'`.
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+ They play the particle reveals across a slide change, with both photos live, in 3D and in 2D.
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+ The old photo plays its effect backwards while the new one plays it forwards, on overlapping
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+ spans of one clock (`overlap`).
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+ - `swarm`: the old photo disperses into a curl-noise swarm and the new one assembles out of one.
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+ - `burst`: the old photo collapses into its focus and the new one bursts out of its own.
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+ - `shimmer-cross`: twinkling points out and twinkling points in; nothing moves.
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+ - `dust`: drifting dust out, gathering dust in.
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+
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+ Defaults are 2.6–2.8 s on a linear shared clock; each particle eases on its own path. The end
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+ state is a `cut`, MAE 0.000 in colour and alpha in both eyes, and VRAM goes back to baseline.
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+ A hidden tab gets the crossfade.
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+ See [`docs/splat-effects.md` § Particle transitions](docs/splat-effects.md#particle-transitions).
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+ - They render at RENDER TIME. One tile-scope chunk serves both photos, and each photo's values
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+ sit on the mesh instance of the gsplat manager that draws it. A first cut used entity-scope
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+ work-buffer modifiers, which rewrote both 1.18M work buffers and re-sorted both every frame.
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+ Measured in a visible Chrome, that cost 2D pacing its 120 Hz: p95 went from 16.7 ms to 9.8–10.1.
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+ A photo with nothing to draw skips its draw.
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+ - **`prepareSource(src, { transition, … })`**: with a particle transition, this also compiles and
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+ links its shaders in the dwell. Otherwise the first transition of each kind blocks its first
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+ frame on the link: 35–50 ms, and 190 + 260 ms on a variant the machine has never compiled.
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+ - Particle options `vanish` (fade over the first part of the flight) and `density` (the share
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+ drawn in flight). Both are off for the reveals.
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+
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+ ### Not changed
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+
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+ - The live `crossfade` / `wavefront` still run at about 40 Hz in stereo on an M1 (median 25.6 ms).
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+ They draw both photos in full for the whole window. The same skip-what-is-not-visible idea may
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+ apply there; that is a follow-up.
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+
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  ## 1.14.0 — 2026-09-24
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  Touches the **preview tier** (`./splat`, `engine: 'playcanvas'` only). New particle reveals are additive. One default changes pixels
@@ -626,6 +626,8 @@ uniform float ${P}grow;
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  uniform float ${P}tx;
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  uniform vec3 ${P}glow;
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  uniform float ${P}falpha;
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+ uniform float ${P}van;
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+ uniform float ${P}dens;
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  float ${P}lp = -1.0;
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  float ${P}h(vec3 c, float s) { return dxrFxHash(c + vec3(s * 17.13, s * 31.71, s * 7.31)); }
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  // where a point sits in the PICTURE (image x, y in half-view-widths) and its log depth: noise is
@@ -683,6 +685,12 @@ void ${P}color(vec3 c, inout vec4 col) {
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  float g = smoothstep(${P}grow, 1.0, lp);
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  col.rgb += ${P}glow * (1.0 - g);
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  col.a *= mix(${P}falpha, 1.0, g);
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+ // setSource's particle transitions: a particle fades over the first "vanish" of its flight, so a
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+ // swarm gathers out of nothing and a leaving photo's swarm thins out to nothing (0 = off)
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+ if (${P}van > 0.0) col.a *= smoothstep(0.0, ${P}van, lp);
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+ // "density" < 1: only that share of the gaussians is drawn in flight (the rest appear as they
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+ // grow home), so a million-point swarm reads as a swarm, not as snow
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+ if (${P}dens < 1.0 && ${P}h(c, 9.0) > ${P}dens) col.a *= g;
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  ${extra}
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  }
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  `;
@@ -705,6 +713,8 @@ const PARTICLE_VALIDATE = (what, o) => {
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  if (o.color !== undefined) vec3Of(o.color, `${what} color`);
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  if (o.noiseScale !== undefined) num(o.noiseScale, `${what} noiseScale`, 1e-3, 1e3);
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  if (o.maxDisparity !== undefined) num(o.maxDisparity, `${what} maxDisparity`, 0, 0.05);
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+ if (o.vanish !== undefined) num(o.vanish, `${what} vanish`, 0, 1);
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+ if (o.density !== undefined) num(o.density, `${what} density`, 0, 1);
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  if (o.layerSize !== undefined && !(Number.isInteger(o.layerSize) && o.layerSize > 0)) {
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  throw new RangeError(`@displayxr/inline3d/splat: ${what} layerSize must be a positive integer.`);
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  }
@@ -773,6 +783,8 @@ const particleUniforms = (ctx, inst, amount, tMs) => {
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  tx: s.tanX,
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  glow: o.color.map((x) => x * o.glow),
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  falpha: o.flightAlpha,
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+ van: o.vanish,
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+ dens: o.density,
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  };
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  };
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@@ -785,11 +797,18 @@ const PARTICLE_DEFAULTS = {
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  noiseScale: 2,
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  dotSize: 0.0007,
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  grow: 0.6,
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+ vanish: 0,
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+ density: 1,
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  };
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- /** A particle reveal's registry entry: `body(P)` adds the centre/rs stages (and extra uniforms). */
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- function particleEffect(name, defaults, { body, color = particleColor, uniforms: extra = () => ({}), validate }) {
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+ /**
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+ * A particle reveal's registry entry: `body(P)` adds the centre/rs stages (and extra uniforms).
