@displayxr/inline3d 1.4.0 → 1.5.0

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package/CHANGELOG.md CHANGED
@@ -5,6 +5,58 @@ 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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+ ## 1.5.0 — 2026-09-06
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+
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+ ### Added
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+
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+ - **The 2D↔3D switch is EASED, and every page gets it for free.** 1.4.0 made the panel's mode a
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+ page-facing control and collapsed the stereo rig the moment a 1-view mode went active — correct,
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+ and a snap. The transition now ramps: a **page-initiated** switch walks every window's
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+ `ipdFactor`/`parallaxFactor` between 0 and what the page asked for over **180 ms**, **smoothstep**
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+ (Hermite `3t^2 - 2t^3`) — the defaults the native DisplayXR apps configure, because this is a port
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+ of the sequencer they already use (`dxr::ModeSwitch`, displayxr-common) rather than a second
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+ design. New dependency-free module `js/inline3d-mode-switch.js` holds the state machine;
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+ `test/mode-switch.test.mjs` mirrors the C++ smoke test case for case. *(core tier — additive)*
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+
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+ - **The ORDER is the feature, and it is asymmetric.** Going flat (a `viewCount === 1` target) ramps
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+ the disparity **out first** and forwards the mode request only when it lands, so the panel flips
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+ on already-flat content instead of snapping a stereo image flat. Coming back (a 2-view target)
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+ forwards the request **first** and eases the disparity in **only once the panel REPORTS 3D** —
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+ ramping up any earlier would put stereo on a still-flat panel, which is the blurry double image
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+ the whole mode API exists to make unreachable. A hand-rolled tween gets exactly this wrong.
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+
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+ - **`createInline3D({ modeSwitch: { durationMs, easing, enabled } })`** — `durationMs` default
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+ `180` (`0` keeps the ordering and lands in one frame), `easing` default `'smoothstep'` (also
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+ `'linear'`, `'easeoutcubic'`; an unknown name warns once and falls back), `enabled: false`
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+ restores 1.4.0's snap exactly. **`wall.modeSwitch`** is the read-only live state
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+ `{active, factor}` for a page that wants to move its own 2D chrome alongside the panel. The SDK
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+ adds **no UI** — which key or button toggles the display stays the page's call.
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+ *(core tier — additive)*
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+
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+ - **What a page can feel, spelled out.** The restore is to the **configured** steady factors (each
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+ window's own rig, never a hardcoded 1) and the ramp is a **copy** on the way to the layer, so the
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+ 1.4.0 guarantees hold unchanged: a per-frame `setViewRig` loop cannot walk the page out of 2D,
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+ and a lazy tile that rebuilds mid-transition comes back at the current factor. The ramp is driven
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+ by **wall-clock dt** from the session's frame loop (never frame counts, so it lasts the same at
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+ 30 fps and 144 fps), with a timer fallback so a held request still lands when frames stop.
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+ Reversing mid-flight retargets from the disparity **in force** — the first press never snaps —
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+ and a reversed going-flat switch **never fires**: nothing is asked of the display at all.
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+
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+ ### Changed
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+
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+ - **`requestRenderingMode(i)` / `setStereoEnabled(false)` for a 1-view target now resolve when the
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+ request has been FORWARDED**, i.e. after the ramp (~`durationMs`), not on the call. They reject
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+ as before if the browser refuses — and a refusal ramps the disparity back **up**, because a
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+ refused switch must leave the page in 3D rather than flat. One new failure: a request dropped by
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+ a reversal before it ever fired rejects with an `Error` named **`superseded`**. Nothing changes
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+ for a page that only awaits the promise it already awaited; `{ enabled: false }` restores the old
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+ timing. *(core tier — behaviour change, opt-out)*
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+
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+ - A mode change the page did **not** request (another tab, the shell, a page that opens with the
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+ panel already flat) still **snaps** — there is nothing to ramp from, and the reported state stays
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+ the sole authority for the rig. `wall.stereoCollapsed` continues to mean what the display last
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+ **reported**, never what is mid-ramp.
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+
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  ## 1.4.0 — 2026-09-06
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  ### Added
package/index.d.ts CHANGED
@@ -250,6 +250,11 @@ export interface TileHandle {
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  * by the session's `renderingmodechange` event, not by this promise.
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  *
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  * A `viewCount === 1` mode is requestable and is how a page goes flat.
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+ *
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+ * With the eased transition on (the default — see {@link ModeSwitchOptions}) a going-flat
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+ * request is HELD while the disparity ramps out, so the promise resolves when the request has
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+ * been forwarded rather than on the call; a request dropped by a reversal in that window
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+ * rejects with an `Error` named `superseded`.
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  */
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  requestRenderingMode(modeIndex: number): Promise<void>;
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  /**
@@ -325,6 +330,13 @@ export interface Inline3D {
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  readonly activeMode: { modeIndex: number; viewCount: number };
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  /** True while the SDK is holding every window's rig flat because a 1-view mode is active. */
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  readonly stereoCollapsed: boolean;
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+ /**
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+ * The eased 2D<->3D transition, live. `factor` is what every window's
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+ * `ipdFactor`/`parallaxFactor` is being multiplied by on the way to the layer (`1` in 3D, `0`
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+ * flat, in between mid-ramp); `active` is true while a page-initiated switch is in any of its
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+ * phases. Read-only and purely informational — the SDK adds no UI of its own for this.
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+ */
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+ readonly modeSwitch: { active: boolean; factor: number };
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  /**
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  * What this build can lift into the floating native viewer, or `null` on a browser with no
@@ -411,6 +423,41 @@ export interface CreateInline3DOptions {
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  * SDK never touches your DOM's `will-change`, because the chrome already occludes the tiles.
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  */
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  autoChrome?: boolean;
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+ /** The eased 2D<->3D transition. On by default; see {@link ModeSwitchOptions}. */
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+ modeSwitch?: ModeSwitchOptions;
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+ }
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+
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+ /**
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+ * The eased 2D<->3D transition — on by default, and the same sequencer (and the same defaults)
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+ * the native DisplayXR apps use.
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+ *
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+ * Instead of snapping the stereo rig the moment the panel's mode changes, a **page-initiated**
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+ * switch ramps every window's `ipdFactor`/`parallaxFactor` between 0 and what the page asked for,
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+ * in the order that looks right:
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+ *
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+ * - **going flat** (a `viewCount === 1` target): the disparity ramps OUT first, and the mode
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+ * request is forwarded only when it lands — so the panel flips on already-flat content. That is
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+ * why `requestRenderingMode()` / `setStereoEnabled(false)` resolve a ramp later than they used
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+ * to: they resolve when the request has actually been forwarded.
