@displayxr/inline3d 1.5.1 → 1.6.1
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 +87 -0
- package/README.md +10 -3
- package/index.d.ts +9 -0
- package/js/inline3d-model.js +3 -0
- package/js/inline3d-splat.js +3 -0
- package/js/inline3d-three.js +22 -4
- package/js/inline3d-viewer.js +142 -9
- package/js/inline3d.js +138 -6
- package/package.json +1 -1
- package/viewer.d.ts +56 -0
package/CHANGELOG.md
CHANGED
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@@ -5,6 +5,93 @@ 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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## 1.6.1 — 2026-09-09
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Touches the **core tier** (`.`) with a behaviour fix only — no API changes — and the **preview tier**
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(`./viewer`, `./splat`, `./model`) with one additive option. A page that ignores everything below
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renders identically while it is weaving; the changes only decide what a canvas shows once nothing
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weaves it any more.
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### Fixed
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- **A canvas nothing is weaving can no longer be left holding a raw side-by-side pair**
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([#28](https://github.com/DisplayXR/displayxr-web/issues/28), field report
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[browser-pvt#99](https://github.com/DisplayXR/displayxr-browser-pvt/issues/99)). Every fallback in
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this SDK was decided once at boot, so four paths ended with a tile showing a flat squeezed
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left|right pair, permanently — the symptom users report as "3D element shows SBS", usually on a
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slow connection:
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- session `end` tore down without the mono repaint `_deactivate` does — every image and video
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canvas kept its last SBS frame; teardown, deactivate and a failed activate now share one
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`_paintMono`;
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- an image whose download landed **after** teardown painted a fresh SBS pair into a canvas with no
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layer — `_paint` now forces the mono branch (and a 1:1 buffer) whenever the manager is stopped or
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the window has no live layer, whatever `win.sbs` says;
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- a throwing `new XRDisplayLayer()` was swallowed silently and left the canvas as it was — it now
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warns once per window (with the error) and repaints mono; still no retry;
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- a buffering video (`readyState < 2`) skipped its paint entirely, so its canvas layer went idle and
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could drop out of the browser's aggregated frame — it now re-commits its last decoded frame with
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an identity blit.
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- **One throwing scene no longer stops the windows after it from repainting.** `onFrame` is contained
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per window and warned about once; an un-redrawn canvas is exactly what the browser's weave join
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loses.
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### Added
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- **`addScene({ onLayerLost })`** (preview tier): called once when a scene window's layer goes away
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for good (session end, or the layer could not be created) — not when a lazy tile scrolls off. The
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SDK does not own a scene canvas's pixels, so this is how it tells the owner to go flat.
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`SceneViewer.onLayerLost` is the ready-made handler (`startMono()`), and `./splat` / `./model` wire
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it for you.
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## 1.6.0 — 2026-09-08
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Touches the **preview tier** (`./viewer`) and fixes a **documentation error in the core tier**.
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Purely additive to the viewer's API: no framing behaviour changes and no existing option changes
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meaning, so a page that ignores everything below renders identically to 1.5.1.
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### Added
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- **`SceneViewer` has an output surface** ([#26](https://github.com/DisplayXR/displayxr-web/issues/26)).
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It could frame, scale and orbit a subject but never say where the subject ended up, so pages
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that needed that — a pop-out readout, a depth-budget check, a HUD that must clear the model —
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had to read `_pivot`, `_fitScale` and `_zoom`. Three additions replace all of it:
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- **`getSubjectBounds()`** → `{center, extent, front, back, scale}` in **display metres**, for
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the pose being drawn. `front` is the surface nearest the viewer (`> 0` = out of the glass),
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`back` the far side, `scale` the model-unit → metre factor in force (fit × zoom).
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**Call it per frame.** The orbit rotates the *subject*, so yaw swings its depth into the
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display's `z`: a page-shaped subject 1 m × 0.02 m is 0.01 m deep face-on and 0.5 m deep
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turned side-on. Anything measured once at load is correct at yaw 0 and wrong everywhere
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else — and with `idleSpin` on, yaw 0 is a passing instant. The call allocates one object and
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does no matrix work.
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- **`depthOffset`** (get/set) — slides the subject along the depth axis in display metres,
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`+` toward the viewer. It **translates and never rescales**, so it moves the depth budget
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without resizing it.
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- **`getPose({target})`** — the counterpart to `setPose`. Yaw/pitch/zoom are eased, so
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mid-gesture "what is drawn" and "what it is settling toward" genuinely differ; the default
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reports the drawn value, `target: true` the destination.
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- `setPose()` now also accepts `depthOffset`.
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### Changed
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- **`fitTo()` no longer discards `depthOffset`.** It used to hardcode the pivot's z to 0, so
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reframing a subject silently threw away where the author had placed it. `resetPose()` clears
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it, which is where "back to default" belongs. **No effect on any 1.5.x page**: the offset is 0
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unless something sets it, and 0 is what `fitTo` used to write.
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- `samples/model` reads `getSubjectBounds()` instead of `_fitScale`, and prints its footprint and
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pop-out **live** — the visible disagreement between that and the static fit numbers is the
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point, and is why the call is per-frame.
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### Fixed
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- **The depth axis was documented BACKWARDS.** `docs/authoring-inline-3d.md` and the header of
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`inline3d-three.js` both said "`+z` behind the glass, `−z` in front". It is the other way
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round: the runtime places the nominal viewer at `z = +0.6 m` with the glass at `z = 0`
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(`dxr_view_math`'s `nomv`), so **`+z` is toward the viewer, out of the glass**. Every mono
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fallback camera in this repo already sat at `+z` for that reason, so only the prose was wrong —
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but the prose is what authors code against, and the symptom is a depth control whose labels are
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inverted. Symmetric subjects hide it completely. New section:
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[Which way is out](docs/authoring-inline-3d.md#which-way-is-out).