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+ * `hiddenAtZero(opts)`: nothing is drawn at amount 0 (converge / shimmer: not yet launched; the
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+ * others with `vanish` > 0) — a setSource transition then skips that photo's draw.
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+ */
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+ function particleEffect(name, defaults, { body, color = particleColor, uniforms: extra = () => ({}), validate, hiddenAtZero = (o) => o.vanish > 0 }) {
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  return {
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+ hiddenAtZero,
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  stage: 'reveal',
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  kind: 'transition',
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  particle: true,
@@ -967,6 +986,7 @@ void ${P}rs(vec3 oc, vec3 mc, inout vec4 r, inout vec3 sc) {
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  }
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  `,
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  color: (P) => particleColor(P, 'col.a *= smoothstep(0.0, 0.15, lp);'),
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+ hiddenAtZero: () => true,
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  },
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  ),
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@@ -1009,10 +1029,68 @@ void ${P}rs(vec3 oc, vec3 mc, inout vec4 r, inout vec3 sc) {
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  col.rgb = mix(col.rgb, ${P}sc, min(1.0, tw * ${P}sp) * (1.0 - g));
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  col.a *= smoothstep(0.0, 0.12, lp) * mix(0.55 + 0.45 * tw, 1.0, g);`,
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  ),
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+ hiddenAtZero: () => true,
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  },
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  ),
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  });
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+ // ── setSource's particle transitions ─────────────────────────────────────────────────────────
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+ //
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+ // swarm / burst / shimmer-cross / dust: the OUTGOING photo plays a particle reveal backwards (its
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+ // gaussians leave home as dots and thin out to nothing, `vanish`) while the INCOMING one plays it
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+ // forwards, on overlapping spans of one clock. Both run as entity-scope effects driven by the
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+ // adapter (SplatEffects.drive); the outgoing one is drawn by the LIVE outgoing camera, and the
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+ // adapter composites the two live images per eye, the old one OVER the new one.
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+
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+ /**
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+ * The transitions and their defaults. `out` / `in` = the particle effect each side plays (out: in
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+ * reverse) with its option overrides; `overlap` = how much of the clock the two spans share (0 =
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+ * one after the other, 1 = both over the whole clock): out over [0, (1 + overlap)/2], in over
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+ * [(1 − overlap)/2, 1] of the eased clock.
