@displayxr/inline3d 1.40.0 → 1.40.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +30 -0
- package/call.d.ts +5 -4
- package/camera.d.ts +5 -4
- package/dist/call.js +4 -4
- package/js/call/options.js +3 -2
- package/js/camera/pair-cursor.js +112 -49
- package/js/inline3d-call.js +1 -1
- package/js/inline3d-camera.js +1 -1
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -5,6 +5,36 @@ 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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## 1.40.2 — 2026-10-11
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Touches the **preview tier** (`./call`, `./camera`) only; no API change.
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### Stereo-tile depth cursor: the margin is 2 mm on the glass
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- The arrow now floats **2 mm** (of on-screen disparity) in front of content that comes out of the
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screen, and hands back to the OS arrow under **0.3 mm** — the runtime's 0.03 / 0.005 of the eye
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baseline, so a stereo tile's cursor and a lifted tile's (runtime #1908) sit identically. 1.40.1
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used ~1–2 buffer px, which on a small tile was a fraction of a millimetre. Physical units come from
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the tile's `displayMetrics()` (the panel's pixel pitch); before it answers, the CSS reference px.
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## 1.40.1 — 2026-10-11
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Touches the **preview tier** (`./call`, `./camera`) only: how `cursor: 'depth'` looks and moves. No
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API change.
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### Stereo-tile depth cursor: the normal arrow, and only ever in front of the screen
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- **It never goes inside the display.** 1.40.0 put the cursor at the depth of whatever was under
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it, so over a background behind the glass it sank behind the glass too. Now the depth only moves
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to keep content that comes OUT of the screen from overlapping it; over anything on or behind the
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glass it stays on the screen plane.
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- **It is the normal arrow, not a crosshair.** On the plane nothing is drawn: it is the OS cursor,
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untouched. Only while the person under it pops out is the arrow drawn into both halves, just in
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front of them, at the OS arrow's size (19 CSS px; `height` still overrides it), with the OS
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cursor hidden exactly then. The footprint now covers the arrow's body, not a ring round its tip.
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- Same filter as before: it comes forward fast and hands back to the OS arrow smoothly as the
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content sinks. Matches the native lifted-content cursor (runtime #1908).
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## 1.40.0 — 2026-10-10
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Touches the **preview tier** (`./call`, `./camera`) only: one new option, off by default. New type
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package/call.d.ts
CHANGED
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@@ -216,10 +216,11 @@ export interface CallOptions {
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*/
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autoConverge?: boolean;
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/**
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* `'depth'`: over a 3D (stereo) tile — a peer's or your self view —
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*
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* `'depth'`: over a 3D (stereo) tile — a peer's or your self view — the cursor is never
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* overlapped by what comes out of the screen: where the person under the pointer pops out, the
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* normal arrow is drawn just in front of them (runtime ADR-046; the depth is measured off each
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* tile's two halves). Everywhere else it is the plain OS arrow on the screen plane — it never goes
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* inside the display. Lifted (2D→3D) and flat tiles keep the normal cursor. Off by default (zero cost).
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* `<dxr-call cursor="depth">`.
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*/
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cursor?: 'depth' | PairCursorOptions;
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package/camera.d.ts
CHANGED
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@@ -189,7 +189,7 @@ export function isStereoCamera(x: unknown): x is StereoCamera;
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* depth under the pointer is MEASURED off its two halves, so there is no anchor mode or margin.
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*/
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export interface PairCursorOptions {
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/**
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/** Arrow height as a fraction of the tile height (default: the OS arrow's size, 19 CSS px). */
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height?: number;
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/** `'window'` (default): the cursor stays while the pointer is over DOM on the tile (a badge). `'canvas'`: only over the canvas itself. */
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pointerScope?: 'canvas' | 'window';
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@@ -205,9 +205,10 @@ export interface CameraViewOptions {
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/** The tile's aspect (w/h) = the woven buffer's per-eye aspect. Default 16/9. */
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aspect?: number;
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/**
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* `'depth'`: while the pointer is over the woven view
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*
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* is never drawn on the glass behind a face that
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* `'depth'`: while the pointer is over the woven view and what is under it comes out of the
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* screen, the normal arrow is drawn just in front of it (runtime ADR-046, measured off the pair's
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* two halves), so it is never drawn on the glass behind a face that pops out. Otherwise it is the
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* plain OS arrow on the screen plane; it never goes inside the display. Off by default (zero cost).
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*/
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cursor?: 'depth' | PairCursorOptions;
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/**
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