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## 1.5.1 — 2026-09-06
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### Fixed
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package/README.md
CHANGED
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@@ -65,8 +65,14 @@ if (!wall.supported) {
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The browser weaves each element's stereo pair at its on-screen rect; the surrounding DOM stays flat.
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The runtime batches every visible window into one weave per frame, so it scales to a wall of elements.
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-
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-
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Most pages want the default — a **display rig**, where the canvas is a portal onto a virtual
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display and the runtime places the eyes. That includes every scene that frames a *subject* (a model
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or splat viewer, an avatar, a product hero) **even when the user orbits it**: rotate the subject,
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not the camera, and the stereo comes out the same for a figurine and an airliner.
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A scene whose viewpoint the user *moves through a world* — first person, a walkthrough, a game, a
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map, an editor, a ported VR app — can instead hand its own camera to the runtime and let eye
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tracking perturb that frustum. That is a **camera rig**:
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```js
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import { cameraRigFromCamera } from '@displayxr/inline3d/three';
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@@ -104,7 +110,8 @@ js/
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inline3d.js the SDK: createInline3D() → { addImage, addVideo, addScene }, feature-detect,
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SBS buffer management, and a lazy create/close lifecycle for many windows
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inline3d-three.js optional three.js helper (EyeCamera: off-axis projection from the session's eyes)
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-
inline3d-viewer.js experimental: SceneViewer — framing, orbit, idle turntable, mono fallback
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inline3d-viewer.js experimental: SceneViewer — framing, orbit, idle turntable, mono fallback,
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and the placement readback (getSubjectBounds / getPose / depthOffset)
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inline3d-splat.js experimental: addSplat() — a Gaussian splat window via Spark
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inline3d-model.js experimental: addModel() — a glTF/GLB window; wires Draco / meshopt / KTX2
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from what the asset declares (you serve the decoder files — see the guide)
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package/index.d.ts
CHANGED
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@@ -179,6 +179,15 @@ export interface SceneOptions extends TileOptions {
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viewRig?: XRViewRigInit;
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/** Element whose visibility drives the lazy create/close lifecycle (defaults to the canvas). */
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observe?: Element;
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/**
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* Called once when this window's weave layer goes away for good — the session ended, or the
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* layer could not be created. You own a scene canvas's pixels, so this is the SDK's only way
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* to tell you that the side-by-side pair in it is no longer being woven and is now just
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* squeezed 2D on the page: take the canvas flat here (`SceneViewer.startMono`, or your own
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* mono path). NOT called when a lazy tile merely scrolls off screen — that layer is coming
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* back. A throw is caught and warned about.
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*/
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onLayerLost?: () => void;
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}
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/** The per-frame render callback passed to {@link Inline3D.addScene}. */
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package/js/inline3d-model.js
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if (wall && wall.supported) {
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handle = wall.addScene(canvas, viewer.onFrame, {
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virtualDisplayHeight,
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// The layer can go away for good (the session ends, the constructor refuses): take the
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// canvas flat rather than leave its last side-by-side frame on the page (web#28).
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onLayerLost: viewer.onLayerLost,
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...(observe ? { observe } : {}),
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});
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} else {
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package/js/inline3d-splat.js
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if (wall && wall.supported) {
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handle = wall.addScene(canvas, viewer.onFrame, {
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virtualDisplayHeight,
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// The layer can go away for good (the session ends, the constructor refuses): take the
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// canvas flat rather than leave its last side-by-side frame on the page (web#28).
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onLayerLost: viewer.onLayerLost,
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...(observe ? { observe } : {}),
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});
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} else {
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package/js/inline3d-three.js
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// are already scaled to your scene by the layer's `virtualDisplayHeight` (see addScene) — the
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// runtime places each eye at eye_physical × (virtualDisplayHeight / element_physical_height),
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// so the z=0 plane spans that virtual display. Author your scene in metres for a display that
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// tall (0.24 m by default), put focused content at z=0 (
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//
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// tall (0.24 m by default), put focused content at z=0 (POSITIVE z is toward the viewer, out
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// of the glass; negative z is behind it), and render `eye.camera` directly. No per-frame world scaling — that is the whole
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// point of using the rig instead of re-deriving it in the app, and it mirrors the native
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// reference apps (cube_handle), which supply one scale number and consume render-ready views.
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//
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* anything here: this function only fills in a descriptor, and every off-axis projection stays
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* in the runtime, where it is the same code the native apps use.
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*
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* WHICH RIG. Decide by what the USER moves, not by whether you hold a camera. If the user turns
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* a SUBJECT — a model, a splat, an avatar, a product hero, and yes, an orbit around one — use a
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* display rig and rotate the subject under a fixed portal: a display rig is scale-invariant, so a
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* figurine and an airframe get the same stereo. A camera rig is literal (two eyes 63 mm apart at
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* your camera), so its disparity falls off as baseline / framing distance and a big subject framed
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* from far away renders FLAT. Use a camera rig for a viewpoint the user moves through a world:
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* first person, a walkthrough, a game, a map, an editor, a ported VR app.
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*
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* CONVERGENCE IS THE ONE KNOB TO GET RIGHT. It is the distance at which content sits ON the
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* glass; everything nearer pops out, everything further recedes. Point it at whatever the viewer
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* is meant to be looking at (
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* that is usually just the
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* is meant to be looking at (the subject's centre, a hit-tested surface) — with a moving camera
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* that is usually just the distance to it. Left at 0 it means infinity, which puts the entire
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* scene in front of the display and is comfortable for almost nothing.
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*
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* COMFORT. The runtime's rule is `ipdFactor × metersToVirtual × convergenceDiopters × N <= 1`
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* runtime clamps out-of-range values itself, once, with a warning — but a scene authored in
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* centimetres with a 0.1-unit convergence is the shape of the mistake.
