@displayxr/inline3d 1.23.0 → 1.24.0

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package/CHANGELOG.md CHANGED
@@ -5,6 +5,28 @@ 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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+ ## 1.24.0 — 2026-09-25
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+
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+ Touches the **preview tier** (`./splat`, `engine: 'playcanvas'` only). No API change. Pixels change
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+ during a live transition between two camera-rig photos (they were wrong), and for the frames in
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+ which a newly declared rig has not yet reached the runtime's views.
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+
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+ - **No camera jump at the start of a live transition.** Crossfade, wavefront and the particle
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+ transitions keep the outgoing photo alive next to the incoming one. Between two photos with
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+ camera rigs (SOG camera blocks: each its own convergence and vertical FOV), the outgoing photo
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+ was drawn from eyes scaled by the two rigs' window ratio from the swap on, a jump in its
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+ disparity and head parallax. For the frame(s) before the declaration reached the views, both
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+ photos were drawn through the wrong rig. Each photo is now drawn through its own rig for the whole
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+ window. The SDK reads off the views which declared rig they were located for, and remaps them
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+ exactly (window onto window, eye onto eye; the runtime's projection verbatim, no Kooima) where
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+ they are not the photo's own. `reassemble` was never affected. Headless: 102–208 px of
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+ reference-point error → < 0.005 px, and the live outgoing image equals the frame before the swap
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+ (MAE 0.000). Docs: `docs/playcanvas-adapter.md` § Each photo through its own rig.
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+ - **Kill switch `?dxrdiag=oldrig`** (the 1.23 behaviour). The diag's per-frame record gains
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+ `rigAt` / `rigIn` / `rigOut`: the rig the views were located for, the rig the current photo was
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+ drawn through (`+` = remapped), and how the live outgoing photo was drawn.
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+ - `tools/rig-swap-capture`: the headless harness behind the numbers.
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+
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  ## 1.23.0 — 2026-09-25
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  Touches the **preview tier** (`./splat`, `engine: 'playcanvas'` only). New API; no pixel change for a
@@ -30,6 +30,15 @@
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  // pick index. Tests "the page's picks are what blocks the main thread".
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  // nolayerrig — handle.setLayerRig is recorded but never applied: every layer stays on the eye
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  // camera and the photo's camera rig (the pre-1.23 path, byte for byte).
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+ // oldrig — no rig tracking (./inline3d-splat-rig-map.js): the views are drawn as the runtime
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+ // located them, and a live outgoing photo goes back on the pre-1.24 node chain (which
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+ // scales its disparity by the two rigs' window ratio at the swap). A/B for "the
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+ // outgoing photo jumps when the incoming rig is declared".
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+ //
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+ // Per frame, `rigAt` / `rigIn` / `rigOut` say which declared rig the views were located for
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+ // (the tracker's id; null = none matched), which rig the current photo was drawn through
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+ // (`+` = remapped to it) and how the live outgoing photo was drawn ('own' = its rig as located,
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+ // 'remapped', 'eye', 'chain'; null = no live outgoing).
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  //
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  // WHAT RUNS ON THE MAIN THREAD, per transition phase (the fifth cause: a stall at the swap's END
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  // that is not the SDK's transition at all):
@@ -44,7 +53,7 @@
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  // after it (the page's continuation of `await setSource`).
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  /** The switches `diag` / `?dxrdiag` understand, besides the plain on values. */
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- export const DIAG_SWITCHES = Object.freeze(['norig', 'frozen', 'nowarm', 'cold', 'nooverlay', 'oldpick', 'nolayerrig']);
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+ export const DIAG_SWITCHES = Object.freeze(['norig', 'frozen', 'nowarm', 'cold', 'nooverlay', 'oldpick', 'nolayerrig', 'oldrig']);
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  const ON_TOKENS = new Set(['1', 'on', 'true', 'yes']);
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  /**
@@ -191,6 +200,7 @@ export class DiagRecorder {
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  this._frameNo = 0;
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  this._open = null; // the transition being recorded
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  this.imageState = null; // () => { overlay: 'none' | 'frozen' | 'live', w }
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+ this.rigState = null; // () => { at, in, out } (see the header)
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  this.longTasks = [];
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  this._lto = null;
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  this.rigLocked = null; // norig: the summary of the rig kept
@@ -373,6 +383,7 @@ export class DiagRecorder {
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  this._lastFrameAt = t;
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  this._frameNo++;
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  const img = this.imageState ? safe(this.imageState) : null;
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+ const rs = this.rigState ? safe(this.rigState) : null;
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  const f = {
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  n: this._frameNo,
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  t: round1(t),
@@ -388,6 +399,9 @@ export class DiagRecorder {
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  afterRig: this._frameNo - this._rigFrame <= 3,
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  img: img ? img.overlay : 'none',
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  imgW: img ? round4(img.w) : 0,
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+ rigAt: rs ? rs.at : null,
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+ rigIn: rs ? rs.in : null,
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+ rigOut: rs ? rs.out : null,
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  };
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  this.frames.push(f);
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  if (this.frames.length > FRAME_CAP) this.frames.splice(0, this.frames.length - FRAME_CAP);
@@ -19,6 +19,8 @@
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  // nominal viewer distance in metres — the one quantity the browser does not expose (see the
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  // design note §5). Everything here is PLAIN ARITHMETIC on arrays, unit-testable without a GPU.
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+ import { invertAffine } from './inline3d-splat-rig-map.js';
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+
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  /** handle.setLayerRig's rigs. 'camera' is the default every layer starts on. */
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  export const LAYER_RIGS = Object.freeze(['display', 'camera']);
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@@ -189,7 +191,7 @@ export function roundViews(entries, frame, k, into = []) {
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  o.eye[1] = Eround[1];
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  o.eye[2] = Eround[2];
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  mul4(o.Minv, P, o.viewInv);
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- mul4(invertRigid(P), o.M, o.view);
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+ mul4(invertAffine(P), o.M, o.view); // P is rigid, or affine once remapped to the declared rig (./inline3d-splat-rig-map.js)
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  }
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  return into;
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  }
@@ -402,7 +404,7 @@ export class LayerRigCameras {
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  cam.camera.camera.setXrProperties({ ...f, horizontalFov: false });
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  }
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  // The node drives transparent sorting (the views ignore it): on the (round) first eye.
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- const p = entries[0].pose;
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+ const p = entries[0].node || entries[0].pose; // `node`: a rigid pose when the views are remapped
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  const q = quatOf(p);
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  cam.setLocalRotation(q[0], q[1], q[2], q[3]);
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  if (r) cam.setLocalPosition(r[0].eye[0], r[0].eye[1], r[0].eye[2]);
@@ -25,14 +25,29 @@
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  //
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  // THE RIG. The incoming asset's rig (camera rig: its capture pose, lens and convergence; display
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  // rig: its fit and focus) is adopted at once, as in the frozen path, so the views the runtime
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- // hands us after that are the INCOMING photo's. The outgoing camera is parented under a node
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- // chain that maps them back to the OUTGOING photo's framing:
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+ // hands us — once the declaration has reached them, a frame or more later — are the INCOMING
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+ // photo's. The outgoing photo must keep being drawn through ITS OWN rig for the whole window.