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+ */
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+ export const PARTICLE_TRANSITIONS = Object.freeze({
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+ swarm: {
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+ durationMs: 2800,
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+ easing: 'linear',
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+ overlap: 0.45,
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+ out: { effect: 'assemble', opts: { stagger: 0.65, jitter: 0.35, spread: 0.3, swirl: 1.8, density: 0.2, dotSize: 0.0009, vanish: 0.45, glow: 0.1 } },
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+ in: { effect: 'assemble', opts: { stagger: 0.65, spread: 0.3, swirl: 1.8, density: 0.2, dotSize: 0.0009, vanish: 0.35, glow: 0.1 } },
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+ },
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+ burst: {
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+ durationMs: 2600,
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+ easing: 'linear',
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+ overlap: 0.3,
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+ out: { effect: 'converge', opts: { stagger: 0.5, density: 0.5, glow: 0.25 } },
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+ in: { effect: 'converge', opts: { stagger: 0.55, density: 0.5 } },
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+ },
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+ 'shimmer-cross': {
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+ durationMs: 2600,
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+ easing: 'linear',
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+ overlap: 0.45,
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+ out: { effect: 'shimmer', opts: { stagger: 0.75 } },
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+ in: { effect: 'shimmer', opts: { stagger: 0.75 } },
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+ },
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+ dust: {
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+ durationMs: 2800,
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+ easing: 'linear',
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+ overlap: 0.4,
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+ out: { effect: 'dissolve-in', opts: { density: 0.4, vanish: 0.4, drift: 0.45 } },
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+ in: { effect: 'dissolve-in', opts: { density: 0.4, vanish: 0.3 } },
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+ },
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+ });
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+
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+ /** Where a side stands at eased clock t: 0..1 over its span. */
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+ export function particleSpan(t, overlap, side) {
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+ const v = Math.min(1, Math.max(0, overlap));
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+ const a = side === 'out' ? 0 : (1 - v) / 2;
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+ const b = side === 'out' ? (1 + v) / 2 : 1;
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+ return Math.min(1, Math.max(0, (t - a) / Math.max(b - a, 1e-6)));
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+ }
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+
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+ /** Options a page may pass through setSource to both sides of a particle transition. */
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+ export const PARTICLE_TRANSITION_OPTIONS = Object.freeze(['order', 'stagger', 'jitter', 'maxDisparity', 'dotSize', 'noiseScale', 'layerSize', 'origin']);
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+
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+
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  /**
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  * The wavefront's per-column commit, lt ∈ [0, 1], for eased progress `t` at normalised u — the
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  * prototype's formula: column u starts at t = u·(1 − band) and has committed band later, so
@@ -1243,7 +1321,8 @@ export class SplatEffects {
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  resolve: null,
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  promise: null,
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  originPoint: (ctx, eyes) => this._origin(inst, ctx, eyes),
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- elapsedS: (tMs) => (inst.startedAt === null ? 0 : Math.max(0, (tMs - inst.startedAt) / 1000)),
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+ // a driven instance (drive()) is handed its time by the adapter's clock
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+ elapsedS: (tMs) => (inst.timeS !== undefined ? inst.timeS : inst.startedAt === null ? 0 : Math.max(0, (tMs - inst.startedAt) / 1000)),
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  };
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  inst.promise = new Promise((r) => (inst.resolve = r));
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  return inst;
@@ -1326,6 +1405,134 @@ export class SplatEffects {
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  this._install(entity);
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  }
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+ /**
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+ * An effect on one entity driven by the ADAPTER's clock, not the runner's (setSource's particle
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+ * transitions: two effects on two assets, on overlapping spans of one transition clock). Hidden
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+ * from effects() and from a page's stopEffect(). Returns { set(amount, timeS), restart(),
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+ * remove() }: `amount` as the GLSL reads it (1 = the untouched asset), `restart()` re-takes the
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+ * effect's frame (start()) — the incoming asset's, once its rig and first frames are in.
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+ */
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+ drive(entity, name, opts) {
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+ const o = resolveEffectOptions(name, { ...opts, scope: 'entity', direction: 'in', progress: 0 }, 'set', { internal: true });
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+ o.entity = entity;
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+ const inst = this._makeInstance(name, o, 'set');
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+ inst.hidden = true;
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+ inst.timeS = 0;
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+ this._replace(entity, name, inst);
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+ this._setupInstance(inst);
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+ this._apply(entity, inst, this.ctx.now());
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+ this._install(entity);
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+ const alive = () => !this._disposed && this.scopes.get(entity)?.get(name) === inst;
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+ return {
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+ set: (amount, timeS = inst.timeS) => {
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+ if (!alive()) return;
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+ inst.opts.progress = Math.min(1, Math.max(0, amount));
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+ inst.timeS = timeS;
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+ this._apply(entity, inst, this.ctx.now());
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+ },
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+ restart: () => {
1434
+ if (!alive()) return;
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+ inst.state = {};
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+ this._setupInstance(inst);
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+ this._apply(entity, inst, this.ctx.now());
1438
+ },
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+ remove: () => {
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+ if (!alive()) return;
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+ this.scopes.get(entity).delete(name);
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+ inst.resolve({ finished: true });
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+ this._install(entity);
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+ },
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+ get alive() {
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+ return alive();
1447
+ },
1448
+ };
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+ }
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+
1451
+ /**
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+ * ONE tile-scope body for the two photos of a setSource particle transition, with each photo's
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+ * values on its OWN mesh instance (the engine draws each photo through its own gsplat manager and
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+ * renderer: the eye camera's for the incoming photo, the live camera's for the outgoing one).
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+ * Render-time only: no work-buffer rewrite, no per-frame re-sort (an entity-scope modifier forces
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+ * both, every frame, for each 1.18M asset — measured as the transitions' hitches). The chunk's
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+ * material values are the untouched asset's (amount 1). Returns { side(getMeshInstance, opts),
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+ * remove() }; a side is { set(amount, timeS), restart() }. `opts` of the two sides share what
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+ * the GLSL is compiled from (the `order`).