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*
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* COMFORT IS NOT A DEPTH METER. It bounds where the depth budget SITS (it guards the background
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* against divergence), not how big the budget is. The budget is
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* `(baseline / tan(vFov/2)) * (1/z_near - 1/z_far)`, which convergence cancels out of exactly —
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* convergence slides the scene relative to the glass and never resizes its depth, which is why
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* ipdFactor/parallaxFactor here are ABSOLUTE rather than scaled by the convergence distance. A
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* window that weaves but looks FLAT is a budget problem (a 63 mm baseline framing a large subject
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* from far away) and comfort will report a healthy number while it happens. Do not rescale the
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* baseline to paper over it: a camera rig needing a scale correction is a scene that wanted a
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* display rig.
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*
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* @param {object} THREE your imported three.js module namespace.
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* @param {object} camera a THREE.PerspectiveCamera (`.fov` in degrees, `.matrixWorld` current).
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* @param {object} [opts]
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package/js/inline3d-viewer.js
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// viewer.content.add(myMesh);
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// viewer.fitTo(center, extent); // model-space bounds of the subject
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// const wall = await createInline3D();
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// if (wall.supported)
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// if (wall.supported)
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// wall.addScene(canvas, viewer.onFrame, {
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// virtualDisplayHeight: 0.18,
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// onLayerLost: viewer.onLayerLost, // the session ended: go flat rather than show raw SBS
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// });
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// else viewer.startMono();
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//
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// WHY FRAMING IS SCENE-GRAPH WORK AND NOT A RIG FIELD. The native display rig
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const IDLE_DELAY_MS = 2500;
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const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
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// NaN/Infinity into a transform silently blanks the tile — three propagates it into the
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// matrix and every vertex lands undefined. Reject at the setter instead.
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const finite = (v, fallback) => (typeof v === 'number' && Number.isFinite(v) ? v : fallback);
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/**
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* Robust model-space bounds from a flat array of splat/vertex centres.
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this._fitScale = 1;
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this._zoom = 1;
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this._targetZoom = 1;
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// Author-driven slide along the depth axis, display metres, +z toward the viewer. Applied
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// by _applyTransform, PRESERVED by fitTo, cleared by resetPose. Default 0 means every page
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// that never touches it is bit-identical to 1.5.x.
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this._depthOffset = 0;
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// Subject half-extents in MODEL units, from the last fitTo. getSubjectBounds turns these
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// into a display-space box under the live pose; without them it would have to re-measure
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// the content every call.
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this._subjectHalf = [0, 0, 0];
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this._yaw = 0;
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this._pitch = 0;
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this._targetYaw = 0;
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if (orbit) this._bindOrbit();
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this._resize();
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275
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// Bound so
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// Bound so they can be passed straight to addScene without a wrapper closure.
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277
|
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}
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+
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/**
|
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+
* The weave layer went away for good — pass this to `wall.addScene(canvas, viewer.onFrame,
|
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|
+
* { onLayerLost: viewer.onLayerLost })` (`./splat` and `./model` do it for you).
|
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+
*
|
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|
+
* Without it the canvas keeps its last woven side-by-side frame on screen as ordinary squeezed
|
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|
+
* 2D, because `_mode` stays `'3d'` and every mono fallback in this SDK is a one-shot decision
|
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|
+
* made at boot (web#28). Going mono here is safe even if a tile is later re-woven: `onFrame`
|
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|
+
* calls `stopMono()` on the first 3D frame it gets.
|
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|
+
*/
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+
onLayerLost() {
|
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|
+
if (this._disposed) return;
|
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|
+
this.startMono();
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}
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295
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/**
|
|
@@ -278,10 +308,12 @@ export class SceneViewer {
|
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308
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const e = Array.isArray(extent) ? extent : [extent.x, extent.y, extent.z];
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309
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310
|
this._centering.position.set(-c[0], -c[1], -c[2]);
|
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|
+
// Recorded for getSubjectBounds(). Model units; the fit scale is applied at read time so a
|
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312
|
+
// later zoom or orbit needs no re-measure.
|
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|
+
this._subjectHalf = [Math.abs(e[0]) / 2, Math.abs(e[1]) / 2, Math.abs(e[2]) / 2];
|
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314
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282
315
|
if (this.fit === 'none') {
|
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316
|
this._fitScale = 1;
|
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|
-
this._pivot.position.z = 0;
|
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317
|
} else {
|
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318
|
const box = this.canvas.getBoundingClientRect();
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319
|
const aspect = box.height > 0 ? box.width / box.height : 1;
|
|
@@ -325,8 +357,9 @@ export class SceneViewer {
|
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357
|
//
|
|
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358
|
// A biased variant that slid the subject behind the glass was tried and dropped: on
|
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327
359
|
// hardware it read WORSE, and it moved content the wrong way besides. Do not re-add it
|
|
328
|
-
// without a hardware comparison.
|
|
329
|
-
|
|
360
|
+
// without a hardware comparison. `depthOffset` is NOT that variant: it is an author
|
|
361
|
+
// asking for a specific placement, and it stays 0 unless someone sets it — so the
|
|
362
|
+
// default framing this comment defends is unchanged.
|
|
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363
|
|
|
331
364
|
// Backstop only: something pathologically deep still gets scaled down.
|
|
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365
|
const sz = (this.depthLimit * vH) / ez;
|
|
@@ -341,19 +374,115 @@ export class SceneViewer {
|
|
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341
374
|
this.monoCamera.lookAt(0, 0, 0);
|
|
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375
|
}
|
|
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376
|
|
|
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|
-
/**
|
|
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|
-
|
|
377
|
+
/**
|
|
378
|
+
* Set the pose directly. Angles in degrees; zoom is a multiplier on the fit scale;
|
|
379
|
+
* depthOffset is display metres along the depth axis (+ toward the viewer).