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+ //
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+ // Two camera rigs (a photo slideshow: every photo a SOG with a camera block): the views are
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+ // remapped, per frame, from the rig they were LOCATED for to the outgoing photo's rig, by the
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+ // exact portal map of ./inline3d-splat-rig-map.js — window onto window, eye onto eye, the
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+ // runtime's projection verbatim — under the outgoing photo's rig node R_o. Before the
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+ // declaration arrives the located rig IS the outgoing one and the views pass through untouched.
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+ //
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+ // Otherwise (a display rig on either side, views no declared rig explains, the kill switch
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+ // `?dxrdiag=oldrig`): the pre-1.24 node chain, which maps the incoming views back to the outgoing
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+ // photo's framing:
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  // N = R_o · K_o · D_o · D_n⁻¹ · K_n⁻¹
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  // with R the rig node (inverse pivot), K the mono/capture pose in rig space and
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  // D = diag(c·t, c·t, c) (c = convergence distance, t = tan(vfov/2)). The eye poses (head
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  // motion) pass through untouched; the outgoing photo keeps its own window and zero-disparity
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  // plane. Two display-rig assets cancel to N = R_o (the old fit and focus); in controls:'page' the
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- // page owns the camera and N is the rig node itself.
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+ // page owns the camera and N is the rig node itself. For two CAMERA rigs this chain is not exact:
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+ // it scales the eyes with the window, by (c_o·t_o)/(c_n·t_n) — the outgoing photo's disparity and
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+ // head parallax jumped by that factor at the swap (the "camera change right before the
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+ // transition" report) — and it assumed the views were already the incoming rig's.
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+
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+ import { remapViews, nodePose, sameRig } from './inline3d-splat-rig-map.js';
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  /** setSource's `outgoing` option. */
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  export const OUTGOING_MODES = Object.freeze(['live', 'frozen']);
@@ -151,6 +166,12 @@ export class LiveOutgoing {
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  /** PRE-SORT (warm): the current asset is ALSO on the live layer, before the swap. */
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  this.warming = false;
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  this._warmLayers = null;
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+ /** The outgoing photo's own declared rig (a RigTracker entry), taken at start(). */
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+ this.ownRig = null;
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+ this._map = [];
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+ this._node = new Float64Array(16);
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+ /** What the last sync drew through: 'eye' (the eye's views), 'own' (the photo's rig, as located), 'remapped', 'chain'. */
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+ this.path = null;
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  }
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  /** Engine support for this path: RenderViews on one camera, render targets, layers. */
@@ -299,6 +320,8 @@ export class LiveOutgoing {
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  entity.gsplat.layers = [this.layer.id];
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  this.entity = entity;
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  this.oldFrame = oldFrame;
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+ // Read BEFORE the incoming asset's rig is declared: the last declared rig is the outgoing's.
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+ this.ownRig = v.rigTrack?.latest ?? null;
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  if (!warmed) this.frames = 0;
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  this.warming = false;
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  this._warmLayers = null;
@@ -347,10 +370,11 @@ export class LiveOutgoing {
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  }
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349
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  /**
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- * Per frame, before the engine tick: the eye's views on the outgoing camera (same proj, pose,
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- * viewport), the eye's node pose, and the rig chain.
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+ * Per frame, before the engine tick: the views on the outgoing camera — through the outgoing
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+ * photo's own rig (see the header) — the viewports, and the node chain. `rf` is the viewer's rig
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+ * mapping for this frame (viewer._mapViews), or undefined.
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  */
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- sync(entries, rect, frustum) {
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+ sync(entries, rect, frustum, rf) {
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  if (!this.active && !this.warming) return;
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  const v = this.viewer;
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  const pc = v.pc;
@@ -360,11 +384,50 @@ export class LiveOutgoing {
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  for (let i = 0; i < entries.length; i++) rvs.push(new pc.RenderView());
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  this.cam.camera.camera.xrViews = rvs.slice();
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  }
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+ // Which views: the pre-sort (and controls:'page', where both photos are the page camera's)
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+ // draws what the eye draws; an active window draws the outgoing photo's own rig.
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+ let mapped = null; // remapped views, or null = the entries as they are
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+ let exact = false; // the rig map applies: no node chain
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+ let nodeRig = null; // the portal the remapped views belong to (for the camera node)
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+ const own = this.ownRig;
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+ if (rf && v.rigTrack && (!this.active || v.pageCamera)) {
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+ exact = true;
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+ mapped = rf.remapped ? rf.entries : null;
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+ nodeRig = rf.eye?.portal ?? null;
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+ this.path = 'eye';
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+ } else if (rf?.located && own?.portal && this.active && !v.pageCamera) {
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+ if (rf.located === own || sameRig(rf.located.rig, own.rig)) {
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+ exact = true;
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+ this.path = 'own';
402
+ } else {
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+ mapped = remapViews(entries, rf.located.portal, own.portal, this._map);
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+ exact = !!mapped;
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+ nodeRig = own.portal;
406
+ if (mapped) this.path = 'remapped';
407
+ }
408
+ }
409
+ if (!exact) this.path = 'chain';
363
410
  for (let i = 0; i < entries.length; i++) {
364
- rvs[i].setView(entries[i].proj, entries[i].pose);
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+ if (mapped) rvs[i].setView(mapped[i].proj, mapped[i].viewInv, mapped[i].view);
412
+ else rvs[i].setView(entries[i].proj, entries[i].pose);
365
413
  const [x, y, w, h] = rect(entries[i]);
366
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  rvs[i].setViewport(x, y, w, h);
367
415
  }
416
+ // The wavefront's cull reads the views this camera really draws (viewer.cullViews).
417
+ if (mapped) {
418
+ const cull = (this._cull ||= []);
419
+ cull.length = mapped.length;
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+ for (let i = 0; i < mapped.length; i++) {
421
+ const c = (cull[i] ||= {});
422
+ c.proj = mapped[i].proj;
423
+ c.pose = mapped[i].viewInv;
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+ c.x = mapped[i].x;
425
+ c.y = mapped[i].y;
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+ c.width = mapped[i].width;
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+ c.height = mapped[i].height;
428
+ }
429
+ this.cam._dxrViews = cull;
430
+ } else this.cam._dxrViews = null;
368
431
  if (frustum) {
369
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  const key = `${frustum.fov.toFixed(4)}|${frustum.aspectRatio.toFixed(4)}|${frustum.nearClip}|${frustum.farClip}`;
370
433
  if (key !== this._frustumKey) {
@@ -374,6 +437,20 @@ export class LiveOutgoing {
374
437
  }
375
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  // The node chain (see the header). controls:'page': the page's camera, for both assets.
