@ericchen1990/pano-view 3.3.0 → 3.4.0

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package/dist/index.d.mts CHANGED
@@ -1382,9 +1382,20 @@ type ScenesProps = {
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  /** Rendered only after a scene has finished transitioning in. */
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  renderHotspots?: (scene: Scene) => ReactNode;
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  /** First paintable scene, or an incoming scene taking over after snapshot capture.
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- * The transition may still be running. Safe to apply the incoming camera view here.
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+ * The transition may still be running, and full detail may still be loading.
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+ * Safe to apply the incoming camera view here.
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  */
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  onSceneReady?: (sceneId: string) => void;
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+ /**
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+ * Extra milliseconds to hold the outgoing snapshot after it is captured and the
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+ * incoming scene has switched to full detail. `0` (default) starts the blend
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+ * immediately and keeps loading detail during it. A positive value starts the
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+ * blend early when the current view is already sharp, otherwise it waits at
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+ * most this long. The wait is separate from the blend duration. Negative and
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+ * non-finite values are treated as `0`. `transition="none"` cuts over directly
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+ * once the same condition is met.
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+ */
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+ transitionWaitForDetailMs?: number;
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  onTransitionEnd?: (event: SceneTransitionEndEvent) => void;
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  onTransitionError?: (event: SceneTransitionErrorEvent) => void;
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  /** Viewer-wide budget shared by every tile scene. Defaults to 128 MiB. */
package/dist/index.d.ts CHANGED
@@ -1382,9 +1382,20 @@ type ScenesProps = {
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  /** Rendered only after a scene has finished transitioning in. */
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  renderHotspots?: (scene: Scene) => ReactNode;
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  /** First paintable scene, or an incoming scene taking over after snapshot capture.
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- * The transition may still be running. Safe to apply the incoming camera view here.
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+ * The transition may still be running, and full detail may still be loading.
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+ * Safe to apply the incoming camera view here.
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  */
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  onSceneReady?: (sceneId: string) => void;
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+ /**
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+ * Extra milliseconds to hold the outgoing snapshot after it is captured and the
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+ * incoming scene has switched to full detail. `0` (default) starts the blend
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+ * immediately and keeps loading detail during it. A positive value starts the
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+ * blend early when the current view is already sharp, otherwise it waits at
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+ * most this long. The wait is separate from the blend duration. Negative and
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+ * non-finite values are treated as `0`. `transition="none"` cuts over directly
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+ * once the same condition is met.
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+ */
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+ transitionWaitForDetailMs?: number;
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  onTransitionEnd?: (event: SceneTransitionEndEvent) => void;
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  onTransitionError?: (event: SceneTransitionErrorEvent) => void;
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  /** Viewer-wide budget shared by every tile scene. Defaults to 128 MiB. */