|
|
380
|
+
*
|
|
381
|
+
* This SNAPS — it writes the eased value and its target together. The easing in _tick exists
|
|
382
|
+
* for input, not for programmatic placement.
|
|
383
|
+
*/
|
|
384
|
+
setPose({ yaw, pitch, zoom, depthOffset } = {}) {
|
|
346
385
|
if (yaw !== undefined) this._targetYaw = this._yaw = yaw;
|
|
347
386
|
if (pitch !== undefined) {
|
|
348
387
|
this._targetPitch = this._pitch = clamp(pitch, this.pitchLimit[0], this.pitchLimit[1]);
|
|
349
388
|
}
|
|
350
389
|
if (zoom !== undefined) this._targetZoom = this._zoom = clamp(zoom, ZOOM_MIN, ZOOM_MAX);
|
|
390
|
+
if (depthOffset !== undefined) this._depthOffset = finite(depthOffset, this._depthOffset);
|
|
391
|
+
this._applyTransform();
|
|
392
|
+
}
|
|
393
|
+
|
|
394
|
+
/**
|
|
395
|
+
* What the pose IS right now — the counterpart to setPose, and the reason an app no longer
|
|
396
|
+
* has to read `_zoom` to know where its subject sits.
|
|
397
|
+
*
|
|
398
|
+
* `_tick` eases yaw/pitch/zoom toward their targets, so during an orbit or a wheel-zoom the
|
|
399
|
+
* two answers genuinely differ and consumers want different ones: a readout that describes
|
|
400
|
+
* what is ON SCREEN wants the eased value (the default), while "remember this view" wants
|
|
401
|
+
* the target it is settling on. depthOffset never eases, so both agree.
|
|
402
|
+
*
|
|
403
|
+
* @param {object} [opts]
|
|
404
|
+
* @param {boolean} [opts.target=false] report the values being eased TOWARD.
|
|
405
|
+
* @returns {{yaw:number, pitch:number, zoom:number, depthOffset:number}} degrees / multiplier
|
|
406
|
+
* / metres.
|
|
407
|
+
*/
|
|
408
|
+
getPose({ target = false } = {}) {
|
|
409
|
+
return {
|
|
410
|
+
yaw: target ? this._targetYaw : this._yaw,
|
|
411
|
+
pitch: target ? this._targetPitch : this._pitch,
|
|
412
|
+
zoom: target ? this._targetZoom : this._zoom,
|
|
413
|
+
depthOffset: this._depthOffset,
|
|
414
|
+
};
|
|
415
|
+
}
|
|
416
|
+
|
|
417
|
+
/**
|
|
418
|
+
* Where the subject actually IS, in display metres, under the pose being drawn.
|
|
419
|
+
*
|
|
420
|
+
* This is the viewer's output surface. Everything a page needs in order to reason about
|
|
421
|
+
* depth — a pop-out readout, a depth-budget check, a HUD that must clear the subject — is a
|
|
422
|
+
* function of this box, and none of it is derivable from the outside: the fit scale, the
|
|
423
|
+
* live zoom and the orbit are all viewer state.
|
|
424
|
+
*
|
|
425
|
+
* THE ORBIT IS WHY THIS CANNOT BE CACHED. The pivot rotates about Y (and X), so yaw swings
|
|
426
|
+
* the subject's DEPTH into the display's z and its width out of it. A page that measures its
|
|
427
|
+
* model once at load and scales by zoom is correct at yaw 0 and wrong everywhere else — and
|
|
428
|
+
* with `idleSpin` on, yaw 0 is a passing instant. Call this per frame; it allocates one
|
|
429
|
+
* object and does no matrix work.
|
|
430
|
+
*
|
|
431
|
+
* SIGNS. Display space puts the viewer at +z and the glass at z = 0, so `front` (the surface
|
|
432
|
+
* nearest the viewer) is the LARGER z and a positive `front` means the subject pops out of
|
|
433
|
+
* the glass. `back` is the far side; a negative `back` is depth behind the glass. See
|
|
434
|
+
* docs/authoring-inline-3d.md § "Which way is out".
|
|
435
|
+
*
|
|
436
|
+
* The box is axis-aligned in display space and encloses the oriented subject — the standard
|
|
437
|
+
* conservative bound, so it never under-reports pop-out.
|
|
438
|
+
*
|
|
439
|
+
* @returns {{center:{x:number,y:number,z:number}, extent:{x:number,y:number,z:number},
|
|
440
|
+
* front:number, back:number, scale:number}} metres, except `scale` which is the
|
|
441
|
+
* model-unit → metre factor currently in force (fit x zoom).
|
|
442
|
+
*/
|
|
443
|
+
getSubjectBounds() {
|
|
444
|
+
const s = this._fitScale * this._zoom;
|
|
445
|
+
const [hx, hy, hz] = this._subjectHalf;
|
|
446
|
+
const p = (this._pitch * Math.PI) / 180;
|
|
447
|
+
const y = (this._yaw * Math.PI) / 180;
|
|
448
|
+
// Rows of R = Rx(pitch) . Ry(yaw) — the same product _applyTransform builds, and the same
|
|
449
|
+
// order, which is the part that matters (see its comment on why 'XYZ' and not 'YXZ').
|
|
450
|
+
// |row| . half gives the AABB half-extent along that world axis.