376
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  const { n1, n2, n3 } = this.nodes;
440
+ if (exact) {
441
+ // The views are in rig space already: only the photo's rig node above them — the one the
442
+ // outgoing photo had at the swap (the pre-sort and controls:'page': the current one).
443
+ setTRS(n1, similarityTRS(this.active && !v.pageCamera && this.oldFrame ? this.oldFrame.rig : v.rigMatrix()));
444
+ n2.setLocalScale(1, 1, 1);
445
+ setTRS(n3, { position: [0, 0, 0], rotation: [0, 0, 0, 1], scale: 1 });
446
+ // The camera NODE (sort direction, LOD distance) on the first eye this camera draws from.
447
+ const pose = mapped && nodeRig ? nodePose(nodeRig, mapped[0].eye, this._node) : entries[0].pose;
448
+ const q = similarityTRS(pose).rotation;
449
+ this.cam.setLocalPosition(pose[12], pose[13], pose[14]);
450
+ this.cam.setLocalRotation(q[0], q[1], q[2], q[3]);
451
+ this.frames++;
452
+ return;
453
+ }
377
454
  if (v.pageCamera || !this.oldFrame) {
378
455
  const r = similarityTRS(v.rigMatrix());
379
456
  setTRS(n1, r);
@@ -401,6 +478,9 @@ export class LiveOutgoing {
401
478
  if (this.warming) return this.cancelWarm();
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  this.entity = null;
403
480
  this.oldFrame = null;
481
+ this.ownRig = null;
482
+ this.path = null;
483
+ if (this.cam) this.cam._dxrViews = null;
404
484
  this.active = false;
405
485
  this.warmed = false;
406
486
  if (this.cam) this.cam.enabled = false;
@@ -69,6 +69,7 @@ import {
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69
  import { LiveOutgoing, resolveOutgoingOption, defaultOutgoing, yieldIdle } from './inline3d-splat-live.js';
70
70
  import { VideoPlane, validateSetVideo, PAGE_VIDEO_ERROR, eyeSplit, EYE_SPLIT_UNIFORM, makeSbsMaterial } from './inline3d-splat-video.js';
71
71
  import { LayerRigCameras, validateLayerRig } from './inline3d-splat-layer-rig.js';
72
+ import { RigTracker, remapViews, nodePose, sameRig } from './inline3d-splat-rig-map.js';
72
73
  import { resolveDiag, DiagRecorder, startDiagLoop, registerDiag, DIAG_SWITCHES } from './inline3d-splat-diag.js';
73
74
  import {
74
75
  clamp,
@@ -823,6 +824,16 @@ export class PlayCanvasSplatViewer {
823
824
  this.layerRigSource = null;
824
825
  /** That descriptor as it stood when THIS frame's views were pulled (snapshotted in onFrame). */
825
826
  this._rigSnap = null;
827
+ /**
828
+ * The rigs this tile declared and which one each frame's views were located for
829
+ * (./inline3d-splat-rig-map.js). Null = the kill switch (diag 'oldrig'): views drawn as
830
+ * located, the live outgoing on its pre-1.24 node chain.
831
+ */
832
+ this.rigTrack = null;
833
+ /** This frame's rig mapping: { located, eye, remapped, entries } (see _mapViews). */
834
+ this.rigFrame = null;
835
+ this._eyeMap = [];
836
+ this._rigAtPull = null;
826
837
  this._eyeSplit = NaN;
827
838
  this.boxAspect = 1;
828
839
  this.featherPx = feather > 0 ? feather : 0;
@@ -1136,6 +1147,8 @@ export class PlayCanvasSplatViewer {
1136
1147
  // The rig these views were located with: Blink chained the rig declared BEFORE this callback,
1137
1148
  // and the tick below may declare a new one (a focus ease) for the NEXT locate.
1138
1149
  if (this.layerRigs?.active) this._rigSnap = snapshotRig(this.layerRigSource?.(), this._rigSnap);
1150
+ // Same moment, for the rig map: the rig these views were most likely located for (a tie-break).
1151
+ this._rigAtPull = this.rigTrack ? this.rigTrack.latest : null;
1139
1152
  // BEFORE the tick: a pose the page sets in here is the one this very frame renders.
1140
1153
  this._beforeFrame?.(views || null);
1141
1154
  this._tick();
@@ -1588,6 +1601,44 @@ export class PlayCanvasSplatViewer {
1588
1601
  }
1589
1602
  }
1590
1603
 
1604
+ /**
1605
+ * This frame's rig mapping (./inline3d-splat-rig-map.js): which declared rig the views were
1606
+ * located for (`located`), which the current photo wants (`eye`, the last declared), and — only
1607
+ * when those differ and both are camera rigs — the views remapped to `eye` (`entries`: proj,
1608
+ * viewInv, view per view; `cull`: the same as { proj, pose } entries; `node`: the first eye's
1609
+ * rigid pose). Otherwise `remapped` is false and the views are drawn exactly as located.
1610
+ */
1611
+ _mapViews(entries, prefer = null) {
1612
+ const rt = this.rigTrack;
1613
+ const rf = (this.rigFrame ||= { located: null, eye: null, remapped: false, entries: null, cull: [], node: new Float64Array(16) });
1614
+ rf.remapped = false;
1615
+ rf.located = rf.eye = null;
1616
+ if (!rt || this._mode !== '3d' || entries.length < 2) return rf;
1617
+ rf.located = rt.locate(entries, prefer);
1618
+ rf.eye = rt.latest;
1619
+ const L = rf.located;
1620
+ const T = rf.eye;
1621
+ if (!L || !T?.portal || L === T || sameRig(L.rig, T.rig)) return rf;
1622
+ const r = remapViews(entries, L.portal, T.portal, this._eyeMap);
1623
+ if (!r) return rf;
1624
+ rf.remapped = true;
1625
+ rf.entries = r;
1626
+ rf.cull.length = r.length;
1627
+ for (let i = 0; i < r.length; i++) {
1628
+ const c = (rf.cull[i] ||= {});
1629
+ c.proj = r[i].proj;
1630
+ c.pose = r[i].viewInv;
1631
+ c.x = r[i].x;
1632
+ c.y = r[i].y;
1633
+ c.width = r[i].width;
1634
+ c.height = r[i].height;
1635
+ c.node = null;
1636
+ }
1637
+ nodePose(T.portal, r[0].eye, rf.node);
1638
+ rf.cull[0].node = rf.node; // a rigid pose for a camera NODE (the views are affine)
1639
+ return rf;
1640
+ }
1641
+
1591
1642
  /**
1592
1643
  * The mono/capture camera as a lens frame, for the live outgoing's rig chain
1593
1644
  * (./inline3d-splat-live.js): the rig node's matrix, the camera pose in rig space, the
@@ -1612,6 +1663,8 @@ export class PlayCanvasSplatViewer {
1612
1663
  */
1613
1664
  cullViews(cam, entries, rect, into = []) {
1614
1665
  const parent = cam?.parent?.getWorldTransform?.()?.data ?? null;
1666
+ // A camera drawing remapped views (./inline3d-splat-rig-map.js) publishes them as _dxrViews.