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+ */
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+ driveShared(name, effect, opts) {
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+ const def = EFFECTS[effect];
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+ const o = resolveEffectOptions(effect, { ...opts, scope: 'tile', direction: 'in', progress: 1 }, 'set', { internal: true });
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+ const inst = this._makeInstance(name, o, 'set');
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+ inst.def = def;
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+ inst.hidden = true;
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+ inst.fixed = true; // its material values never change: no per-frame upload
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+ this._replace('tile', name, inst);
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+ this._setupInstance(inst);
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+ this._apply('tile', inst, this.ctx.now());
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+ this._install('tile');
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+ const P = prefixOf(name);
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+ const alive = () => !this._disposed && this.scopes.get('tile')?.get(name) === inst;
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+ const touched = new Set();
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+ const hidden = new Set(); // mesh instances this transition turned off (a photo with nothing to draw)
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+ return {
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+ side: (getMeshInstance, sideOpts) => {
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+ const s = { opts: resolveEffectOptions(effect, { ...sideOpts, order: o.order, scope: 'tile', direction: 'in' }, 'set', { internal: true }), state: {}, timeS: 0 };
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+ s.originPoint = (ctx, eyes) => this._origin(s, ctx, eyes);
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+ s.elapsedS = () => s.timeS;
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+ def.start?.(this.ctx, s);
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+ return {
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+ /** Upload this photo's values; false when its mesh instance is not there (yet). */
1484
+ set: (amount, timeS = s.timeS) => {
1485
+ if (!alive()) return false;
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+ const mi = getMeshInstance();
1487
+ if (!mi?.setParameter) return false;
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+ s.timeS = timeS;
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+ touched.add(mi);
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+ // the values first, always: should the engine show the mesh again on its own (a
1491
+ // rebuild sets its visibility), it draws this state, never the untouched photo
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+ const values = def.uniforms(this.ctx, s, Math.min(1, Math.max(0, amount)), this.ctx.now());
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+ for (const [k, v] of Object.entries(values)) mi.setParameter(P + k, v);
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+ // Nothing of this photo is drawn at amount 0 (every particle hidden before its flight):
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+ // skip its draw call rather than run the vertex stage for 1.18M invisible gaussians —
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+ // the two photos then share the GPU only while their spans overlap.
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+ if (amount <= 0 && def.hiddenAtZero?.(s.opts)) {
1498
+ if (mi.visible !== false) {
1499
+ mi.visible = false;
1500
+ hidden.add(mi);
1501
+ }
1502
+ } else if (hidden.delete(mi)) mi.visible = true;
1503
+ return true;
1504
+ },
1505
+ restart: () => {
1506
+ s.state = {};
1507
+ def.start?.(this.ctx, s);
1508
+ },
1509
+ };
1510
+ },
1511
+ remove: () => {
1512
+ for (const mi of hidden) mi.visible = true;
1513
+ hidden.clear();
1514
+ for (const mi of touched) {
1515
+ for (const k of Object.keys(mi.parameters || {})) if (k.startsWith(P)) mi.deleteParameter?.(k);
1516
+ }
1517
+ touched.clear();
1518
+ if (!alive()) return;
1519
+ this.scopes.get('tile').delete(name);
1520
+ inst.resolve({ finished: true });
1521
+ this._install('tile');
1522
+ },
1523
+ };
1524
+ }
1525
+
1526
+ /**
1527
+ * The tile chunk driveShared(name, effect, opts) WOULD install, without installing it — what
1528
+ * setSource's shader pre-warm compiles ahead of the transition.
1529
+ */
1530
+ sharedChunkCode(name, effect, opts) {
1531
+ const o = resolveEffectOptions(effect, { ...opts, scope: 'tile', direction: 'in', progress: 1 }, 'set', { internal: true });
1532
+ const insts = [...(this.scopes.get('tile')?.values() ?? [])].filter((i) => i.name !== name);
1533
+ return composeModifier([...insts, { name, def: EFFECTS[effect], opts: o }]).code;
1534
+ }
1535
+
1329
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  _setupInstance(inst) {
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  // Also for a gated one (its held START state needs the geometry); re-run when the gate opens,
1331
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  // since the rig/framing may have changed meanwhile (setSource's flip adopts a new asset).