|
|
451
|
+
const cp = Math.cos(p);
|
|
452
|
+
const sp = Math.sin(p);
|
|
453
|
+
const cy = Math.cos(y);
|
|
454
|
+
const sy = Math.sin(y);
|
|
455
|
+
const ex = s * (Math.abs(cy) * hx + Math.abs(sy) * hz);
|
|
456
|
+
const ey = s * (Math.abs(sp * sy) * hx + Math.abs(cp) * hy + Math.abs(sp * cy) * hz);
|
|
457
|
+
const ez = s * (Math.abs(cp * sy) * hx + Math.abs(sp) * hy + Math.abs(cp * cy) * hz);
|
|
458
|
+
const cz = this._depthOffset;
|
|
459
|
+
return {
|
|
460
|
+
center: { x: 0, y: 0, z: cz },
|
|
461
|
+
extent: { x: 2 * ex, y: 2 * ey, z: 2 * ez },
|
|
462
|
+
front: cz + ez,
|
|
463
|
+
back: cz - ez,
|
|
464
|
+
scale: s,
|
|
465
|
+
};
|
|
466
|
+
}
|
|
467
|
+
|
|
468
|
+
/**
|
|
469
|
+
* Slide the whole subject along the depth axis, display metres, + toward the viewer.
|
|
470
|
+
*
|
|
471
|
+
* Survives `fitTo` — a refit reframes the subject without discarding where the author put
|
|
472
|
+
* it — and is cleared by `resetPose`, which is where "back to default" belongs.
|
|
473
|
+
*/
|
|
474
|
+
get depthOffset() {
|
|
475
|
+
return this._depthOffset;
|
|
476
|
+
}
|
|
477
|
+
|
|
478
|
+
set depthOffset(m) {
|
|
479
|
+
this._depthOffset = finite(m, this._depthOffset);
|
|
351
480
|
this._applyTransform();
|
|
352
481
|
}
|
|
353
482
|
|
|
354
|
-
/** Return to the framed default pose. */
|
|
483
|
+
/** Return to the framed default pose, depth slide included. */
|
|
355
484
|
resetPose() {
|
|
356
|
-
this.setPose({ yaw: 0, pitch: 0, zoom: 1 });
|
|
485
|
+
this.setPose({ yaw: 0, pitch: 0, zoom: 1, depthOffset: 0 });
|
|
357
486
|
this._lastInput = now();
|
|
358
487
|
}
|
|
359
488
|
|
|
@@ -625,6 +754,10 @@ export class SceneViewer {
|
|
|
625
754
|
_applyTransform() {
|
|
626
755
|
const s = this._fitScale * this._zoom;
|
|
627
756
|
this._pivot.scale.setScalar(s);
|
|
757
|
+
// The depth slide lives here, not in fitTo, so it survives a refit and cannot be left
|
|
758
|
+
// stale by a code path that forgets it. x/y are never written: the fit centres the subject
|
|
759
|
+
// on the tile and sliding it sideways is a scene concern, not a viewer one.
|
|
760
|
+
this._pivot.position.z = this._depthOffset;
|
|
628
761
|
// Order 'XYZ' == R = Rx(pitch) · Ry(yaw), and the order is the whole point.
|
|
629
762
|
//
|
|
630
763
|
// Yaw must act in the subject's OWN frame (spin it on its axis); pitch must act in the
|
package/js/inline3d.js
CHANGED
|
@@ -860,6 +860,12 @@ class Inline3D {
|
|
|
860
860
|
* falls back to `virtualDisplayHeight` if one was given (that pair is the one reason
|
|
861
861
|
* to pass both) — either way the window still weaves.
|
|
862
862
|
* @param {Element} [opts.observe=canvas] element whose visibility gates lazy create/close.
|
|
863
|
+
* @param {() => void} [opts.onLayerLost] called once when this window's weave layer goes away
|
|
864
|
+
* for good — the session ended, or the layer could not be created. YOU own a scene
|
|
865
|
+
* canvas's pixels, so this is the SDK's only way to tell you that the side-by-side pair
|
|
866
|
+
* in it is no longer being woven and is now just squeezed 2D on the page; take the
|
|
867
|
+
* canvas flat here (`SceneViewer.startMono`, or your own mono path). NOT called when a
|
|
868
|
+
* lazy tile merely scrolls off screen — that layer is coming back. Errors are caught.
|
|
863
869
|
* @returns {{remove():void}}
|
|
864
870
|
*/
|
|
865
871
|
addScene(canvas, onFrame, opts = {}) {
|
|
@@ -1746,6 +1752,12 @@ class Inline3D {
|
|
|
1746
1752
|
img: null,
|
|
1747
1753
|
video: null,
|
|
1748
1754
|
onFrame: null,
|
|
1755
|
+
// Scene windows only (addScene's `onLayerLost`): the layer went away for good. See
|
|
1756
|
+
// _notifyLayerLost — `layerLostSent` keeps it one-shot per loss. Read from the options
|
|
1757
|
+
// HERE rather than after `_register` returns, because a non-lazy window activates (and can
|
|
1758
|
+
// therefore already fail to build its layer) inside this call.
|
|
1759
|
+
onLayerLost: typeof opts.onLayerLost === 'function' ? opts.onLayerLost : null,
|
|
1760
|
+
layerLostSent: false,
|
|
1749
1761
|
ready: null,
|
|
1750
1762
|
ownsBuffer: kind !== 'scene',
|
|
1751
1763
|
cornerRadius: opts.cornerRadius || 0,
|
|
@@ -1844,10 +1856,27 @@ class Inline3D {
|
|
|
1844
1856
|
? { virtualDisplayHeight: win.virtualDisplayHeight }
|
|
1845
1857
|
: {};
|
|
1846
1858
|
win.layer = new XRDisplayLayer(this.session, win.canvas, init);
|
|
1847
|
-
} catch {
|
|
1859
|
+
} catch (err) {
|
|
1848
1860
|
win.layer = null;
|
|
1861
|
+
// Say so, once per window, and take the canvas flat. Swallowed silently this was
|
|
1862
|
+
// undiagnosable in the field AND left a re-activated tile holding the SBS pair it wove
|
|
1863
|
+
// with last time — nothing repaints it, and the IntersectionObserver does not re-fire
|
|
1864
|
+
// while the tile stays intersecting. No retry: a constructor that refused this canvas will
|
|
1865
|
+
// refuse it again, and a retry loop would run per frame with nothing to report (web#28).