1667
+ if (cam?._dxrViews?.length === entries.length) entries = cam._dxrViews;
1615
1668
  into.length = entries.length;
1616
1669
  for (let i = 0; i < entries.length; i++) {
1617
1670
  const e = entries[i];
@@ -1625,7 +1678,8 @@ export class PlayCanvasSplatViewer {
1625
1678
  o.W[0] = C[3]; o.W[1] = C[7]; o.W[2] = C[11]; o.W[3] = C[15];
1626
1679
  o.K[0] = w * e.proj[0];
1627
1680
  o.K[1] = 1 / w;
1628
- o.K[2] = V[0] * V[0] + V[1] * V[1] + V[2] * V[2];
1681
+ // The view's largest column scale² (1 for a rigid view; a remapped view is affine).
1682
+ o.K[2] = Math.max(V[0] * V[0] + V[1] * V[1] + V[2] * V[2], V[4] * V[4] + V[5] * V[5] + V[6] * V[6], V[8] * V[8] + V[9] * V[9] + V[10] * V[10]);
1629
1683
  o.K[3] = 0;
1630
1684
  }
1631
1685
  return into;
@@ -1857,12 +1911,18 @@ export class PlayCanvasSplatViewer {
1857
1911
  for (let i = 0; i < entries.length; i++) rvs.push(new pc.RenderView());
1858
1912
  this.eye.camera.camera.xrViews = rvs.slice();
1859
1913
  }
1914
+ // The current photo through ITS rig (the last declared): the views are remapped only while
1915
+ // they were located for another one (a declaration still in flight, ./inline3d-splat-rig-map.js).
1916
+ const rf = this._mapViews(entries, cache ? cache.rigAt : null);
1917
+ const eyeViews = rf.remapped ? rf.entries : null;
1860
1918
  for (let i = 0; i < entries.length; i++) {
1861
1919
  const e = entries[i];
1862
- rvs[i].setView(e.proj, e.pose);
1920
+ if (eyeViews) rvs[i].setView(eyeViews[i].proj, eyeViews[i].viewInv, eyeViews[i].view);
1921
+ else rvs[i].setView(e.proj, e.pose);
1863
1922
  const [x, y, w, h] = rect(e);
1864
1923
  rvs[i].setViewport(x, y, w, h);
1865
1924
  }
1925
+ this.eye._dxrViews = eyeViews ? rf.cull : null;
1866
1926
  // LOD and FOV-compensation read camera.fov/near/far, which under xrViews come from the
1867
1927
  // XR properties — the frustum the views actually have, as XrManager does it.
1868
1928
  const f = frustumFromProjection(entries[0].proj);
@@ -1873,13 +1933,16 @@ export class PlayCanvasSplatViewer {
1873
1933
  }
1874
1934
  // The camera NODE drives the sort direction and LOD distance; the views ignore it (they
1875
1935
  // compose the node's PARENT with their own pose). Park it on the first eye.
1876
- placeNode(this.eye, entries[0].pose);
1877
- // setSource's live outgoing: the same views on its own camera, into its own target.
1878
- if (this._live?.active || this._live?.warming) this._live.sync(entries, rect, f);
1936
+ placeNode(this.eye, eyeViews ? rf.node : entries[0].pose);
1937
+ // setSource's live outgoing: the same views on its own camera (through ITS photo's rig),
1938
+ // into its own target.
1939
+ if (this._live?.active || this._live?.warming) this._live.sync(entries, rect, f, rf);
1879
1940
  // setSource's wavefront: this frame's eye views, as the engine is about to compose them.
1880
1941
  this.onBeforeRender?.(entries, rect);
1881
1942
  // handle.setLayerRig: the display / post run cameras, on the same views (display: rounded).
1882
- if (this.layerRigs && this.layerRigs.sync()) this.layerRigs.frame(entries, rect, f, cache ? cache.rig : null);
1943
+ if (this.layerRigs && this.layerRigs.sync()) {
1944
+ this.layerRigs.frame(eyeViews ? rf.cull : entries, rect, f, eyeViews ? rf.eye.rig : rf.located ? rf.located.rig : cache ? cache.rig : null);
1945
+ }
1883
1946
  } else {
1884
1947
  // Fallback: one camera per view, `rect` + `calculateProjection`.
1885
1948
  const cams = this._views;
@@ -1938,6 +2001,7 @@ export class PlayCanvasSplatViewer {
1938
2001
  g.bufW = el.width || 0;
1939
2002
  g.bufH = el.height || 0;
1940
2003
  g.rig = this._rigSnap ? { ...this._rigSnap } : null; // a replay re-uses the rig of its views
2004
+ g.rigAt = this._rigAtPull ?? null;
1941
2005
  for (let i = 0; i < views.length; i++) {
1942
2006
  const e = g.entries[i];
1943
2007
  const vp = vps[i];
@@ -2869,6 +2933,15 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
2869
2933
  let rigLockArmed = false;
2870
2934
  if (diag) {
2871
2935
  diag.imageState = () => viewer.diagImageState();
2936
+ diag.rigState = () => {
2937
+ const rf = viewer.rigFrame;
2938
+ if (!viewer.rigTrack || !rf) return null;
2939
+ return {
2940
+ at: rf.located ? rf.located.id : null,
2941
+ in: rf.eye ? `${rf.eye.id}${rf.remapped ? '+' : ''}` : null,
2942
+ out: viewer._live?.active ? viewer._live.path : null,
2943
+ };
2944
+ };
2872
2945
  diag.observeLongTasks();
2873
2946
  diag.observeLongFrames();
2874
2947
  diag.log(`on — switches [${[...diag.switches].join(', ') || 'none'}]; dump: copy(__dxrDiag.dump())`);
@@ -3109,6 +3182,7 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
3109
3182
  // toward `target` at the viewer's FOCUS_EASE unless snapped.
3110
3183
  const pageFocus = { d: Number.NaN, target: Number.NaN, fired: Number.NaN, source: null };
3111
3184
 
3185
+ let initialViewRig = null; // the rig addScene is created with (controls:'page'), else the shorthand
3112
3186
  if (wall && wall.supported) {
3113
3187
  const onFrame = diag
3114
3188
  ? (views, layer) => {
@@ -3121,7 +3195,7 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
3121
3195
  // controls:'page' starts on a camera rig (attach, provisional FOV/convergence until the page
3122
3196
  // and the waterfall say otherwise); the display rig's height means nothing there.
