@displayxr/inline3d 1.14.0 → 1.16.0

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package/CHANGELOG.md CHANGED
@@ -5,6 +5,78 @@ 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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+ ## 1.16.0 — 2026-09-24
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+
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+ Touches the **preview tier** (`./splat`, `engine: 'playcanvas'` only). Additive. A page that never
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+ calls `setRig` renders the same pixels, except for the `setSource` fix below.
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+
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+ ### Added
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+
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+ - **`handle.setRig(type, options?)`** (#36): a live, reversible rig switch on the PlayCanvas splat
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+ handle. It applies on the next frame with no remount, reload or new session, and returns a
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+ `Promise<handle>`.
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+ - `setRig('display', { virtualDisplayHeight, fit, margin, frame, … })` frames the enabled meshes
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+ under `handle.engine.root`, plus the splat when it is shown. The defaults are addModel's (0.24,
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+ `contain`, 0.8, depthLimit 4, idleSpin 8), and it declares a display rig.
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+ - While the splat is hidden, the page's meshes get addModel's tone mapping (`'neutral'`) and, if
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+ the scene has no `envAtlas` of its own, addModel's neutral-studio IBL. Both are removed when the
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+ rig switches away.
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+ - `setRig('camera')` goes back to the asset's capture rig, re-resolved from the waterfall's own
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+ inputs. `setRig('auto')` is the load-time result.
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+ - The pose resets to the new rig's rest. `handle.rig.typeSource` reads `'setRig'`. The choice
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+ sticks across `setSource` until `'auto'`, and `controls:'page'` throws.
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+ - Gates, on a real GPU: a hidden splat plus `setRig('display')` plus DamagedHelmet or Fox renders
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+ **MAE 0.0000** against `addModel(url, { engine: 'playcanvas' })`, in mono and fake stereo, with
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+ `antialias: true`. With the tile's default MSAA off the residual is 0.11–0.44, silhouette edges
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+ only. The round trip `setRig('display')` → `setRig('camera')` returns to the exact pre-switch
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+ render (**MAE 0.0000**) and the same camera-rig declaration.
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+ - See [`docs/playcanvas-adapter.md` § setRig](docs/playcanvas-adapter.md#setrig--switching-between-the-display-rig-and-the-camera-rig-36).
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+ - **`addSplat(…, { engine: 'playcanvas', antialias: true })`** creates the tile's WebGL context with
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+ MSAA. The default stays off. Use it when a page draws meshes under `handle.engine.root`.
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+
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+ ### Fixed
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+
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+ - **`setSource` from a camera-rig asset to a display-rig asset** now declares the display rig to the
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+ runtime. The camera rig used to stay declared. The new asset also orbits its frame centre again
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+ (the camera rig's `recentre: false` was left behind).
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+
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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
package/README.md CHANGED
@@ -45,7 +45,10 @@ API is not yet covered by the semver promise below.
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  renders the same splat window with the [PlayCanvas](https://playcanvas.com/) engine instead of
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  Spark — same handle, same rig/focus/camera-block behaviour, same `perf` presets (mapped onto the
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  engine's knobs) — and adds `setSource(src, { fadeMs })` (crossfading asset swaps), `feather`, a
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- tilt-and-relax orbit and `handle.engine` (the engine objects, for advanced pages). It needs the
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+ tilt-and-relax orbit, `handle.engine` (the engine objects, for advanced pages) and
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+ `handle.setRig('display' | 'camera' | 'auto')`: a live, reversible rig switch, so one persistent tile
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+ can show a glTF under `handle.engine.root` exactly as `addModel` would and then go back to the photo's
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+ capture rig ([§setRig](docs/playcanvas-adapter.md#setrig--switching-between-the-display-rig-and-the-camera-rig-36)). It needs the
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  optional peer `playcanvas` (`>=2.22.3 <3`) and reads `.sog`, `.ply` and a Streamed-SOG
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  `lod-meta.json`. **Spark stays the default**; a page that never passes `engine` never loads
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  `playcanvas`. What differs, and why: [`docs/playcanvas-adapter.md`](docs/playcanvas-adapter.md).
@@ -346,7 +346,7 @@ export function neutralStudioRGBE(width = 256, height = 128, env = NEUTRAL_STUDI
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  export const ENV_YAW_DEG = 0;
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  /** Build the default environment on this app and set it as the scene's envAtlas. */
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- function useNeutralStudio(pc, app, yawDeg) {
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+ export function useNeutralStudio(pc, app, yawDeg) {
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  const W = 256;
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  const H = 128;
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  const tex = new pc.Texture(app.graphicsDevice, {
@@ -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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1036
 
1037
+ // ── 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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+ */
1051
+ 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 } },
1072
+ },
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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 } },
1079
+ },
1080
+ });
1081
+
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+ /** Where a side stands at eased clock t: 0..1 over its span. */
1083
+ export function particleSpan(t, overlap, side) {
1084
+ const v = Math.min(1, Math.max(0, overlap));
1085
+ 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)));
1088
+ }
1089
+
1090
+ /** Options a page may pass through setSource to both sides of a particle transition. */
1091
+ export const PARTICLE_TRANSITION_OPTIONS = Object.freeze(['order', 'stagger', 'jitter', 'maxDisparity', 'dotSize', 'noiseScale', 'layerSize', 'origin']);
1092
+
1093
+
1016
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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
1018
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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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1321
  resolve: null,
1244
1322
  promise: null,
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1323
  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
1325
+ elapsedS: (tMs) => (inst.timeS !== undefined ? inst.timeS : inst.startedAt === null ? 0 : Math.max(0, (tMs - inst.startedAt) / 1000)),
1247
1326
  };
1248
1327
  inst.promise = new Promise((r) => (inst.resolve = r));
1249
1328
  return inst;
@@ -1326,6 +1405,134 @@ export class SplatEffects {
1326
1405
  this._install(entity);
1327
1406
  }
1328
1407
 