|
|
1866
|
+
if (!win.layerFailWarned) {
|
|
1867
|
+
win.layerFailWarned = true;
|
|
1868
|
+
console.warn(
|
|
1869
|
+
'[inline3d] new XRDisplayLayer() failed for this window — it will show FLAT 2D ' +
|
|
1870
|
+
'instead of woven 3D, and the SDK will not retry. The canvas has been repainted ' +
|
|
1871
|
+
'mono so it cannot be left holding a raw side-by-side pair.',
|
|
1872
|
+
err
|
|
1873
|
+
);
|
|
1874
|
+
}
|
|
1875
|
+
this._paintMono(win);
|
|
1876
|
+
this._notifyLayerLost(win);
|
|
1849
1877
|
return;
|
|
1850
1878
|
}
|
|
1879
|
+
win.layerLostSent = false; // a live layer again: a future loss is worth reporting again
|
|
1851
1880
|
// Nothing about the hardware state is re-asserted here, and that is the point: the panel's
|
|
1852
1881
|
// mode is the DISPLAY's, it survives a tile scrolling away, and this SDK never requests it
|
|
1853
1882
|
// behind the page's back. The rig went into the init above already flattened if a 1-view
|
|
@@ -1898,9 +1927,47 @@ class Inline3D {
|
|
|
1898
1927
|
win.layer = null;
|
|
1899
1928
|
}
|
|
1900
1929
|
// Leave a flat (left-eye-only) frame so an off-screen image/video still shows 2D.
|
|
1901
|
-
|
|
1902
|
-
|
|
1903
|
-
|
|
1930
|
+
//
|
|
1931
|
+
// A SCENE is deliberately NOT notified here (see _notifyLayerLost): its layer is coming
|
|
1932
|
+
// back the moment the tile scrolls into view again, and `SceneViewer.onFrame` takes the
|
|
1933
|
+
// backing store back to SBS by itself — collapsing on every scroll would make the lazy
|
|
1934
|
+
// lifecycle visible as a mode change.
|
|
1935
|
+
this._paintMono(win);
|
|
1936
|
+
}
|
|
1937
|
+
|
|
1938
|
+
/**
|
|
1939
|
+
* Take a window whose layer is gone back to the ONE state a canvas nothing weaves may be left
|
|
1940
|
+
* in: a flat, left-eye-only frame in a 1:1 buffer (web#28).
|
|
1941
|
+
*
|
|
1942
|
+
* Shared by _deactivate, _teardown and the _activate failure path precisely so the three
|
|
1943
|
+
* cannot drift — _teardown used to skip it entirely, which left every image and video tile on
|
|
1944
|
+
* the page holding its last side-by-side frame, forever, the moment the session ended.
|
|
1945
|
+
* Scene canvases are the page's pixels and are handled by _notifyLayerLost instead.
|
|
1946
|
+
*/
|
|
1947
|
+
_paintMono(win) {
|
|
1948
|
+
if (!win.ownsBuffer || win.kind === 'scene') return;
|
|
1949
|
+
this._sizeBuffer(win, /*sbs*/ false);
|
|
1950
|
+
this._paint(win, null);
|
|
1951
|
+
}
|
|
1952
|
+
|
|
1953
|
+
/**
|
|
1954
|
+
* The scene half of the same problem. The SDK does not own a scene canvas's backing store, so
|
|
1955
|
+
* the most it can do is SAY the layer went away and let the owner take itself flat —
|
|
1956
|
+
* `SceneViewer` wires its `startMono()` here (`addScene({ onLayerLost })`), and `./splat` and
|
|
1957
|
+
* `./model` do that for you. Without it a scene tile keeps its last woven side-by-side frame
|
|
1958
|
+
* on screen after the session ends, because every mono fallback in this SDK and its samples is
|
|
1959
|
+
* a one-shot `!supported` branch decided at boot.
|
|
1960
|
+
*
|
|
1961
|
+
* One-shot per loss and never allowed to throw: this runs inside teardown, where a page
|
|
1962
|
+
* callback that raises must not strand the windows behind it.
|
|
1963
|
+
*/
|
|
1964
|
+
_notifyLayerLost(win) {
|
|
1965
|
+
if (win.kind !== 'scene' || typeof win.onLayerLost !== 'function' || win.layerLostSent) return;
|
|
1966
|
+
win.layerLostSent = true;
|
|
1967
|
+
try {
|
|
1968
|
+
win.onLayerLost();
|
|
1969
|
+
} catch (err) {
|
|
1970
|
+
console.warn('[inline3d] a scene window\'s onLayerLost callback threw', err);
|
|
1904
1971
|
}
|
|
1905
1972
|
}
|
|
1906
1973
|
|
|
@@ -2208,9 +2275,28 @@ class Inline3D {
|
|
|
2208
2275
|
|
|
2209
2276
|
_paint(win, _views) {
|
|
2210
2277
|
if (win.kind === 'scene' || !win.ctx) return;
|
|
2278
|
+
// NOTHING IS WEAVING THIS CANVAS (web#28, browser-pvt#99). A dead manager or a window with
|
|
2279
|
+
// no layer means the browser is not consuming this canvas as a stereo pair any more — so an
|
|
2280
|
+
// SBS paint here puts the raw squeezed left|right pair on screen as ordinary 2D page
|
|
2281
|
+
// content, permanently, because nothing ever repaints it. The path that makes this a FIELD
|
|
2282
|
+
// bug rather than a theoretical one is a slow download: `addImage`'s load resolves after the
|
|
2283
|
+
// session ended and calls `win.repaint()` straight into a canvas whose layer is gone.