@@ -1346,7 +1553,7 @@ export class SplatEffects {
1346
1553
  */
1347
1554
  stop(name, { finish = false, entity = null } = {}) {
1348
1555
  for (const [key, n, inst] of [...this._all()]) {
1349
- if (name ? n !== name : inst.def.internal) continue;
1556
+ if (inst.hidden || (name ? n !== name : inst.def.internal)) continue;
1350
1557
  if (entity && key !== entity) continue;
1351
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  const m = this.scopes.get(key);
1352
1559
  if (finish && inst.mode === 'play' && inst.opts.direction === 'out') {
@@ -1366,7 +1573,7 @@ export class SplatEffects {
1366
1573
  list() {
1367
1574
  const out = [];
1368
1575
  for (const [key, name, inst] of this._all()) {
1369
- if (inst.def.internal) continue;
1576
+ if (inst.def.internal || inst.hidden) continue;
1370
1577
  out.push({
1371
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  name,
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1579
  scope: key === 'tile' ? 'tile' : 'entity',
@@ -1398,6 +1605,7 @@ export class SplatEffects {
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1605
  tick(tMs) {
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1606
  if (this._disposed) return;
1400
1607
  for (const [key, name, inst] of [...this._all()]) {
1608
+ if (inst.fixed) continue;
1401
1609
  if (inst.mode === 'play') {
1402
1610
  if (inst.startGate) {
1403
1611
  this._apply(key, inst, tMs); // hold the start state
@@ -56,7 +56,11 @@ import {
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56
  EFFECTS,
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  EASINGS,
58
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  resolveRevealOption,
59
+ resolveEffectOptions,
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60
  validateEffectCall,
61
+ PARTICLE_TRANSITIONS,
62
+ PARTICLE_TRANSITION_OPTIONS,
63
+ particleSpan,
60
64
  } from './inline3d-splat-effects.js';
61
65
  import { LiveOutgoing, resolveOutgoingOption, defaultOutgoing, yieldIdle } from './inline3d-splat-live.js';
62
66
  import {
@@ -1269,8 +1273,9 @@ export class PlayCanvasSplatViewer {
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1273
  * so a region only one of the two photos covers fades against the page, not against black.
1270
1274
  */
1271
1275
  _ensureSnapshotOverlay() {
1272
- const s = this._snap;
1276
+ const s = (this._snap ||= { w: 0, h: 0, tex: null, rt: null, parts: null }); // prewarm: no capture yet
1273
1277
  if (s.parts) {
1278
+ if (!s.tex) return;
1274
1279
  for (const p of s.parts) {
1275
1280
  p.mat.setParameter('dxrSnap', s.tex);
1276
1281
  p.mat.setParameter('dxrSnapInvSize', [1 / s.w, 1 / s.h]);
@@ -1295,6 +1300,7 @@ export class PlayCanvasSplatViewer {
1295
1300
  uniform vec2 dxrSnapInvSize;
1296
1301
  uniform float dxrSnapAlpha;
1297
1302
  uniform vec3 dxrSnapWipe; // t, band, views across (t < -1: no wipe)
1303
+ uniform float dxrSnapOver; // 0 = lerp, 1 = A OVER the scene (the particle transitions)
1298
1304
  float dxrSnapWeight() {
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1305
  if (dxrSnapWipe.x < -1.0) return dxrSnapAlpha;
1300
1306
  float vw = 1.0 / (dxrSnapInvSize.x * dxrSnapWipe.z);
@@ -1309,10 +1315,13 @@ export class PlayCanvasSplatViewer {
1309
1315
  mat.depthTest = false;
1310
1316
  mat.depthWrite = false;
1311
1317
  mat.cull = pc.CULLFACE_NONE;
1312
- mat.setParameter('dxrSnap', s.tex);
1313
- mat.setParameter('dxrSnapInvSize', [1 / s.w, 1 / s.h]);
1318
+ if (s.tex) {
1319
+ mat.setParameter('dxrSnap', s.tex);
1320
+ mat.setParameter('dxrSnapInvSize', [1 / s.w, 1 / s.h]);
1321
+ }
1314
1322
  mat.setParameter('dxrSnapAlpha', 0);
1315
1323
  mat.setParameter('dxrSnapWipe', [-2, 0.1, 1]);
1324
+ mat.setParameter('dxrSnapOver', 0);
1316
1325
  mat.update();
1317
1326
  const mi = new pc.MeshInstance(mesh, mat, new pc.GraphNode(name));
1318
1327
  mi.cull = false;
@@ -1321,7 +1330,14 @@ export class PlayCanvasSplatViewer {
1321
1330
  return { mat, mi };
1322
1331
  };
1323
1332
  s.parts = [
1324
- part('inline3dSnapshotScale', 'gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0 - dxrSnapWeight());', pc.BLENDMODE_ZERO, pc.BLENDMODE_SRC_ALPHA, -2),
1333
+ // lerp: dst·(1 − w); over: dst·(1 − w·A.a) — premultiplied A over the scene
1334
+ part(
1335
+ 'inline3dSnapshotScale',
1336
+ '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));',
1337
+ pc.BLENDMODE_ZERO,
1338
+ pc.BLENDMODE_SRC_ALPHA,
1339
+ -2,
1340
+ ),
1325
1341
  part('inline3dSnapshotAdd', 'gl_FragColor = texture2D(dxrSnap, gl_FragCoord.xy * dxrSnapInvSize) * dxrSnapWeight();', pc.BLENDMODE_ONE, pc.BLENDMODE_ONE, -1),
1326
1342
  ];
1327
1343
  this.app.scene.layers.getLayerById(pc.LAYERID_UI).addMeshInstances(s.parts.map((p) => p.mi));
@@ -1331,7 +1347,7 @@ export class PlayCanvasSplatViewer {
1331
1347
  * Lerp the snapshot over the scene at `alpha` (0 hides it). Returns false when the canvas buffer
1332
1348
  * no longer matches the capture (resize, 2D/3D switch): the caller ends its fade.