3123
3197
  ...(pageMode
3124
- ? { viewRig: pageViewRig({ verticalFovDeg: viewer.page.fov, convergence: 2, comfortDepth: ctl.comfortDepth }) }
3198
+ ? { viewRig: (initialViewRig = pageViewRig({ verticalFovDeg: viewer.page.fov, convergence: 2, comfortDepth: ctl.comfortDepth })) }
3125
3199
  : { virtualDisplayHeight }),
3126
3200
  onLayerLost: viewer.onLayerLost,
3127
3201
  ...(observe ? { observe } : {}),
@@ -3130,6 +3204,20 @@ export function attachPlayCanvasSplat(out, wall, canvas, src, opts, pending = []
3130
3204
  } else {
3131
3205
  viewer.startMono();
3132
3206
  }
3207
+ // Every rig this tile declares, by VALUE (./inline3d-splat-rig-map.js): which one a frame's
3208
+ // views were located for is read off the views, so each photo can be drawn through its own rig
3209
+ // while a declaration is in flight or while a live outgoing photo is still on screen.
3210
+ // `?dxrdiag=oldrig` turns it off (views drawn as located; the live outgoing's node chain).
3211
+ if (handle && typeof handle.setViewRig === 'function' && !diag?.has('oldrig')) {
3212
+ const rt = (viewer.rigTrack = new RigTracker());
3213
+ rt.note(initialViewRig || { type: 'display', virtualDisplayHeight });
3214
+ const push = handle.setViewRig;
3215
+ handle.setViewRig = (rig) => {
3216
+ const r = push.call(handle, rig);
3217
+ rt.note(rig);
3218
+ return r;
3219
+ };
3220
+ }
3133
3221
  let diagLoop = null;
3134
3222
  if (diag) {
3135
3223
  // Every rig push, logged with its values; under `norig`, every push after the first
@@ -0,0 +1,369 @@
1
+ // inline3d-splat-rig-map.js — each photo through ITS OWN camera rig, whatever camera rig the
2
+ // runtime's views were located for. Internal to ./inline3d-splat-playcanvas.js (and
3
+ // ./inline3d-splat-live.js).
4
+ //
5
+ // THE BUG THIS FIXES. A live transition (crossfade, wavefront, the particle transitions) keeps the
6
+ // outgoing photo on screen while the incoming photo's rig is declared. The runtime's views are
7
+ // then the INCOMING rig's, and the outgoing photo was mapped back to its own framing by a node
8
+ // chain N = R_o·K_o·D_o·D_n⁻¹·K_n⁻¹, D = diag(c·t, c·t, c). That maps the incoming WINDOW onto
9
+ // the outgoing one exactly, but it scales the EYES with it: a camera rig's eyes do not scale with
10
+ // its window (they are the viewer's eyes, times metersToVirtual), so the outgoing photo was drawn
11
+ // from eyes scaled by (c_o·t_o)/(c_n·t_n) — its disparity and head parallax jumped by that factor
12
+ // the moment the rig switched. And a declaration reaches the views a frame or more later, so for
13
+ // those frames the chain mapped views that were still the OUTGOING rig's (and the incoming photo
14
+ // was drawn through them).
15
+ //
16
+ // NO KOOIMA HERE, and no frustum is built. The runtime's projection matrices are used verbatim
17
+ // (only their depth rows are rescaled, as clampProjectionDepth already does). What this does is
18
+ // exact algebra on the runtime's outputs and the descriptors we declared:
19
+ //
20
+ // 1. A camera rig is a PORTAL (displayxr-common's dxr_camera3d_compute_view): every view looks,
21
+ // from its own eye, through ONE window rectangle on the convergence plane — centre
22
+ // Wc = N0 + D·fwd, half-height t·D (t = tan(vfov/2)), half-width aspect·t·D — and its eye is
23
+ // N0 + R·m·(π·c̄ + ι·(q − c̄)) (q the viewer's eye relative to the nominal viewer, c̄ their
24
+ // centroid, π/ι the parallax/ipd factors, m metersToVirtual).
25
+ // 2. WHICH rig a view set was located for is read off the views: under the right descriptor
26
+ // every view's frustum crosses the window plane exactly in the window (`viewResidual`). The
27
+ // candidates are the descriptors declared recently (`RigTracker`); none within tolerance ⇒
28
+ // unknown ⇒ nothing is remapped (the caller keeps its old path).
29
+ // 3. From the located rig F to a target rig T, per view: the eye maps exactly (step 1 inverted
30
+ // and re-applied — the eye centroid and offsets come from the views themselves), and the
31
+ // affine map A_i that sends F's window onto T's (in-plane scale σ = t_T·D_T / t_F·D_F, the
32
+ // same for x and y: both windows have the canvas's aspect) and F's eye onto T's eye maps
33
+ // every ray from F's eye through a window point onto the ray from T's eye through the
34
+ // matching window point. So
35
+ //
36
+ // viewInv_T,i = A_i · viewInv_F,i proj_T,i = proj_F,i (depth rows rescaled)
37
+ //
38
+ // renders EXACTLY what T's own view i would (same pixel for every point: both frusta are
39
+ // the pyramid through the window, and A_i maps one pyramid onto the other with the window
40
+ // rectangle onto the window rectangle). Vertical FOV, convergence, metersToVirtual and the
41
+ // two factors may all differ. Only the depth mapping moves (A_i scales depth by a_z), which
42
+ // is why the near/far planes are divided by a_z: the target keeps the runtime's near/far.
43
+ //
44
+ // A display rig is NOT mapped: its eyes are absolute (the viewer's z includes the nominal
45
+ // distance, which the browser does not expose), so display ↔ camera would need that one scalar.
46
+ // Everything here is PLAIN ARITHMETIC on arrays, unit-testable without a GPU.