|
|
2284
|
+
// Forced here rather than at each call site because the call sites are the async ones.
|
|
2285
|
+
// The buffer comes with it — the mono branch below stretches ONE eye across the whole
|
|
2286
|
+
// backing store, so leaving a 2:1 store would show a double-width half-image.
|
|
2287
|
+
const live = this._running && !!win.layer;
|
|
2288
|
+
if (!live && win.sbs) this._sizeBuffer(win, /*sbs*/ false);
|
|
2211
2289
|
const src = win.kind === 'video' ? win.video : win.img;
|
|
2212
2290
|
if (!src) return;
|
|
2213
|
-
if (win.kind === 'video' && (src.readyState || 0) < 2)
|
|
2291
|
+
if (win.kind === 'video' && (src.readyState || 0) < 2) {
|
|
2292
|
+
// Buffering: no new frame to draw, and drawing an unready <video> is a no-op per spec (it
|
|
2293
|
+
// would leave the clearRect below as the only thing that happened, i.e. blank the tile).
|
|
2294
|
+
// Skipping the paint entirely is what the old code did, and that is its own bug — see
|
|
2295
|
+
// _frame: a canvas that is not redrawn can have its layer dropped from the aggregated
|
|
2296
|
+
// frame. So re-commit what the canvas already holds instead.
|
|
2297
|
+
if (live) this._recommitLastFrame(win);
|
|
2298
|
+
return;
|
|
2299
|
+
}
|
|
2214
2300
|
const c = win.canvas;
|
|
2215
2301
|
const ctx = win.ctx;
|
|
2216
2302
|
const srcW = src.videoWidth || src.naturalWidth || src.width;
|
|
@@ -2234,6 +2320,30 @@ class Inline3D {
|
|
|
2234
2320
|
}
|
|
2235
2321
|
}
|
|
2236
2322
|
|
|
2323
|
+
/**
|
|
2324
|
+
* Re-commit the pixels the canvas already holds, unchanged — the cheapest "last decoded frame"
|
|
2325
|
+
* there is, because the last decoded frame is already in the backing store.
|
|
2326
|
+
*
|
|
2327
|
+
* Drawing the canvas onto itself is one same-size blit that dirties the canvas (which is the
|
|
2328
|
+
* whole point: see the every-frame-repaint note in _frame), and `globalCompositeOperation =
|
|
2329
|
+
* 'copy'` is what makes it a true identity — source-over would composite a feathered buffer's
|
|
2330
|
+
* transparent edges onto themselves and darken the ramp a little more every stalled frame.
|
|
2331
|
+
* Only ever reached while a source has nothing new, so a healthy video never pays for it.
|
|
2332
|
+
*/
|
|
2333
|
+
_recommitLastFrame(win) {
|
|
2334
|
+
const c = win.canvas;
|
|
2335
|
+
if (!c.width || !c.height) return;
|
|
2336
|
+
const ctx = win.ctx;
|
|
2337
|
+
try {
|
|
2338
|
+
ctx.save();
|
|
2339
|
+
ctx.globalCompositeOperation = 'copy';
|
|
2340
|
+
ctx.drawImage(c, 0, 0);
|
|
2341
|
+
ctx.restore();
|
|
2342
|
+
} catch {
|
|
2343
|
+
/* a context that refuses a self-blit: leave the stale pixels rather than blank the tile */
|
|
2344
|
+
}
|
|
2345
|
+
}
|
|
2346
|
+
|
|
2237
2347
|
/**
|
|
2238
2348
|
* Arm the next session frame. `force` starts a NEW loop even though one is nominally
|
|
2239
2349
|
* pending: each loop carries an id and only the current id re-arms, so a stalled
|
|
@@ -2293,7 +2403,22 @@ class Inline3D {
|
|
|
2293
2403
|
);
|
|
2294
2404
|
}
|
|
2295
2405
|
}
|
|
2296
|
-
|
|
2406
|
+
// Contained, and warned about once. A scene that throws (a texture that 404s, a
|
|
2407
|
+
// decoder that gives up) used to abort this loop body for every window AFTER it in the
|
|
2408
|
+
// map — and an un-redrawn canvas can have its layer dropped from the aggregated frame
|
|
2409
|
+
// (see the note below), so one broken tile took its neighbours' weave with it (web#28).
|
|
2410
|
+
try {
|
|
2411
|
+
win.onFrame(views, win.layer, f);
|
|
2412
|
+
} catch (err) {
|
|
2413
|
+
if (!win.frameThrewWarned) {
|
|
2414
|
+
win.frameThrewWarned = true;
|
|
2415
|
+
console.warn(
|
|
2416
|
+
"[inline3d] a scene window's onFrame threw; this window will keep whatever it " +
|
|
2417
|
+
'last drew, and the other windows carry on. Further throws from it are silent.',
|
|
2418
|
+
err
|
|
2419
|
+
);
|
|
2420
|
+
}
|
|
2421
|
+
}
|
|
2297
2422
|
}
|
|
2298
2423
|
} else {
|
|
2299
2424
|
// Repaint image AND video every frame. The weave reads each window's
|
|
@@ -2430,6 +2555,13 @@ class Inline3D {
|
|
|
2430
2555
|
}
|
|
2431
2556
|
win.layer = null;
|
|
2432
2557
|
}
|
|
2558
|
+
// The repaint _deactivate has always done, which this path used to skip (web#28). Closing
|
|
2559
|
+
// the layer also clears the browser's tracked rect, so from here nothing suppresses these
|
|
2560
|
+
// canvases and nothing will ever repaint them either — whatever is in the backing store
|
|
2561
|
+
// when the session ends is what the page shows from now on. A side-by-side pair is the one
|
|
2562
|
+
// thing that must not be. AFTER the close, so the flat frame is the last thing committed.