1333
1349
  */
1334
- setSnapshotAlpha(alpha, wipe = null) {
1350
+ setSnapshotAlpha(alpha, wipe = null, mix = null) {
1335
1351
  const s = this._snap;
1336
1352
  if (!s?.parts) return false;
1337
1353
  const fits = !!s.tex && s.w === this.canvas.width && s.h === this.canvas.height;
@@ -1344,6 +1360,8 @@ export class PlayCanvasSplatViewer {
1344
1360
  // SAME viewport-relative x in every eye — a front at the zero-disparity plane, so both
1345
1361
  // eyes agree. `views` = eye viewports side by side across the buffer.
1346
1362
  p.mat.setParameter('dxrSnapWipe', wipe ? [wipe.t, wipe.band, wipe.views] : [-2, 0.1, 1]);
1363
+ // setSource's particle transitions: the live outgoing image OVER the incoming one
1364
+ p.mat.setParameter('dxrSnapOver', mix?.over ? 1 : 0);
1347
1365
  p.mat.update();
1348
1366
  }
1349
1367
  }
@@ -2139,8 +2157,40 @@ export const SOURCE_TRANSITIONS = Object.freeze({
2139
2157
  crossfade: {},
2140
2158
  flip: { durationMs: 2200, easing: 'easeInOutSine' },
2141
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 }])),
2142
2162
  });
2143
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 ${name}: order 'layers' is a reveal-only order (it needs the file index, which a transition's render-time body does not have).`);
2191
+ return { out, in: inc, overlap };
2192
+ }
2193
+
2144
2194
  /** Validate setSource's options into a plan (throws on a page bug, before anything loads). */
2145
2195
  export function resolveSwap(o = {}) {
2146
2196
  if (o === null || typeof o !== 'object') throw new TypeError('@displayxr/inline3d/splat: setSource options must be an object.');
@@ -2155,9 +2205,10 @@ export function resolveSwap(o = {}) {
2155
2205
  const easing = o.easing ?? d.easing ?? 'linear';
2156
2206
  if (typeof easing !== 'function' && !EASINGS[easing]) throw new Error(`@displayxr/inline3d/splat: unknown easing '${easing}'.`);
2157
2207
  const reveal = resolveRevealOption(o.reveal);
2158
- if (reveal && (transition === 'flip' || transition === 'wavefront')) {
2208
+ if (reveal && (transition === 'flip' || transition === 'wavefront' || d.particle)) {
2159
2209
  throw new Error(`@displayxr/inline3d/splat: setSource reveal plays with transition 'cut' or 'crossfade'; '${transition}' is its own reveal.`);
2160
2210
  }
2211
+ const particles = d.particle ? resolveParticleTransition(transition, o) : null;
2161
2212
  const band = o.band ?? d.band ?? 0.18;
2162
2213
  const ridge = o.ridge ?? d.ridge ?? 0.03;
2163
2214
  const ridgeMaxDisparity = o.ridgeMaxDisparity ?? d.ridgeMaxDisparity ?? 0.004;
@@ -2165,7 +2216,7 @@ export function resolveSwap(o = {}) {
2165
2216
  EFFECTS.wavefront.validate({ band, ridge, ridgeMaxDisparity });
2166
2217
  }
2167
2218
  const outgoing = resolveOutgoingOption(o.outgoing);
2168
- return { transition, durationMs: transition === 'crossfade' && durationMs === 0 ? 800 : durationMs, easing, reveal, band, ridge, ridgeMaxDisparity, outgoing };
2219
+ return { transition, durationMs: transition === 'crossfade' && durationMs === 0 ? 800 : durationMs, easing, reveal, band, ridge, ridgeMaxDisparity, outgoing, particles };
2169
2220
  }
2170
2221
 
2171
2222
  /**
@@ -2892,13 +2943,17 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2892
2943
  * Memory: the prepared asset is fully resident (a 1.18M-gaussian SOG: its GPU textures plus the
2893
2944
  * engine's centre array) alongside the current one until it is used or disposed.