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+ * - **coming back** (a 2-view target): the request goes out at once, and the disparity eases in
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+ * only once the panel REPORTS 3D — disparity on a still-flat panel is the double image the
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+ * whole mode API exists to prevent.
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+ *
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+ * Interruptible: pressing the toggle again mid-ramp retargets from the disparity in force, and
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+ * reversing a going-flat switch that has not fired yet simply ramps back up without ever asking
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+ * the panel for anything (the dropped request rejects with an `Error` named `superseded`).
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+ *
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+ * A mode change the page did **not** request (another tab, the shell, a panel that opens flat)
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+ * always snaps — there is nothing to ramp from. This is aesthetic policy only; correctness is the
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+ * runtime's either way.
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+ */
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+ export interface ModeSwitchOptions {
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+ /** Ramp duration in ms (default `180`, matching the native default of 0.18 s). `0` = instant. */
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+ durationMs?: number;
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+ /** Easing curve (default `'smoothstep'`, Hermite `3t^2 - 2t^3`). */
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+ easing?: 'smoothstep' | 'linear' | 'easeoutcubic';
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+ /** `false` restores the plain snap of 1.4.0 (default `true`). */
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+ enabled?: boolean;
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  }
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  /** The return of {@link startInline3D}. */
@@ -0,0 +1,246 @@
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+ // inline3d-mode-switch.js — the eased 2D<->3D rendering-mode transition, as a state machine.
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+ //
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+ // A dependency-free port of `dxr::ModeSwitch` (displayxr-common `common/mode_switch.h/.cpp`), the
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+ // sequencer the native DisplayXR apps already use. It owns nothing but a scalar ramp and one
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+ // decision, and that decision is the whole point — the SEQUENCING ASYMMETRY that hand-rolled
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+ // versions get wrong:
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+ //
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+ // 3D -> 2D : ramp the disparity to 0 FIRST, and only then issue the mode request, so the panel
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+ // flips on already-flat content.
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+ // 2D -> 3D : issue the mode request FIRST (the first 3D frame is flat), then ease the disparity
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+ // up to the app's steady value.
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+ //
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+ // It is aesthetic policy, never correctness: the runtime keeps the eye set coherent whatever the
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+ // page does, and a browser or a page that skips this sees exactly the old snap.
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+ //
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+ // Driven by WALL-CLOCK dt, not frame counts, so the ramp takes the same time at 30 fps and 144 fps.
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+ // Interruptible: calling request() mid-flight retargets seamlessly from the value in force right
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+ // now, and a not-yet-fired ->2D that gets reversed simply ramps back up and NEVER fires.
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+ //
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+ // This module knows nothing about WebXR, the SDK, or the DOM — it is a pure state machine so it
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+ // can be unit-tested on its own (`test/mode-switch.test.mjs`, mirroring the C++ smoke test).
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+
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+ /** The C++ default ramp duration (`XrSessionUpdateModeSwitch` configures 0.18 s). */
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+ export const MODE_SWITCH_DEFAULT_DURATION_MS = 180;
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+
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+ /** The C++ default curve (`ModeSwitchEasing::SmoothStep`). */
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+ export const MODE_SWITCH_DEFAULT_EASING = 'smoothstep';
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+
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+ /** Every easing this understands — the three of `dxr::ModeSwitchEasing`. */
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+ export const MODE_SWITCH_EASINGS = ['linear', 'smoothstep', 'easeoutcubic'];
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+
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+ /**
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+ * Normalise an easing name to one of {@link MODE_SWITCH_EASINGS}, or `null` when it is not one of
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+ * them. Case- and separator-insensitive (`'ease-out-cubic'`, `'easeOutCubic'`), so a caller may
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+ * spell it the way its own config does. Returning null rather than a default is what lets the
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+ * caller decide whether an unknown name is worth a warning.
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+ *
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+ * @param {string} [easing]
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+ * @returns {string|null}
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+ */
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+ export function normaliseModeSwitchEasing(easing) {
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+ if (typeof easing !== 'string') return null;
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+ const key = easing.toLowerCase().replace(/[-_\s]/g, '');
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+ return MODE_SWITCH_EASINGS.includes(key) ? key : null;
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+ }
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+
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+ /** The curves themselves. `t` is already clamped to [0,1] by the caller. */
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+ function ease(easing, t) {
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+ if (t <= 0) return 0;
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+ if (t >= 1) return 1;
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+ if (easing === 'linear') return t;
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+ if (easing === 'easeoutcubic') {
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+ const u = 1 - t;
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+ return 1 - u * u * u;
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+ }
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+ return t * t * (3 - 2 * t); // smoothstep — Hermite 3t^2 - 2t^3
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+ }
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+
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+ const IDLE = 'idle';
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+ const RAMP_DOWN_THEN_FIRE = 'rampDownThenFire';
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+ const FIRE_THEN_RAMP_UP = 'fireThenRampUp';
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+
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+ /**
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+ * The 2D<->3D mode-switch sequencer. One instance per session.
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+ *
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+ * The values it ramps are DIMENSIONLESS here: the SDK drives it with `steady: 1`, so `factor` is
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+ * the fraction of each window's OWN configured `ipdFactor`/`parallaxFactor` to send this frame
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+ * (0 = flat, 1 = exactly what the page asked for). The C++ original ramps an absolute ipdFactor
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+ * instead; the state machine is identical either way, which is why `steady` is a parameter rather
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+ * than a constant.
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+ */
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+ export class ModeSwitch {
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+ constructor(durationS, easing) {
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+ this._phase = IDLE;
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+ this._targetMode = null;
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+ this._firePending = false; // fireThenRampUp: emit `fire` on the next update()
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+ this._fireAtEnd = false; // rampDownThenFire: emit `fire` when the ramp lands
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+ this._from = 0;
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+ this._to = 0;
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+ this._cur = 0; // last evaluated factor
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+ this._t = 1; // normalised progress; 1 = landed/idle
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+ this._dur = MODE_SWITCH_DEFAULT_DURATION_MS / 1000;
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+ this._easing = MODE_SWITCH_DEFAULT_EASING;
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+ if (durationS !== undefined || easing !== undefined) this.configure(durationS, easing);
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+ }
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+
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+ /**
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+ * Ramp duration in SECONDS and easing curve. `durationS <= 0` means instant — the switch fires
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+ * and the value reaches its endpoint on the first `update()`, which is the honest way to say
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+ * "no transition" without a second code path. An unknown easing name falls back to the default
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+ * silently (the caller is the right place to warn about its own option).