47
+
48
+ /** A view set matches a rig when every residual is below this, in window HALF-HEIGHTS (≈0.2 px at 720 px). */
49
+ export const RIG_MATCH_TOL = 5e-4;
50
+
51
+ /** How many recently declared rigs the tracker keeps as candidates. */
52
+ export const RIG_HISTORY = 8;
53
+
54
+ const FIELDS = ['convergenceDiopters', 'verticalFov', 'metersToVirtual', 'ipdFactor', 'parallaxFactor', 'virtualDisplayHeight', 'perspectiveFactor'];
55
+
56
+ /** Rotate v by unit quaternion q (xyzw). */
57
+ function rotate(q, v) {
58
+ const [x, y, z, w] = q;
59
+ const tx = 2 * (y * v[2] - z * v[1]);
60
+ const ty = 2 * (z * v[0] - x * v[2]);
61
+ const tz = 2 * (x * v[1] - y * v[0]);
62
+ return [v[0] + w * tx + (y * tz - z * ty), v[1] + w * ty + (z * tx - x * tz), v[2] + w * tz + (x * ty - y * tx)];
63
+ }
64
+
65
+ const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
66
+
67
+ /** A value copy of a declared descriptor (the SDK rewrites its camera-rig object in place), or null. */
68
+ export function rigSnapshot(rig) {
69
+ if (!rig || typeof rig !== 'object') return null;
70
+ const p = rig.position || {};
71
+ const q = rig.orientation || {};
72
+ const o = {
73
+ type: rig.type,
74
+ position: { x: +p.x || 0, y: +p.y || 0, z: +p.z || 0 },
75
+ orientation: { x: +q.x || 0, y: +q.y || 0, z: +q.z || 0, w: q.w === undefined ? 1 : +q.w },
76
+ };
77
+ for (const k of FIELDS) if (rig[k] !== undefined) o[k] = rig[k];
78
+ return o;
79
+ }
80
+
81
+ /** Same declared values (snapshots)? */
82
+ export function sameRig(a, b) {
83
+ if (a === b) return true;
84
+ if (!a || !b || a.type !== b.type) return false;
85
+ for (const k of ['x', 'y', 'z']) if (a.position[k] !== b.position[k]) return false;
86
+ for (const k of ['x', 'y', 'z', 'w']) if (a.orientation[k] !== b.orientation[k]) return false;
87
+ for (const k of FIELDS) if (a[k] !== b[k]) return false;
88
+ return true;
89
+ }
90
+
91
+ /**
92
+ * The portal of a CAMERA-rig descriptor, or null (a display rig, convergence at infinity, a
93
+ * factor of 0 — nothing to invert — or a non-finite field).
94
+ * @returns {{ N0: number[], q: number[], right: number[], up: number[], back: number[], Wc: number[], D: number, t: number, m: number, ipd: number, par: number }|null}
95
+ */
96
+ export function cameraPortal(rig) {
97
+ if (!rig || rig.type !== 'camera') return null;
98
+ const inv = rig.convergenceDiopters;
99
+ const vfov = rig.verticalFov;
100
+ if (!(Number.isFinite(inv) && inv > 0) || !(Number.isFinite(vfov) && vfov > 0 && vfov < Math.PI)) return null;
101
+ const m = Number.isFinite(rig.metersToVirtual) && rig.metersToVirtual > 0 ? rig.metersToVirtual : 1;
102
+ const ipd = rig.ipdFactor ?? 1;
103
+ const par = rig.parallaxFactor ?? 1;
104
+ if (!(Number.isFinite(ipd) && ipd > 0) || !(Number.isFinite(par) && par > 0)) return null;
105
+ const p = rig.position || {};
106
+ const o = rig.orientation || {};
107
+ let q = [+o.x || 0, +o.y || 0, +o.z || 0, o.w === undefined ? 1 : +o.w];
108
+ const qn = Math.hypot(q[0], q[1], q[2], q[3]);
109
+ if (!(qn > 0)) return null;
110
+ q = q.map((c) => c / qn);
111
+ const N0 = [+p.x || 0, +p.y || 0, +p.z || 0];
112
+ const right = rotate(q, [1, 0, 0]);
113
+ const up = rotate(q, [0, 1, 0]);
114
+ const back = rotate(q, [0, 0, 1]);
115
+ const D = 1 / inv;
116
+ const Wc = [N0[0] - D * back[0], N0[1] - D * back[1], N0[2] - D * back[2]];
117
+ return { N0, q, right, up, back, Wc, D, t: Math.tan(vfov / 2), m, ipd, par };
118
+ }
119
+
120
+ /** Window-local coordinates (right, up, toward the viewer) of a point, about the window centre. */
121
+ function local(P, X) {
122
+ const d = [X[0] - P.Wc[0], X[1] - P.Wc[1], X[2] - P.Wc[2]];
123
+ return [dot(P.right, d), dot(P.up, d), dot(P.back, d)];
124
+ }
125
+
126
+ /**
127
+ * How far one runtime view is from being a view of portal P, in window half-heights: its
128
+ * rotation must be P's, and its frustum must cross P's window plane exactly in the window
129
+ * (centred on Wc, t·D tall). Reads the projection's off-axis tangents; builds nothing.
130
+ */
131
+ export function viewResidual(entry, P) {
132
+ const m = entry.pose;
133
+ const pr = entry.proj;
134
+ // rotation: the pose's columns against the rig's axes (unit vectors; 1e-7 is float32 noise)
135
+ const rot = Math.max(
136
+ Math.abs(m[0] - P.right[0]), Math.abs(m[1] - P.right[1]), Math.abs(m[2] - P.right[2]),
137
+ Math.abs(m[4] - P.up[0]), Math.abs(m[5] - P.up[1]), Math.abs(m[6] - P.up[2]),
138
+ Math.abs(m[8] - P.back[0]), Math.abs(m[9] - P.back[1]), Math.abs(m[10] - P.back[2]),
139
+ );
140
+ if (!(pr[0] > 0) || !(pr[5] > 0) || Math.abs(pr[11] + 1) > 1e-6 || Math.abs(pr[4]) > 1e-6) return Infinity;
141
+ const u = local(P, [m[12], m[13], m[14]]);
142
+ if (!(u[2] > 0)) return Infinity;
143
+ const tl = (pr[8] - 1) / pr[0];
144
+ const tr = (pr[8] + 1) / pr[0];
145
+ const tb = (pr[9] - 1) / pr[5];
146
+ const tt = (pr[9] + 1) / pr[5];
147
+ const h = P.t * P.D;
148
+ const cx = u[0] + 0.5 * (tl + tr) * u[2];
149
+ const cy = u[1] + 0.5 * (tb + tt) * u[2];
150
+ const hy = 0.5 * (tt - tb) * u[2];
151
+ return Math.max(rot, Math.abs(cx) / h, Math.abs(cy) / h, Math.abs(hy - h) / h);
152
+ }
153
+
154
+ /** The worst view's residual for portal P (Infinity when P is null). */
155
+ export function viewsResidual(entries, P) {
156
+ if (!P || !entries?.length) return Infinity;
157
+ let r = 0;
158
+ for (const e of entries) r = Math.max(r, viewResidual(e, P));
159
+ return r;
160
+ }
161
+
162
+ function mul4(a, b, out = new Float64Array(16)) {
163
+ const r = new Float64Array(16);
164
+ for (let c = 0; c < 4; c++) {
165
+ for (let row = 0; row < 4; row++) {
166
+ r[c * 4 + row] = a[row] * b[c * 4] + a[4 + row] * b[c * 4 + 1] + a[8 + row] * b[c * 4 + 2] + a[12 + row] * b[c * 4 + 3];
167
+ }
168
+ }
169
+ out.set(r);
170
+ return out;
171
+ }
172
+
173
+ /** Inverse of an affine column-major 4×4 (last row 0 0 0 1). Null when singular. */
174
+ export function invertAffine(m, out = new Float64Array(16)) {
175
+ const a = m[0], b = m[4], c = m[8];
176
+ const d = m[1], e = m[5], f = m[9];
177
+ const g = m[2], h = m[6], i = m[10];
178
+ const A = e * i - f * h, B = -(d * i - f * g), C = d * h - e * g;
179
+ const det = a * A + b * B + c * C;
180
+ if (!(Math.abs(det) > 1e-300)) return null;
181
+ const k = 1 / det;
182
+ const r00 = A * k, r01 = -(b * i - c * h) * k, r02 = (b * f - c * e) * k;
183
+ const r10 = B * k, r11 = (a * i - c * g) * k, r12 = -(a * f - c * d) * k;
184
+ const r20 = C * k, r21 = -(a * h - b * g) * k, r22 = (a * e - b * d) * k;
185
+ const tx = m[12], ty = m[13], tz = m[14];
186
+ out[0] = r00; out[1] = r10; out[2] = r20; out[3] = 0;
187
+ out[4] = r01; out[5] = r11; out[6] = r21; out[7] = 0;
188
+ out[8] = r02; out[9] = r12; out[10] = r22; out[11] = 0;
189
+ out[12] = -(r00 * tx + r01 * ty + r02 * tz);
190
+ out[13] = -(r10 * tx + r11 * ty + r12 * tz);
191
+ out[14] = -(r20 * tx + r21 * ty + r22 * tz);
192
+ out[15] = 1;
193
+ return out;
194
+ }
195
+
196
+ /**
197
+ * The eyes of target portal T for the same physical eyes that produced these views of portal F
198
+ * (dxr_display3d_apply_eye_factors_n inverted for F, re-applied for T). Rig space.