1408
+ /**
1409
+ * 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
1411
+ * 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
1413
+ * effect's frame (start()) — the incoming asset's, once its rig and first frames are in.
1414
+ */
1415
+ drive(entity, name, opts) {
1416
+ const o = resolveEffectOptions(name, { ...opts, scope: 'entity', direction: 'in', progress: 0 }, 'set', { internal: true });
1417
+ o.entity = entity;
1418
+ const inst = this._makeInstance(name, o, 'set');
1419
+ inst.hidden = true;
1420
+ inst.timeS = 0;
1421
+ this._replace(entity, name, inst);
1422
+ this._setupInstance(inst);
1423
+ this._apply(entity, inst, this.ctx.now());
1424
+ this._install(entity);
1425
+ const alive = () => !this._disposed && this.scopes.get(entity)?.get(name) === inst;
1426
+ return {
1427
+ set: (amount, timeS = inst.timeS) => {
1428
+ if (!alive()) return;
1429
+ inst.opts.progress = Math.min(1, Math.max(0, amount));
1430
+ inst.timeS = timeS;
1431
+ this._apply(entity, inst, this.ctx.now());
1432
+ },
1433
+ restart: () => {
1434
+ if (!alive()) return;
1435
+ inst.state = {};
1436
+ this._setupInstance(inst);
1437
+ this._apply(entity, inst, this.ctx.now());
1438
+ },
1439
+ remove: () => {
1440
+ if (!alive()) return;
1441
+ this.scopes.get(entity).delete(name);
1442
+ inst.resolve({ finished: true });
1443
+ this._install(entity);
1444
+ },
1445
+ get alive() {
1446
+ return alive();
1447
+ },
1448
+ };
1449
+ }
1450
+
1451
+ /**
1452
+ * ONE tile-scope body for the two photos of a setSource particle transition, with each photo's
1453
+ * values on its OWN mesh instance (the engine draws each photo through its own gsplat manager and
1454
+ * renderer: the eye camera's for the incoming photo, the live camera's for the outgoing one).
1455
+ * Render-time only: no work-buffer rewrite, no per-frame re-sort (an entity-scope modifier forces
1456
+ * both, every frame, for each 1.18M asset — measured as the transitions' hitches). The chunk's
1457
+ * material values are the untouched asset's (amount 1). Returns { side(getMeshInstance, opts),
1458
+ * remove() }; a side is { set(amount, timeS), restart() }. `opts` of the two sides share what
1459
+ * the GLSL is compiled from (the `order`).
1460
+ */
1461
+ driveShared(name, effect, opts) {
1462
+ const def = EFFECTS[effect];
1463
+ const o = resolveEffectOptions(effect, { ...opts, scope: 'tile', direction: 'in', progress: 1 }, 'set', { internal: true });
1464
+ const inst = this._makeInstance(name, o, 'set');
1465
+ inst.def = def;
1466
+ inst.hidden = true;
1467
+ inst.fixed = true; // its material values never change: no per-frame upload
1468
+ this._replace('tile', name, inst);
1469
+ this._setupInstance(inst);
1470
+ this._apply('tile', inst, this.ctx.now());
1471
+ this._install('tile');
1472
+ const P = prefixOf(name);
1473
+ const alive = () => !this._disposed && this.scopes.get('tile')?.get(name) === inst;
1474
+ const touched = new Set();
1475
+ const hidden = new Set(); // mesh instances this transition turned off (a photo with nothing to draw)
1476
+ return {
1477
+ side: (getMeshInstance, sideOpts) => {
1478
+ const s = { opts: resolveEffectOptions(effect, { ...sideOpts, order: o.order, scope: 'tile', direction: 'in' }, 'set', { internal: true }), state: {}, timeS: 0 };
1479
+ s.originPoint = (ctx, eyes) => this._origin(s, ctx, eyes);
1480
+ s.elapsedS = () => s.timeS;
1481
+ def.start?.(this.ctx, s);
1482
+ return {
1483
+ /** 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;
1486
+ const mi = getMeshInstance();
1487
+ if (!mi?.setParameter) return false;
1488
+ s.timeS = timeS;
1489
+ touched.add(mi);
1490
+ // 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
1492
+ const values = def.uniforms(this.ctx, s, Math.min(1, Math.max(0, amount)), this.ctx.now());
1493
+ for (const [k, v] of Object.entries(values)) mi.setParameter(P + k, v);
1494
+ // Nothing of this photo is drawn at amount 0 (every particle hidden before its flight):
1495
+ // skip its draw call rather than run the vertex stage for 1.18M invisible gaussians —
1496
+ // the two photos then share the GPU only while their spans overlap.
1497
+ 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
1536
  _setupInstance(inst) {
1330
1537
  // Also for a gated one (its held START state needs the geometry); re-run when the gate opens,
1331
1538
  // 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
1558
  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
1578
  name,
1372
1579
  scope: key === 'tile' ? 'tile' : 'entity',
@@ -1398,6 +1605,7 @@ export class SplatEffects {
1398
1605
  tick(tMs) {
1399
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