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+ *
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+ * @param {number} [durationS] default 0.18
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+ * @param {string} [easing] `'smoothstep'` (default) | `'linear'` | `'easeoutcubic'`
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+ */
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+ configure(durationS, easing) {
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+ if (durationS !== undefined) {
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+ const d = Number(durationS);
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+ this._dur = Number.isFinite(d) && d > 0 ? d : 0;
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+ }
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+ if (easing !== undefined) {
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+ this._easing = normaliseModeSwitchEasing(easing) || MODE_SWITCH_DEFAULT_EASING;
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+ }
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+ return this;
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+ }
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+
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+ /** The ramp duration in seconds (0 = instant). */
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+ get durationS() {
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+ return this._dur;
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+ }
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+
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+ /** The easing name in force. */
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+ get easing() {
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+ return this._easing;
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+ }
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+
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+ /**
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+ * Begin — or, mid-flight, seamlessly REDIRECT — a transition to `targetMode`.
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+ *
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+ * Safe to call on every toggle: a mid-ramp call fully resets the phase from the value in force
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+ * right now, so a pending (un-fired) ->2D that the user reverses is simply dropped.
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+ *
123
+ * @param {object} req
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+ * @param {number|null} [req.targetMode] the rendering-mode index wanted (reported back by `update`)
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+ * @param {number} req.targetViewCount that mode's view count (1 = 2D/mono, >1 = 3D)
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+ * @param {number|null} [req.currentMode] the mode index active right now
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+ * @param {number} req.currentViewCount its view count
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+ * @param {number} [req.current] the value in force RIGHT NOW — the last `update()` factor while a
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+ * ramp runs, and the STEADY value when idle. Passing an internal 0 while idle is the
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+ * classic first-press snap: there is nothing to ramp down from.
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+ * @param {number} [req.steady] the value to restore to (the page's own configured factors; the
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+ * SDK passes 1 because it scales each window's own numbers by the result)
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+ */
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+ request({
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+ targetMode = null,
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+ targetViewCount,
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+ currentMode = null,
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+ currentViewCount,
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+ current,
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+ steady = 1,
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+ } = {}) {
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+ const toMono = !(targetViewCount > 1);
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+ const fromMono = !(currentViewCount > 1);
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+ const steadyValue = Number.isFinite(steady) ? steady : 1;
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+ const currentValue = Number.isFinite(current) ? current : steadyValue;
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+
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+ this._targetMode = targetMode;
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+ this._from = currentValue;
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+
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+ if (toMono && !fromMono) {
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+ // 3D -> 2D: flatten first, switch on landing, so 2D engages on already-mono content. The
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+ // mode request is HELD until the ramp completes.
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+ this._phase = RAMP_DOWN_THEN_FIRE;
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+ this._to = 0;
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+ this._fireAtEnd = true;
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+ this._firePending = false;
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+ } else if (!toMono && fromMono) {
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+ // 2D -> 3D: switch now so the first 3D frame is flat (`from` is forced to 0 regardless of
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+ // any stale value), then ease up to steady.
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+ this._phase = FIRE_THEN_RAMP_UP;
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+ this._from = 0;
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+ this._to = steadyValue;
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+ this._firePending = true;
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+ this._fireAtEnd = false;
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+ } else {
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+ // Same dimensionality: 2D->2D, 3D->3D, or the REVERSAL of a not-yet-fired ->2D (nothing
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+ // fired, so the display is still 3D and `currentViewCount` is still > 1). No flatten: switch
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+ // now — skipping the fire when the target is already the current mode, which is exactly what
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+ // makes a reversal never issue a stale request — and restore steady disparity for a 3D
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+ // target. For a 2D target the value is irrelevant (mono), so leave it where it is.
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+ this._phase = FIRE_THEN_RAMP_UP;
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+ this._to = toMono ? currentValue : steadyValue;
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+ this._firePending = !(targetMode !== null && targetMode === currentMode);
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+ this._fireAtEnd = false;
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+ }
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+
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+ this._t = this._dur > 0 ? 0 : 1;
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+ this._cur = this._from;
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+ return this;
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+ }
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+
182
+ /**
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+ * Advance the ramp by `dtS` seconds and report this frame's outputs.
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+ *
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+ * @param {number} dtS wall-clock seconds since the last call
186
+ * @returns {{factor:number, fire:boolean, mode:(number|null)}} `factor` is the value to submit
187
+ * this frame; `fire` is true on EXACTLY ONE update — the frame on which the caller should
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+ * issue the real mode request for `mode`.
189
+ */
190
+ update(dtS) {
191
+ let fire = false;
192
+
193
+ if (this._phase !== IDLE) {
194
+ const dt = Number.isFinite(dtS) && dtS > 0 ? dtS : 0;
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+ if (this._t < 1 && this._dur > 0) {
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+ this._t += dt / this._dur;
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+ if (this._t > 1) this._t = 1;
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+ } else {
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+ this._t = 1;
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+ }
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+ this._cur = this._from + (this._to - this._from) * ease(this._easing, this._t);
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+
203
+ if (this._phase === FIRE_THEN_RAMP_UP) {
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+ if (this._firePending) {
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+ this._firePending = false;
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+ fire = true;
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+ }
208
+ if (this._t >= 1) this._phase = IDLE;
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+ } else {
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+ if (this._t >= 1) {
211
+ if (this._fireAtEnd) {
212
+ this._fireAtEnd = false;
213
+ fire = true;
214
+ }
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+ this._phase = IDLE;
216
+ }
217
+ }
218
+ }
219
+
220
+ return { factor: this._cur, fire, mode: this._targetMode };
221
+ }
222
+
223
+ /** True while a ramp is in flight or a held mode request has not fired yet. */
224
+ active() {
225
+ return this._phase !== IDLE;
226
+ }
227
+
228
+ /** The current factor, without advancing the clock. */
229
+ value() {
230
+ return this._cur;
231
+ }
232
+
233
+ /** True while a mode request is being HELD until the ramp lands (a ->2D that has not fired). */
234
+ firePending() {
235
+ return this._phase === RAMP_DOWN_THEN_FIRE ? this._fireAtEnd : this._firePending;
236
+ }
237
+
238
+ /** Drop everything in flight. The factor is left where it is — the caller owns what to do next. */
239
+ cancel() {
240
+ this._phase = IDLE;
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+ this._firePending = false;
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+ this._fireAtEnd = false;
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+ this._t = 1;
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+ return this;
245
+ }
246
+ }
package/js/inline3d.js CHANGED
@@ -32,6 +32,17 @@
32
32
  import { undock, undockAvailable, undockUrl, tileScreenRect, setUndockLayerResolver } from './inline3d-undock.js';
33
33
  export { undock, undockAvailable, undockUrl, tileScreenRect };
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34
 
35
+ // The eased 2D<->3D transition. A pure state machine (no DOM, no WebXR) ported from the native
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+ // `dxr::ModeSwitch`, so the browser eases the disparity around a mode switch the same way — and in
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+ // the same ORDER — as the native apps and the demos. See _requestRenderingModeEased.