199
+ */
200
+ export function mapEyes(entries, F, T) {
201
+ const n = entries.length;
202
+ const l = [];
203
+ const c = [0, 0, 0];
204
+ for (const e of entries) {
205
+ const d = [e.pose[12] - F.N0[0], e.pose[13] - F.N0[1], e.pose[14] - F.N0[2]];
206
+ const v = [dot(F.right, d) / F.m, dot(F.up, d) / F.m, dot(F.back, d) / F.m];
207
+ l.push(v);
208
+ c[0] += v[0] / n; c[1] += v[1] / n; c[2] += v[2] / n;
209
+ }
210
+ const kc = T.par / F.par;
211
+ const ko = T.ipd / F.ipd;
212
+ return l.map((v) => {
213
+ const w = [0, 1, 2].map((k) => T.m * (kc * c[k] + ko * (v[k] - c[k])));
214
+ return [0, 1, 2].map((k) => T.N0[k] + T.right[k] * w[0] + T.up[k] * w[1] + T.back[k] * w[2]);
215
+ });
216
+ }
217
+
218
+ /**
219
+ * The affine map A (column-major 4×4) that sends F's window onto T's window (in-plane scale σ)
220
+ * and eye Ef onto eye Et. Null when either eye is not in front of its window.
221
+ */
222
+ export function portalMap(F, T, Ef, Et, sigma = (T.t * T.D) / (F.t * F.D)) {
223
+ const uf = local(F, Ef);
224
+ const ut = local(T, Et);
225
+ if (!(uf[2] > 0) || !(ut[2] > 0)) return null;
226
+ // L (window-local, F → T): [σ 0 ax; 0 σ ay; 0 0 az], with L·uf = ut.
227
+ const ax = (ut[0] - sigma * uf[0]) / uf[2];
228
+ const ay = (ut[1] - sigma * uf[1]) / uf[2];
229
+ const az = ut[2] / uf[2];
230
+ // A(X) = Wc_T + B_T · L · B_Fᵀ · (X − Wc_F), B = [right up back] (columns).
231
+ const BT = [T.right, T.up, T.back];
232
+ const BF = [F.right, F.up, F.back];
233
+ const Lc = [[sigma, 0, 0], [0, sigma, 0], [ax, ay, az]]; // columns of L
234
+ // M = B_T · L · B_Fᵀ: column j = Σ_k (B_T · L)_col_k · BF[k][j]
235
+ const TL = Lc.map((col) => [0, 1, 2].map((r) => BT[0][r] * col[0] + BT[1][r] * col[1] + BT[2][r] * col[2]));
236
+ const A = new Float64Array(16);
237
+ for (let j = 0; j < 3; j++) {
238
+ for (let r = 0; r < 3; r++) A[j * 4 + r] = TL[0][r] * BF[0][j] + TL[1][r] * BF[1][j] + TL[2][r] * BF[2][j];
239
+ }
240
+ for (let r = 0; r < 3; r++) A[12 + r] = T.Wc[r] - (A[r] * F.Wc[0] + A[4 + r] * F.Wc[1] + A[8 + r] * F.Wc[2]);
241
+ A[15] = 1;
242
+ return { A, az };
243
+ }
244
+
245
+ /** Rewrite a projection's depth rows for near/far divided by `k` (the map's depth scale). */
246
+ function scaleDepth(P, k, out) {
247
+ out.set(P);
248
+ if (!(k > 0) || k === 1) return out;
249
+ if (Math.abs(P[11] + 1) > 1e-6 || Math.abs(P[15]) > 1e-6) return out; // not a perspective: leave it
250
+ const n = P[14] / (P[10] - 1);
251
+ if (Math.abs(P[10] + 1) < 1e-9) {
252
+ out[14] = -2 * (n / k); // infinite far: only the near plane moves
253
+ return out;
254
+ }
255
+ const f = P[14] / (P[10] + 1);
256
+ const n2 = n / k;
257
+ const f2 = f / k;
258
+ out[10] = -(f2 + n2) / (f2 - n2);
259
+ out[14] = (-2 * f2 * n2) / (f2 - n2);
260
+ return out;
261
+ }
262
+
263
+ /**
264
+ * These views (located for portal F) as portal T's views. Per view: { proj, viewInv, view, eye }
265
+ * — what RenderView.setView takes, and the target eye (rig space) for the camera node. Null when
266
+ * there is nothing to do (F and T the same portal) or the map does not exist (an eye at or behind
267
+ * a window): the caller keeps the views as they are.