2894
2945
  */
2895
- async function prepareSource(src) {
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
2896
2949
  const app = await booted;
2897
2950
  await first.catch(() => null);
2898
2951
  if (!app || removed) throw new Error('@displayxr/inline3d/splat: prepareSource on a removed tile.');
2899
2952
  const t0 = performance.now();
2900
2953
  const loaded = await loadOne(pcModule, app, src, { background: true });
2901
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);
2902
2957
  const entry = { loaded, state: 'ready', dispose: null };
2903
2958
  const prepared = {
2904
2959
  [PREPARED_TAG]: true,
@@ -2926,6 +2981,98 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2926
2981
  return prepared;
2927
2982
  }
2928
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
+
2929
3076
  // ── setSource: swap the asset — a cut, a crossfade, or a transition ──
2930
3077
  let sourceGen = 0;
2931
3078
  let pendingSwap = null;
@@ -2972,9 +3119,10 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2972
3119
  const prev = current;
2973
3120
  pendingSwap?.finish();
2974
3121
  const transition = prev ? plan.transition : 'cut';
3122
+ const particle = plan.particles && transition in PARTICLE_TRANSITIONS ? plan.particles : null;
2975
3123
  // FRAME_SNAPSHOT: freeze the outgoing frame BEFORE anything of the new asset (or its rig) is
2976
3124
  // drawn. The overlay goes up in the same task, so no frame shows neither photo.
2977
- const wantsSnapshot = transition === 'crossfade' || transition === 'wavefront';
3125
+ const wantsSnapshot = transition === 'crossfade' || transition === 'wavefront' || !!particle;
2978
3126
  const snapped = wantsSnapshot ? await viewer.captureFrame() : false;
2979
3127
  if (removed || gen !== sourceGen) {
2980
3128
  app.assets.remove(loaded.asset);
@@ -2985,7 +3133,9 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2985
3133
  // LIVE outgoing (default in 3D): the old asset stays resident and keeps rendering, through the
2986
3134
  // same eye views, into its own target; the frozen capture above bridges the first frames until
2987
3135
  // its camera has drawn a sorted frame. Its lens frame is read BEFORE adopt() switches the rig.
2988
- const outgoingMode = plan.outgoing || defaultOutgoing(viewer.is3D);
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));
2989
3139
  const live =
2990
3140
  snapped && outgoingMode === 'live' && viewer.canLiveOutgoing ? viewer.startLiveOutgoing(prev.entity, viewer.lensFrame()) : null;
2991
3141
  /** Each frame of the window: once the live camera is ready, the overlay samples it. */
@@ -3070,6 +3220,12 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
3070
3220
  return out;
3071
3221
  }
3072
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
+
3073
3229
  adopt(entity);
3074
3230
  if (transition === 'cut') {
3075
3231
  release(prev);
@@ -3173,6 +3329,108 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
3173
3329
  return out;
3174
3330
  }
3175
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
+
3176
3434
  // The load promise is RETURNED, never written to `out.ready`: ./splat's addSplat owns that
3177
3435
  // field (one promise, one owner).
3178
3436
  return first
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@displayxr/inline3d",
3
- "version": "1.14.0",
3
+ "version": "1.15.0",
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",
package/splat.d.ts CHANGED
@@ -374,6 +374,10 @@ export interface SplatParticleOptions {
374
374
  * home; max 0.05). In 2D a nominal 64 mm-at-1.7 m separation is assumed.