38
+ import {
39
+ ModeSwitch,
40
+ MODE_SWITCH_DEFAULT_DURATION_MS,
41
+ MODE_SWITCH_DEFAULT_EASING,
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+ MODE_SWITCH_EASINGS,
43
+ normaliseModeSwitchEasing,
44
+ } from './inline3d-mode-switch.js';
45
+
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  // The document's single live manager. The browser's per-frame element-rect report is a
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47
  // WHOLE-WIDGET setter — each live session pushes the complete list of rects to weave — so two
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48
  // managers in one document overwrite each other frame by frame and neither one's tiles hold
@@ -329,14 +340,56 @@ function defaultDisplayRig(win) {
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340
  };
330
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  }
331
342
 
332
- // The page's rig with the stereo dialled out: eye separation and head-tracking response to 0, so
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- // both eyes are rendered from the SAME place and the woven atlas carries one image twice.
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+ // The page's rig with the stereo dialled DOWN by `factor`: eye separation and head-tracking
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+ // response scaled together, so `factor` 0 renders both eyes from the SAME place (the woven atlas
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+ // carries one image twice) and `factor` 1 is exactly what the page asked for. Everything between
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+ // is the eased 2D<->3D transition (see ModeSwitch) — which is why this is a scale and not a
347
+ // boolean: a flat panel and a full-disparity one are the two ENDS of one continuum.
334
348
  //
335
349
  // A COPY, never a mutation. A page driving a rig per frame reuses one descriptor object
336
- // (cameraRigFromCamera's `out`), so zeroing the factors in place would write the flattening into
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+ // (cameraRigFromCamera's `out`), so scaling the factors in place would write the flattening into
337
351
  // the page's own state and it would never come back — the restore would restore 0.
338
- function flattenedRig(rig) {
339
- return { ...rig, ipdFactor: 0, parallaxFactor: 0 };
352
+ //
353
+ // An unset factor is the runtime's default of 1, so it scales like an explicit 1 rather than
354
+ // staying absent: a rig that says nothing about disparity still goes flat.
355
+ function scaledRig(rig, factor) {
356
+ const ipd = Number.isFinite(rig.ipdFactor) ? rig.ipdFactor : 1;
357
+ const parallax = Number.isFinite(rig.parallaxFactor) ? rig.parallaxFactor : 1;
358
+ return { ...rig, ipdFactor: ipd * factor, parallaxFactor: parallax * factor };
359
+ }
360
+
361
+ // How often the fallback tick advances a transition when session frames are NOT arriving (a
362
+ // background tab, every tile scrolled away). Roughly one 60 Hz frame — the ramp is time-based, so
363
+ // this is a floor on smoothness, never on duration.
364
+ const MODE_SWITCH_TICK_MS = 16;
365
+
366
+ // Wall clock for the transition ramp, in ms. Read through the global on every call (never
367
+ // captured) so a test can install its own clock, and so a page that runs before `performance`
368
+ // exists still gets a monotonic-enough source. Frame COUNTS are deliberately not used: the ramp
369
+ // has to take the same time at 30 fps and at 144 fps.
370
+ function nowMs() {
371
+ return typeof performance !== 'undefined' && performance && typeof performance.now === 'function'
372
+ ? performance.now()
373
+ : Date.now();
374
+ }
375
+
376
+ // The easing option, validated here rather than in the state machine: the sequencer falls back
377
+ // silently (it has no opinion about a caller's config), but a typo in `createInline3D` is worth
378
+ // exactly one warning — a page that asked for 'ease-in-out' and got smoothstep should know.
379
+ let notedModeSwitchEasing = false;
380
+ function resolveModeSwitchEasing(easing) {
381
+ if (easing === undefined || easing === null) return MODE_SWITCH_DEFAULT_EASING;
382
+ const known = normaliseModeSwitchEasing(easing);
383
+ if (known) return known;
384
+ if (!notedModeSwitchEasing) {
385
+ notedModeSwitchEasing = true;
386
+ console.warn(
387
+ `[inline3d] createInline3D({ modeSwitch: { easing: ${JSON.stringify(easing)} } }) is not a ` +
388
+ `curve this SDK knows (${MODE_SWITCH_EASINGS.join(' / ')}); using ` +
389
+ `'${MODE_SWITCH_DEFAULT_EASING}'.`
390
+ );
391
+ }
392
+ return MODE_SWITCH_DEFAULT_EASING;
340
393
  }
341
394
 
342
395
  // Why the SDK collapses the rig behind the page's back, said once, where the code is.
@@ -439,13 +492,30 @@ function noteRigWinsOverHeight() {
439
492
  * exclusively via addGlobalOverlay()/data-inline3d-overlay. Ignored (nothing is
440
493
  * scanned, no `will-change` is set on your DOM) on a browser with draw-order
441
494
  * occlusion, where chrome occludes tiles by itself.
495
+ * @param {object} [opts.modeSwitch] The EASED 2D<->3D transition, on by default.
496
+ * `{ durationMs=180, easing='smoothstep'|'linear'|'easeoutcubic', enabled=true }` — the
497
+ * same defaults the native DisplayXR apps configure. Instead of snapping the stereo rig
498
+ * the moment the panel's mode changes, a page-initiated switch ramps every window's
499
+ * `ipdFactor`/`parallaxFactor` between 0 and what the page asked for, in the order that
500
+ * looks right: going FLAT ramps the disparity out first and only then asks the panel to
501
+ * switch, and coming BACK asks first and eases the disparity in once the panel reports
502
+ * 3D. `enabled:false` restores the plain snap. It is aesthetic policy only — the runtime
503
+ * keeps the eye set coherent either way — and a mode change the page did NOT request
504
+ * (another tab, the shell, a panel opening flat) always snaps, because there is nothing
505
+ * to ramp from. Read the live state on `wall.modeSwitch`.
442
506
  * @returns {Promise<Inline3D | {supported:false, error?:Error}>} the manager, which also carries
443
507
  * the display API (`getDisplayInfo` / `getRenderingModes` / `requestRenderingMode` /
444
508
  * `setStereoEnabled`, `on`/`off`) and `undock` — `{model, splat}` on a browser with
445
509
  * `XRDisplayLayer.undock`, `null` on one without.