268
+ */
269
+ export function remapViews(entries, F, T, into = []) {
270
+ if (!F || !T || !entries?.length) return null;
271
+ if (F === T) return null;
272
+ const Et = mapEyes(entries, F, T);
273
+ const sigma = (T.t * T.D) / (F.t * F.D);
274
+ into.length = entries.length;
275
+ for (let i = 0; i < entries.length; i++) {
276
+ const e = entries[i];
277
+ const Ef = [e.pose[12], e.pose[13], e.pose[14]];
278
+ const pm = portalMap(F, T, Ef, Et[i], sigma);
279
+ if (!pm) return null;
280
+ const o = (into[i] ||= { proj: new Float64Array(16), viewInv: new Float64Array(16), view: new Float64Array(16), eye: [0, 0, 0] });
281
+ mul4(pm.A, e.pose, o.viewInv);
282
+ if (!invertAffine(o.viewInv, o.view)) return null;
283
+ scaleDepth(e.proj, pm.az, o.proj);
284
+ o.eye[0] = Et[i][0];
285
+ o.eye[1] = Et[i][1];
286
+ o.eye[2] = Et[i][2];
287
+ o.x = e.x;
288
+ o.y = e.y;
289
+ o.width = e.width;
290
+ o.height = e.height;
291
+ }
292
+ return into;
293
+ }
294
+
295
+ /** Two portals with the same window (pose, convergence, vertical FOV) — only their eyes can differ. */
296
+ export function sameWindow(a, b) {
297
+ return a.D === b.D && a.t === b.t && a.N0.every((x, k) => x === b.N0[k]) && a.q.every((x, k) => x === b.q[k]);
298
+ }
299
+
300
+ /** Rigid pose matrix (column-major) from a portal's orientation at `eye` — a camera node's pose. */
301
+ export function nodePose(T, eye, out = new Float64Array(16)) {
302
+ out[0] = T.right[0]; out[1] = T.right[1]; out[2] = T.right[2]; out[3] = 0;
303
+ out[4] = T.up[0]; out[5] = T.up[1]; out[6] = T.up[2]; out[7] = 0;
304
+ out[8] = T.back[0]; out[9] = T.back[1]; out[10] = T.back[2]; out[11] = 0;
305
+ out[12] = eye[0]; out[13] = eye[1]; out[14] = eye[2]; out[15] = 1;
306
+ return out;
307
+ }
308
+
309
+ /**
310
+ * The rigs this tile declared, newest last, and which one a view set was located for.
311
+ * `note(rig)` on every declaration; `locate(entries)` per drawn frame.
312
+ */
313
+ export class RigTracker {
314
+ constructor({ history = RIG_HISTORY, tol = RIG_MATCH_TOL } = {}) {
315
+ this.history = history;
316
+ this.tol = tol;
317
+ /** [{ id, rig (snapshot), portal (or null) }], oldest first. */
318
+ this.rigs = [];
319
+ this._seq = 0;
320
+ }
321
+
322
+ /** A declaration (the value, not the object: the SDK rewrites its descriptor in place). */
323
+ note(rig) {
324
+ const snap = rigSnapshot(rig);
325
+ const last = this.rigs[this.rigs.length - 1];
326
+ if (last && sameRig(last.rig, snap)) return last;
327
+ const entry = { id: ++this._seq, rig: snap, portal: cameraPortal(snap) };
328
+ this.rigs.push(entry);
329
+ if (this.rigs.length > this.history) this.rigs.splice(0, this.rigs.length - this.history);
330
+ return entry;
331
+ }
332
+
333
+ /** The rig declared last (what the drawing photo wants now), or null. */
334
+ get latest() {
335
+ return this.rigs[this.rigs.length - 1] || null;
336
+ }
337
+
338
+ /**
339
+ * The declared camera rig these views were located for, or null when none matches within
340
+ * tolerance (a display rig, a runtime clamp, a rig older than the history).
341
+ *
342
+ * The views pin down the WINDOW (pose, convergence, vertical FOV) exactly, but not the eye
343
+ * factors: any eyes are consistent with a window (metersToVirtual, ipdFactor and
344
+ * parallaxFactor only move the eyes). When several candidates match — rigs that differ ONLY in
345
+ * those — `prefer` wins if it is among them (the rig declared when these views were pulled:
346
+ * Blink's one frame of latency), else the newest.
347
+ */
348
+ locate(entries, prefer = null) {
349
+ let best = null;
350
+ let bestR = Infinity;
351
+ const matches = [];
352
+ for (let i = this.rigs.length - 1; i >= 0; i--) {
353
+ const c = this.rigs[i];
354
+ if (!c.portal) continue;
355
+ const r = viewsResidual(entries, c.portal);
356
+ if (r <= this.tol) matches.push(c); // newest first
357
+ if (r < bestR) {
358
+ bestR = r;
359
+ best = c;
360
+ }
361
+ }
362
+ this.lastResidual = bestR;
363
+ if (!best || !(bestR <= this.tol)) return null;
364
+ // Among the rigs sharing the best match's window (they differ only in the eye factors):
365
+ // `prefer` if it is one of them, else the newest.
366
+ const group = matches.filter((c) => sameWindow(c.portal, best.portal));
367
+ return group.includes(prefer) ? prefer : group[0];
368
+ }
369
+ }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@displayxr/inline3d",
3
- "version": "1.23.0",
3
+ "version": "1.24.0",
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",
@@ -55,6 +55,7 @@
55
55
  "js/inline3d-splat-diag.js",
56
56
  "js/inline3d-splat-video.js",
57
57
  "js/inline3d-splat-layer-rig.js",
58
+ "js/inline3d-splat-rig-map.js",
58
59
  "js/inline3d-model.js",
59
60
  "js/inline3d-model-entry.js",
60
61
  "js/inline3d-model-playcanvas.js",
package/splat.d.ts CHANGED
@@ -277,11 +277,12 @@ export interface SplatOptions {
277
277
  * A string / array adds A/B kill switches (also accepted as `?dxrdiag=norig,frozen`): `'norig'`
278
278
  * keeps the rig declared before the first setSource (drops every re-declaration), `'frozen'`
279
279
  * forces `outgoing: 'frozen'`, `'nowarm'` skips the transition shader pre-warm, `'cold'` skips
280
- * the live outgoing pre-sort, `'nooverlay'` records without the overlay. The option wins over the
280
+ * the live outgoing pre-sort, `'nooverlay'` records without the overlay, `'oldrig'` draws the
281
+ * views as located (no rig tracking; the live outgoing photo on the pre-1.24 chain). The option wins over the
281
282
  * URL; `false` turns it off even with `?dxrdiag` present. See docs/playcanvas-adapter.md
282
283
  * § Diagnosing transition stalls.
283
284
  */
284
- diag?: boolean | string | ReadonlyArray<'norig' | 'frozen' | 'nowarm' | 'cold' | 'nooverlay' | '1'>;
285
+ diag?: boolean | string | ReadonlyArray<'norig' | 'frozen' | 'nowarm' | 'cold' | 'nooverlay' | 'oldpick' | 'nolayerrig' | 'oldrig' | '1'>;
285
286
  /**
286
287
  * `engine: 'playcanvas'` only: the WebGL context's `preserveDrawingBuffer` (default false) —
287
288
  * the knob for the weave's zero-copy read race on large canvases.