375
375
  */
376
376
  maxDisparity?: number;
377
+ /** Fade a particle over the first `vanish` of its flight (0 = off, the reveals' default; the particle transitions use ~0.3–0.45). */
378
+ vanish?: number;
379
+ /** Share of the gaussians drawn while in flight, 0..1 (1 = all, the reveals' default; the swarm uses 0.2). */
380
+ density?: number;
377
381
  /** `order: 'layers'`: gaussians per layer (default 768² = 589 824, SHARP). */
378
382
  layerSize?: number;
379
383
  /** `assemble`: how far out the swarm starts (half-view-widths), its spiral (rad), its curl turbulence, how coherent its start field is (0..1), and how much of it reaches back in depth (0..1). */
@@ -497,8 +501,15 @@ export interface SplatSourceOptions {
497
501
  * inflates out of its own; default 2200 ms), `'wavefront'` (a soft front crosses left → right
498
502
  * with a thin depth ridge riding it; default 2000 ms, ease-in-out; falls back to the crossfade
499
503
  * in a hidden tab). For photo slideshows: `crossfade` or `wavefront`.
500
- */
501
- transition?: 'cut' | 'crossfade' | 'flip' | 'wavefront';
504
+ *
505
+ * The particle transitions (docs/splat-effects.md §Particle transitions): `'swarm'` (the old
506
+ * photo disperses into a curl-noise swarm while the new one assembles out of one), `'burst'`
507
+ * (the old one collapses into its focus, the new one bursts out of its own), `'shimmer-cross'`
508
+ * (nothing moves: twinkling points out, twinkling points in) and `'dust'` (drifting dust out,
509
+ * gathering dust in). 2.6–2.8 s, linear shared clock (each particle eases itself). The old
510
+ * photo is live, in 2D too; a hidden tab gets the crossfade.
511
+ */
512
+ transition?: 'cut' | 'crossfade' | 'flip' | 'wavefront' | SplatParticleTransitionName;
502
513
  durationMs?: number;
503
514
  easing?: SplatEasing;
504
515
  /** `cut`/`crossfade` only: reveal the INCOMING asset (entity scope) while the old one fades. */
@@ -519,8 +530,34 @@ export interface SplatSourceOptions {
519
530
  * the single-camera RenderView path always use `'frozen'`.
520
531
  */
521
532
  outgoing?: 'live' | 'frozen';
533
+ /** Particle transitions: particle options for BOTH photos (the shared ones of the particle reveals). */
534
+ order?: SplatParticleOptions['order'];
535
+ stagger?: number;
536
+ jitter?: number;
537
+ maxDisparity?: number;
538
+ dotSize?: number;
539
+ noiseScale?: number;
540
+ layerSize?: number;
541
+ origin?: SplatEffectOrigin;
542
+ /** Particle transitions: how much of the clock the two photos' spans share, 0..1 (0 = one after the other). */
543
+ overlap?: number;
544
+ /** Particle transitions: option overrides for the OUTGOING photo's effect. */
545
+ outgoingFx?: SplatParticleOptions & Record<string, unknown>;
546
+ /** Particle transitions: option overrides for the INCOMING photo's effect. */
547
+ incomingFx?: SplatParticleOptions & Record<string, unknown>;
522
548
  }
523
549
 
550
+ /**
551
+ * `prepareSource`'s options: the `setSource` options the prepared asset will be swapped in with.
552
+ * For a particle transition, its shaders are compiled and linked NOW, in the dwell — otherwise the
553
+ * first transition of each kind in a page blocks its first frame on the link (tens of ms, hundreds
554
+ * the first time a machine sees the variant). Validated like setSource's.
555
+ */
556
+ export type SplatPrepareOptions = SplatSourceOptions;
557
+
558
+ /** setSource's particle transitions (docs/splat-effects.md §Particle transitions). */
559
+ export type SplatParticleTransitionName = 'swarm' | 'burst' | 'shimmer-cross' | 'dust';
560
+
524
561
  /**
525
562
  * What `prepareSource()` resolves to: an opaque, single-use handle for `setSource`. The asset is
526
563
  * fully resident (GPU textures + the engine's centre array) until used or disposed.
@@ -689,7 +726,7 @@ export interface SplatHandle {
689
726
  * Memory: two full assets resident until the swap (≈ +70 MB of GPU textures per 1.18M-gaussian
690
727
  * SOG). `remove()` disposes any still unused.
691
728
  */
692
- prepareSource(src: string | Blob | ArrayBuffer | Uint8Array): Promise<SplatPreparedSource>;
729
+ prepareSource(src: string | Blob | ArrayBuffer | Uint8Array, opts?: SplatPrepareOptions): Promise<SplatPreparedSource>;
693
730
  /**
694
731
  * `engine: 'playcanvas'` only (throws on Spark). Play a transition/pulse/custom effect;
695
732
  * validated at the call, run once the first asset is on screen. Resolves `{ finished }` —