446
510
  */
447
511
  export async function createInline3D(opts = {}) {
448
- const { referenceSpace = 'viewer', lazy = true, rootMargin = '50% 0px', autoChrome = true } = opts;
512
+ const {
513
+ referenceSpace = 'viewer',
514
+ lazy = true,
515
+ rootMargin = '50% 0px',
516
+ autoChrome = true,
517
+ modeSwitch = null,
518
+ } = opts;
449
519
  if (!inline3DAvailable()) return { supported: false };
450
520
  let session;
451
521
  try {
@@ -461,7 +531,7 @@ export async function createInline3D(opts = {}) {
461
531
  } catch {
462
532
  /* rAF still fires without a ref space; views are just null (fine for image/video). */
463
533
  }
464
- return new Inline3D(session, refSpace, { lazy, rootMargin, autoChrome });
534
+ return new Inline3D(session, refSpace, { lazy, rootMargin, autoChrome, modeSwitch });
465
535
  }
466
536
 
467
537
  /**
@@ -513,7 +583,7 @@ function chromeTextPlates(root) {
513
583
  }
514
584
 
515
585
  class Inline3D {
516
- constructor(session, refSpace, { lazy, rootMargin, autoChrome = true }) {
586
+ constructor(session, refSpace, { lazy, rootMargin, autoChrome = true, modeSwitch = null }) {
517
587
  this.supported = true;
518
588
  this.session = session;
519
589
  this.refSpace = refSpace;
@@ -553,6 +623,23 @@ class Inline3D {
553
623
  this._stereoCollapsed = false;
554
624
  this._displayListeners = new Map(); // event type -> Set(callback), for on()/off()
555
625
  this._primedDisplayState = false;
626
+ // ── the eased 2D<->3D transition (opts.modeSwitch) ───────────────────────────────
627
+ // The collapse above is a LATCH; what actually reaches each layer is that latch turned into a
628
+ // SCALE — `_stereoFactor`, 0 (flat) to 1 (exactly the rig the page set). With the sequencer
629
+ // off, or for a mode change the page did not request, the scale is only ever 0 or 1 and
630
+ // nothing looks different. With it on, a page-initiated switch walks the scale across that
631
+ // range over `durationMs` and holds the mode request until the right end of the ramp.
632
+ const msOpts = modeSwitch && typeof modeSwitch === 'object' ? modeSwitch : {};
633
+ this._msEnabled = msOpts.enabled !== false;
634
+ this._modeSwitch = new ModeSwitch(
635
+ (Number.isFinite(msOpts.durationMs) ? Math.max(0, msOpts.durationMs) : MODE_SWITCH_DEFAULT_DURATION_MS) / 1000,
636
+ resolveModeSwitchEasing(msOpts.easing)
637
+ );
638
+ this._stereoFactor = 1; // what every window's ipd/parallax is multiplied by on the way out
639
+ this._msFire = null; // a ->2D request HELD until the ramp-down lands
640
+ this._msArmedUp = false; // a ->3D request went out; the up-ramp waits for the panel to say 3D
641
+ this._msLastMs = null; // wall clock of the previous advance (null = the ramp has not ticked)
642
+ this._msTick = null; // the frames-stopped fallback timer; see _armModeSwitchTick
556
643
  // Undock capabilities, refreshed off the first live layer (see _refreshUndock). Null is the
557
644
  // load-bearing value: it means this browser has no XRDisplayLayer.undock at all.
558
645
  this.undock = hasUndock() ? { model: false, splat: false } : null;
@@ -833,7 +920,8 @@ class Inline3D {
833
920
  * pushed FLAT (ipd/parallax 0) — the flattening is a latch on the way out, not a value
834
921
  * written into your descriptor, so a page driving a rig every frame cannot undo the 2D
835
922
  * state by simply carrying on, and `setStereoEnabled(true)` restores exactly what you last
836
- * asked for.
923
+ * asked for. During the eased 2D<->3D transition the same applies with a FRACTION in place
924
+ * of the 0: what leaves for the layer is your rig scaled by `wall.modeSwitch.factor`.
837
925
  */
838
926
  setViewRig: (rig) => {
839
927
  win.viewRig = rig || null;
@@ -884,10 +972,18 @@ class Inline3D {
884
972
  * On success the session fires `renderingmodechange` — see {@link on}. That event, not
885
973
  * this promise, is when the new mode is in effect.
886
974
  *
975
+ * EASED BY DEFAULT (`createInline3D({modeSwitch})`). A GOING-FLAT request (`viewCount === 1`)
976
+ * is HELD while the disparity ramps out, and forwarded only when it lands — so this promise
977
+ * resolves when the browser actually got the request, roughly `durationMs` later, and the
978
+ * panel flips on already-flat content. A request that a reversal drops in that window
979
+ * rejects with an `Error` named `superseded`; nothing was ever asked of the display. Coming
980
+ * BACK is unchanged in timing: the request goes out at once and the disparity eases in when
981
+ * the panel reports 3D.
982
+ *
887
983
  * @param {number} modeIndex
888
984
  * @returns {Promise<void>}
889
985
  */
890
- requestRenderingMode: (modeIndex) => this._requestRenderingMode(modeIndex, win),
986
+ requestRenderingMode: (modeIndex) => this._requestRenderingModeEased(modeIndex, win),
891
987
  /**
892
988
  * SUGAR over {@link requestRenderingMode}, and nothing more. `false` requests the first
893
989
  * mode with `viewCount === 1 && isRequestable`; `true` requests the first with
@@ -910,6 +1006,11 @@ class Inline3D {
910
1006
  * otherwise exactly as `requestRenderingMode` does. Resolves to the boolean asked for —
911
1007
  * the request was accepted; the mode is in force when the event says so.
912
1008
  *
1009
+ * Eased by default, exactly as {@link requestRenderingMode} is: `false` ramps the disparity
1010
+ * out before the request goes anywhere, `true` requests first and eases the disparity back
1011
+ * in once the panel reports 3D, and pressing the pair in quick succession reverses cleanly
1012
+ * rather than firing a stale switch.
1013
+ *
913
1014
  * @param {boolean} enabled
914
1015
  * @returns {Promise<boolean>}
915
1016
  */
@@ -968,7 +1069,7 @@ class Inline3D {
968
1069
 
969
1070
  /** Ask the runtime to switch the display to `modeIndex`. Pass-through; see the handle's doc. */
970
1071
  requestRenderingMode(modeIndex) {
971
- return this._requestRenderingMode(modeIndex, null);
1072
+ return this._requestRenderingModeEased(modeIndex, null);
972
1073
  }
973
1074
 
974
1075
  /** Sugar over {@link requestRenderingMode}: false -> a 1-view mode, true -> the 2-view mode. */
@@ -994,6 +1095,22 @@ class Inline3D {
994
1095
  return this._stereoCollapsed;
995
1096
  }
996
1097
 
1098
+ /**
1099
+ * The eased 2D<->3D transition, live: `{active, factor}`.