|
|
2563
|
+
this._paintMono(win);
|
|
2564
|
+
this._notifyLayerLost(win);
|
|
2433
2565
|
}
|
|
2434
2566
|
this._windows.clear();
|
|
2435
2567
|
// Page listeners go with the session that fed them: a manager whose session has ended will
|
package/package.json
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
{
|
|
2
2
|
"name": "@displayxr/inline3d",
|
|
3
|
-
"version": "1.
|
|
3
|
+
"version": "1.6.1",
|
|
4
4
|
"description": "Turn any HTML <canvas> into a glasses-free-3D window on a DisplayXR display, inside an ordinary web page. Dependency-free; progressive enhancement (falls back to plain 2D everywhere else).",
|
|
5
5
|
"type": "module",
|
|
6
6
|
"types": "./index.d.ts",
|
package/viewer.d.ts
CHANGED
|
@@ -38,9 +38,35 @@ export interface SceneViewerOptions {
|
|
|
38
38
|
}
|
|
39
39
|
|
|
40
40
|
export interface OrbitPose {
|
|
41
|
+
/** Degrees about Y. */
|
|
41
42
|
yaw?: number;
|
|
43
|
+
/** Degrees about X, clamped to `pitchLimit`. */
|
|
42
44
|
pitch?: number;
|
|
45
|
+
/** Multiplier on the fit scale. */
|
|
43
46
|
zoom?: number;
|
|
47
|
+
/** Display metres along the depth axis, `+` toward the viewer (out of the glass). */
|
|
48
|
+
depthOffset?: number;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
/**
|
|
52
|
+
* Where the subject sits in DISPLAY METRES under the pose currently being drawn — an
|
|
53
|
+
* axis-aligned box enclosing the oriented subject.
|
|
54
|
+
*
|
|
55
|
+
* Display space puts the viewer at `+z` and the glass at `z = 0`, so `front` is the larger z:
|
|
56
|
+
* a positive `front` means the subject pops OUT of the glass, a negative `back` means depth
|
|
57
|
+
* behind it.
|
|
58
|
+
*/
|
|
59
|
+
export interface SubjectPlacement {
|
|
60
|
+
/** Box centre. x and y are always 0 — the fit centres the subject on the tile. */
|
|
61
|
+
center: { x: number; y: number; z: number };
|
|
62
|
+
/** Full box size (not half-extents). */
|
|
63
|
+
extent: { x: number; y: number; z: number };
|
|
64
|
+
/** z of the surface nearest the viewer. `> 0` = in front of the glass. */
|
|
65
|
+
front: number;
|
|
66
|
+
/** z of the surface furthest from the viewer. `< 0` = behind the glass. */
|
|
67
|
+
back: number;
|
|
68
|
+
/** Model units → display metres currently in force (fit scale × zoom). */
|
|
69
|
+
scale: number;
|
|
44
70
|
}
|
|
45
71
|
|
|
46
72
|
/**
|
|
@@ -77,7 +103,31 @@ export declare class SceneViewer {
|
|
|
77
103
|
extent: number[] | { x: number; y: number; z: number },
|
|
78
104
|
): void;
|
|
79
105
|
|
|
106
|
+
/** Snap the pose. Writes the eased value and its target together. */
|
|
80
107
|
setPose(pose?: OrbitPose): void;
|
|
108
|
+
|
|
109
|
+
/**
|
|
110
|
+
* The pose as it is right now. `target: true` reports what it is easing TOWARD, which differs
|
|
111
|
+
* mid-orbit — a readout wants the default (eased), "save this view" wants the target.
|
|
112
|
+
*/
|
|
113
|
+
getPose(opts?: { target?: boolean }): Required<OrbitPose>;
|
|
114
|
+
|
|
115
|
+
/**
|
|
116
|
+
* Where the subject is, in display metres, under the live pose. Safe and cheap to call every
|
|
117
|
+
* frame; allocates one object and does no matrix work.
|
|
118
|
+
*
|
|
119
|
+
* Recompute per frame rather than caching: orbit swings the subject's depth into the
|
|
120
|
+
* display's z, so a value measured at load is only correct at yaw 0.
|
|
121
|
+
*/
|
|
122
|
+
getSubjectBounds(): SubjectPlacement;
|
|
123
|
+
|
|
124
|
+
/**
|
|
125
|
+
* Slide the subject along the depth axis, display metres, `+` toward the viewer. Survives
|
|
126
|
+
* `fitTo`; cleared by `resetPose`.
|
|
127
|
+
*/
|
|
128
|
+
depthOffset: number;
|
|
129
|
+
|
|
130
|
+
/** Return to the framed default pose, depth slide included. */
|
|
81
131
|
resetPose(): void;
|
|
82
132
|
|
|
83
133
|
/**
|
|
@@ -89,6 +139,12 @@ export declare class SceneViewer {
|
|
|
89
139
|
* frame either way, so the tile never goes dark and never smears (web#12).
|
|
90
140
|
*/
|
|
91
141
|
onFrame(views: readonly XRView[], layer: object): void;
|
|
142
|
+
/**
|
|
143
|
+
* The weave layer went away for good — pass to `addScene(canvas, viewer.onFrame,
|
|
144
|
+
* { onLayerLost: viewer.onLayerLost })` so the tile goes flat instead of showing its last
|
|
145
|
+
* side-by-side frame as squeezed 2D. Pre-bound; `./splat` and `./model` wire it for you.
|
|
146
|
+
*/
|
|
147
|
+
onLayerLost(): void;
|
|
92
148
|
|
|
93
149
|
/** Supply the ./three glue so the 3D path can build its eye camera. Returns `this`. */
|
|
94
150
|
useEyeCamera(EyeCameraClass: unknown, EdgeFeatherClass?: unknown): this;
|