1100
+ *
1101
+ * `factor` is what every window's `ipdFactor`/`parallaxFactor` is being multiplied by on the way
1102
+ * to the layer — `1` in 3D, `0` flat, in between mid-ramp. `active` is true while a
1103
+ * page-initiated switch is in any of its phases: ramping the disparity out, holding the ->2D
1104
+ * request until it lands, waiting for the panel to report 3D, or easing back in.
1105
+ *
1106
+ * Read-only and purely informational — a page that wants to grey a button or cross-fade some 2D
1107
+ * chrome alongside the panel can, and one that does not care never has to look. The SDK adds no
1108
+ * UI of its own for this, and never will: which key or button toggles the display is the page's.
1109
+ */
1110
+ get modeSwitch() {
1111
+ return { active: this._msTransitionActive(), factor: this._stereoFactor };
1112
+ }
1113
+
997
1114
  close() {
998
1115
  try {
999
1116
  this.session.end();
@@ -1009,14 +1126,15 @@ class Inline3D {
1009
1126
 
1010
1127
  /**
1011
1128
  * The rig this window's layer should actually be holding right now: what the page asked for,
1012
- * flattened when `setStereoEnabled(false)` is latched. Null means "say nothing" leave the
1013
- * browser on the `virtualDisplayHeight` shorthand it was built with.
1129
+ * scaled by the manager's current stereo factor (0 while a 1-view mode is active, 1 in 3D, and
1130
+ * everything between during an eased transition). Null means "say nothing" — leave the browser
1131
+ * on the `virtualDisplayHeight` shorthand it was built with.
1014
1132
  *
1015
1133
  * Used in BOTH directions (push at a live layer, build a new one), which is the point: a tile
1016
1134
  * that scrolls away and rebuilds while stereo is off must not come back in 3D.
1017
1135
  */
1018
1136
  _effectiveViewRig(win) {
1019
- if (!this._stereoCollapsed) {
1137
+ if (this._stereoFactor >= 1) {
1020
1138
  // `stereoSynthRig`: this window never had a rig of its own, so going flat had to SEND one
1021
1139
  // (there is no way to say "the default, but flat" as a scalar). Coming back therefore has
1022
1140
  // to send the un-flat version explicitly too — returning null here would leave the layer
@@ -1030,7 +1148,7 @@ class Inline3D {
1030
1148
  // hold the flattened rig forever. Recorded here rather than in the collapse itself because a
1031
1149
  // window CREATED while the panel is already flat goes down this path on its first activate.
1032
1150
  if (!win.viewRig) win.stereoSynthRig = true;
1033
- return flattenedRig(win.viewRig || defaultDisplayRig(win));
1151
+ return scaledRig(win.viewRig || defaultDisplayRig(win), this._stereoFactor);
1034
1152
  }
1035
1153
 
1036
1154
  /**
@@ -1039,12 +1157,25 @@ class Inline3D {
1039
1157
  * Driven ONLY by what the display reports — the first `getRenderingModes()` read and every
1040
1158
  * `renderingmodechange` — never by a request. That is what makes a refused request a no-op in
1041
1159
  * both directions: nothing here runs unless the mode actually changed.
1160
+ *
1161
+ * THE REPORT OWNS THE FACTOR ONLY WHEN THE SEQUENCER DOES NOT. A mode change the page did not
1162
+ * ask for (another tab, the shell, a panel that opened flat) snaps, because there is nothing to
1163
+ * ramp FROM — the transition is a page-initiated aesthetic, not a correctness step. The two
1164
+ * exceptions are the two halves of a page-initiated switch: while a ramp is in flight it owns
1165
+ * the factor outright, and a report of 3D that a `->3D` request armed starts the up-ramp here
1166
+ * rather than snapping (the whole reason that request fires first and eases second).
1042
1167
  */
1043
1168
  _setStereoCollapsed(collapsed) {
1044
1169
  const next = !!collapsed;
1045
1170
  if (this._stereoCollapsed === next) return;
1046
1171
  this._stereoCollapsed = next;
1047
1172
  if (next) noteAutoCollapse();
1173
+ if (!next && this._msArmedUp) {
1174
+ this._msArmedUp = false;
1175
+ this._startUpRamp(); // the panel is in 3D at last — ease the disparity back in
1176
+ } else if (!this._modeSwitch.active()) {
1177
+ this._stereoFactor = next ? 0 : 1;
1178
+ }
1048
1179
  for (const win of this._windows.values()) {
1049
1180
  // Diagnostics only: the factors that were in force when the panel went flat. The restore
1050
1181
  // itself just re-pushes `win.viewRig`, which was never mutated.
@@ -1161,9 +1292,236 @@ class Inline3D {
1161
1292
  );
1162
1293
  }
1163
1294
 
1295
+ // ── the eased 2D<->3D transition ──────────────────────────────────────────────────────
1296
+ //
1297
+ // Every PAGE-INITIATED mode request goes through here; a mode change reported from elsewhere
1298
+ // does not (see _setStereoCollapsed). The asymmetry below is the whole helper, and it is the
1299
+ // native `dxr::ModeSwitch` contract, unchanged:
1300
+ //
1301
+ // -> 2D : ramp the disparity out FIRST, and fire the request only when it lands, so the panel
1302
+ // flips on already-flat content instead of snapping a stereo image flat.
1303
+ // -> 3D : fire the request FIRST and ease the disparity in afterwards — and in the browser,
1304
+ // only once the panel REPORTS 3D, because until then the disparity would be going up
1305
+ // on a flat panel, which is the double-image the whole mode API exists to prevent.
1306
+ //
1307
+ // Everything else is fall-through: the sequencer disabled, a browser with no `setViewRig` (there
1308
+ // is nothing to ramp), an unknown target or current view count, a `viewCount > 2` mode the
1309
+ // browser will refuse anyway, and a same-dimensionality change (2D->2D, 3D->3D) which needs no
1310
+ // flatten at all.
1311
+
1312
+ /** True while a page-initiated transition is in flight in any of its phases. */
1313
+ _msTransitionActive() {
1314
+ return this._modeSwitch.active() || this._msArmedUp || this._msFire !== null;
1315
+ }
1316
+
1317
+ /**
1318
+ * `requestRenderingMode()` with the transition applied. Resolves when the request has actually
1319
+ * been FORWARDED to the browser (so, for a ->2D switch, after the ramp) and rejects exactly as
1320
+ * the pass-through does — plus one new failure: an `Error` named `superseded` when a second
1321
+ * request replaced this one before it ever fired.
1322
+ */
1323
+ async _requestRenderingModeEased(modeIndex, win) {
1324
+ if (!this._msEnabled || !hasViewRig()) return this._requestRenderingMode(modeIndex, win);
1325
+ // The mode table is what says whether this index is 2D or 3D. It is normally already cached
1326
+ // (the first activation primes it), and a read that fails just means the sequencer has no
1327
+ // opinion — the request still goes out.
1328
+ let modes = this._modes;
1329
+ if (!Array.isArray(modes) || modes.length === 0) {
1330
+ try {
1331
+ modes = await this._getRenderingModes(win);
1332
+ } catch {
1333
+ modes = null;
1334
+ }
1335
+ }
1336
+ const target = (Array.isArray(modes) ? modes : []).find((m) => m && m.modeIndex === modeIndex);
1337
+ const targetViews = target && Number.isFinite(target.viewCount) ? target.viewCount : 0;
1338
+ const currentViews = this._activeViewCount;
1339
+ if (targetViews < 1 || targetViews > 2 || currentViews < 1) {
1340
+ return this._requestRenderingMode(modeIndex, win);
1341
+ }
1342
+ if (targetViews === 1) {
1343
+ if (currentViews === 1) return this._requestRenderingMode(modeIndex, win); // 2D -> 2D
1344
+ return this._rampDownThenRequest(modeIndex, win);
1345
+ }
1346
+ return this._requestThenRampUp(modeIndex, win);
1347
+ }
1348
+
1349
+ /**
1350
+ * 3D -> 2D. Ramp the disparity to 0, THEN forward the request (see _advanceModeSwitch, which is
1351
+ * what actually fires it). The returned promise is the page's, and it settles on the forwarded
1352
+ * request — so `await wall.setStereoEnabled(false)` still means "the browser has it".
1353
+ *
1354
+ * A second ->2D request for the SAME mode mid-ramp is idempotent: the page gets the promise
1355
+ * already in flight rather than a superseded rejection, because mashing one button twice is not
1356
+ * an error. A different target retargets from the CURRENT disparity, seamlessly.
1357
+ */
1358
+ _rampDownThenRequest(modeIndex, win) {
1359
+ if (this._msFire && this._msFire.modeIndex === modeIndex) return this._msFire.promise;
1360
+ this._settlePendingDown('superseded', `a request for mode ${modeIndex} replaced it`);
1361
+ const pending = { modeIndex, win, resolve: null, reject: null, promise: null };
1362
+ pending.promise = new Promise((resolve, reject) => {
1363
+ pending.resolve = resolve;
1364
+ pending.reject = reject;
1365
+ });
1366
+ this._msFire = pending;
1367
+ this._modeSwitch.request({
1368
+ targetMode: modeIndex,
1369
+ targetViewCount: 1,
1370
+ currentMode: this._activeModeIndex,
1371
+ currentViewCount: this._activeViewCount,
1372
+ // The value ON SCREEN right now: the ramp's own output mid-flight, and the page's steady
1373
+ // rig (factor 1) when idle. Passing the sequencer's internal 0 while idle is the classic
1374
+ // first-press snap — there would be nothing to ramp down from.
1375
+ current: this._stereoFactor,
1376
+ steady: 1,
1377
+ });
1378
+ this._msLastMs = nowMs();
1379
+ this._armModeSwitchTick();
1380
+ return pending.promise;
1381
+ }
1382
+
1383
+ /**
1384
+ * -> 3D. Forward the request NOW (the browser needs the panel moving before the disparity can
1385
+ * mean anything), then ease the disparity in — starting only when the panel REPORTS 3D, which
1386
+ * is `_setStereoCollapsed(false)` releasing the latch.
1387
+ *
1388
+ * The one case that does not wait: a REVERSAL of a ramp-down that never fired. The panel never
1389
+ * left 3D, so there is no report coming; the disparity just walks back up from wherever the
1390
+ * ramp got to, and the stale 2D request is dropped rather than fired.
1391
+ */
1392
+ _requestThenRampUp(modeIndex, win) {
1393
+ const reversal = this._msFire !== null;
1394
+ const noopReversal = reversal && modeIndex === this._activeModeIndex;
1395
+ this._settlePendingDown('superseded', `a request for mode ${modeIndex} reversed it`);
1396
+ // A reversal back to the mode that is STILL active asks the browser for nothing: the runtime
1397
+ // never changed mode, so the only thing owed is the disparity.
1398
+ const forwarded = noopReversal
1399
+ ? Promise.resolve(undefined)
1400
+ : this._requestRenderingMode(modeIndex, win);
1401
+ if (this._stereoFactor < 1) {
1402
+ if (this._stereoCollapsed) {
1403
+ // The panel is really flat: hold at 0 and wait for it to say otherwise.
1404
+ this._msArmedUp = true;
1405
+ this._modeSwitch.cancel();
1406
+ this._stereoFactor = 0;
1407
+ } else {
1408
+ this._startUpRamp();
1409
+ }
1410
+ }
1411
+ return forwarded.catch((err) => {
1412
+ // Refused. Nothing about the panel moved, so neither may the disparity: drop the armed
1413
+ // up-ramp and settle back on whatever the display last REPORTED.
1414
+ if (this._msArmedUp) {
1415
+ this._msArmedUp = false;
1416
+ if (!this._modeSwitch.active()) this._stereoFactor = this._stereoCollapsed ? 0 : 1;
1417
+ }
1418
+ throw err;
1419
+ });
1420
+ }
1421
+
1422
+ /**
1423
+ * Start (or restart) the up-ramp from the current disparity to the page's steady rig. Used both
1424
+ * when the panel reports 3D after a `->3D` request and when a ->2D request was REFUSED — a
1425
+ * refusal must leave the page in 3D, not flat.
1426
+ *
1427
+ * No request is ever fired from here: whatever there was to send went out before the ramp
1428
+ * started, which is why `_msFire` is empty by construction.
1429
+ */
1430
+ _startUpRamp() {
1431
+ this._settlePendingDown('superseded', 'the display returned to 3D');
1432
+ this._modeSwitch.request({
1433
+ targetMode: this._activeModeIndex,
1434
+ targetViewCount: 2,
1435
+ currentMode: this._activeModeIndex, // equal ⇒ the sequencer fires nothing
1436
+ currentViewCount: 2,
1437
+ current: this._stereoFactor,
1438
+ steady: 1,
1439
+ });
1440
+ this._msLastMs = nowMs();
1441
+ this._armModeSwitchTick();
1442
+ }
1443
+
1444
+ /** Settle a held ->2D request that will now never fire. Never throws into the caller. */
1445
+ _settlePendingDown(name, why) {
1446
+ const pending = this._msFire;
1447
+ if (!pending) return;
1448
+ this._msFire = null;
1449
+ const err = new Error(
1450
+ `[inline3d] the request for rendering mode ${pending.modeIndex} was never forwarded: ${why}. ` +
1451
+ 'A ->2D switch is held until the disparity has ramped out, so a request that is reversed ' +
1452
+ 'or replaced in that window is dropped rather than fired late.'
1453
+ );
1454
+ err.name = name;
1455
+ pending.reject(err);
1456
+ }
1457
+
1458
+ /**
1459
+ * Advance the transition by WALL-CLOCK dt and act on what it says. Called from the session's
1460
+ * frame loop and from the fallback tick; both are safe because the ramp is time-based, so a
1461
+ * double advance in one frame moves it by dt = 0.
1462
+ *
1463
+ * Rigs are pushed only when the factor actually MOVED — an idle manager must not re-push every
1464
+ * frame, and a landed ramp pushes its last value once.
1465
+ */
1466
+ _advanceModeSwitch() {
1467
+ if (!this._modeSwitch.active()) {
1468
+ this._msLastMs = null;
1469
+ this._disarmModeSwitchTick();
1470
+ return;
1471
+ }
1472
+ const now = nowMs();
1473
+ const dt = typeof this._msLastMs === 'number' ? Math.max(0, (now - this._msLastMs) / 1000) : 0;
1474
+ this._msLastMs = now;
1475
+ const out = this._modeSwitch.update(dt);
1476
+ if (out.factor !== this._stereoFactor) {
1477
+ this._stereoFactor = out.factor;
1478
+ for (const win of this._windows.values()) this._pushViewRig(win);
1479
+ }
1480
+ if (out.fire && this._msFire) {
1481
+ const pending = this._msFire;
1482
+ this._msFire = null;
1483
+ this._requestRenderingMode(pending.modeIndex, pending.win).then(
1484
+ (v) => pending.resolve(v),
1485
+ (err) => {
1486
+ // The panel refused to go flat, so the page must not be left flat either — ease the
1487
+ // disparity back to steady before handing the rejection on.
1488
+ this._startUpRamp();
1489
+ pending.reject(err);
1490
+ }
1491
+ );
1492
+ }
1493
+ if (!this._modeSwitch.active()) {
1494
+ this._msLastMs = null;
1495
+ this._disarmModeSwitchTick();
1496
+ }
1497
+ }
1498
+
1499
+ /**
1500
+ * A timer that advances the ramp when SESSION FRAMES are not arriving. The frame loop is the
1501
+ * normal driver, but a held ->2D request must not sit forever because every tile scrolled away,
1502
+ * the tab went background, or the page simply has no live layer — the page awaited a promise
1503
+ * and the browser is owed a request.
1504
+ */
1505
+ _armModeSwitchTick() {
1506
+ if (this._msTick !== null || typeof setTimeout !== 'function') return;
1507
+ this._msTick = setTimeout(() => {
1508
+ this._msTick = null;
1509
+ if (!this._running) return;
1510
+ this._advanceModeSwitch();
1511
+ if (this._modeSwitch.active()) this._armModeSwitchTick();
1512
+ }, MODE_SWITCH_TICK_MS);
1513
+ }
1514
+
1515
+ _disarmModeSwitchTick() {
1516
+ if (this._msTick === null) return;
1517
+ if (typeof clearTimeout === 'function') clearTimeout(this._msTick);
1518
+ this._msTick = null;
1519
+ }
1520
+
1164
1521
  /**
1165
1522
  * The sugar behind `setStereoEnabled` — pick a mode by view count and request it. Nothing
1166
- * else: the rig follows the resulting `renderingmodechange`, not this call.
1523
+ * else: the rig follows the resulting `renderingmodechange` (eased, when a transition is
1524
+ * configured), not this call.
1167
1525
  */
1168
1526
  async _setStereoEnabled(enabled, win) {
1169
1527
  const want = enabled ? 2 : 1;
@@ -1177,8 +1535,11 @@ class Inline3D {
1177
1535
  'and cannot invent one — read getRenderingModes() and drive the list yourself.'
1178
1536
  );
1179
1537
  }
1180
- if (mode.isActive) return !!enabled; // already there; the request would be a no-op anyway
1181
- await this._requestRenderingMode(mode.modeIndex, win);
1538
+ // Already there the request would be a no-op... UNLESS a transition is in flight, in which
1539
+ // case this is the user reversing the toggle and the disparity still has to walk back. Taking
1540
+ // the early-out there would leave a page that pressed 2D then 3D stuck part-way flat.
1541
+ if (mode.isActive && !this._msTransitionActive()) return !!enabled;
1542
+ await this._requestRenderingModeEased(mode.modeIndex, win);
1182
1543
  return !!enabled;
1183
1544
  }
1184
1545
 
@@ -1897,6 +2258,10 @@ class Inline3D {
1897
2258
  _frame(t, f) {
1898
2259
  if (!this._running) return;
1899
2260
  this._requestFrame();
2261
+ // The 2D<->3D ramp, on WALL-CLOCK dt (never a frame count, so it lasts the same wall time at
2262
+ // 30 fps and 144 fps). Before the windows, so the rig this frame's views are located against
2263
+ // is the ramped one. No-op — and pushes nothing — when no transition is in flight.
2264
+ this._advanceModeSwitch();
1900
2265
  const pose = this.refSpace ? f.getViewerPose(this.refSpace) : null;
1901
2266
  const views = pose ? pose.views : null;
1902
2267
  for (const win of this._windows.values()) {
@@ -2045,6 +2410,12 @@ class Inline3D {
2045
2410
  if (liveManager === this) liveManager = null;
2046
2411
  this._unbindLifecycle();
2047
2412
  this._disarmDprWatch();
2413
+ // A transition in flight dies with the session: nothing will drive the ramp, and the held
2414
+ // request has nowhere to go — so the page's promise is settled rather than left pending.
2415
+ this._disarmModeSwitchTick();
2416
+ this._modeSwitch.cancel();
2417
+ this._msArmedUp = false;
2418
+ this._settlePendingDown('closed', 'the inline-3D session closed first');
2048
2419
  if (this._observer) this._observer.disconnect();
2049
2420
  for (const win of this._windows.values()) {
2050
2421
  this._stopOverlayScan(win);
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@displayxr/inline3d",
3
- "version": "1.4.0",
3
+ "version": "1.5.0",
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",
@@ -36,6 +36,7 @@
36
36
  "files": [
37
37
  "js/inline3d.js",
38
38
  "js/inline3d-undock.js",
39
+ "js/inline3d-mode-switch.js",
39
40
  "js/inline3d-three.js",
40
41
  "js/inline3d-viewer.js",
41
42
  "js/inline3d-splat.js",