@liveroom-tech/react-immersive 1.1.0 → 1.1.2

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package/README.md CHANGED
@@ -431,7 +431,7 @@ runAction("car-body", "toggle-visibility");
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  Current note:
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  - visibility-style actions (`toggle-visibility`) update binding data through `onObjectBindingsChange`
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- - color/material actions still rely on `ModelViewer`'s built-in UI popovers, so `runAction` dispatches those events but does not open the internal color picker or texture upload popover by itself
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+ - color/material actions still rely on `ModelViewer`'s built-in UI, so `runAction` dispatches those events but does not open the built-in color picker or texture upload panel by itself
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  ## `BindingBuilder`
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@@ -1727,7 +1727,7 @@ Notes:
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  - each `style.material` group also accepts a texture-map slot (`metalnessMap`, `roughnessMap`, `normalMap`, `aoMap`, `clearcoatMap`, etc.); color maps are decoded as sRGB and data maps as linear automatically
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  - `BindingBuilder` intentionally omits exact Sketchfab glossiness, cavity, and subsurface-scattering workflows; those require preprocessing or a different material pipeline
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  - `cameraState` stores a saved camera view for the object; when both `position` and `target` are set, the viewer uses that view when the object is focused or selected instead of falling back to `fitToBox`
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- - `metrics` and `metadata` are displayed in the side panel JSON preview
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+ - `metrics` and `metadata` are displayed in the side panel as nested key/value fields (objects expand into indented child labels)
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  - `ObjectBindingType` is a large union covering vehicles, rooms, furniture, characters, weapons, environment, and more
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  ## Supported Built-In Actions
@@ -1739,9 +1739,9 @@ Action handling is currently hardcoded in `ModelViewer`.
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  - `toggle-visibility`
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  Hides or shows the selected mesh by setting `binding.visible` and calling `onObjectBindingsChange`
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  - `change-color`
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- Opens the color picker; the chosen hex is applied as a live preview while dragging and committed into `binding.style.material.baseColor` via `onObjectBindingsChange` when the picker closes
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+ Opens the color picker inline beneath the action; the chosen hex is applied as a live preview while dragging and committed into `binding.style.material.baseColor` via `onObjectBindingsChange` when the picker closes
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  - `change-material`
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- Opens the texture upload popup for JPG, PNG, and WebP files; if `onTextureUpload` is provided, the file is passed to it and the returned URL is stored in `binding.style.material.texture.path`; otherwise a session-scoped blob URL is used as the fallback
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+ Opens the texture upload panel inline beneath the action for JPG, PNG, and WebP files; if `onTextureUpload` is provided, the file is passed to it and the returned URL is stored in `binding.style.material.texture.path`; otherwise a session-scoped blob URL is used as the fallback
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  ## How Rendering Works
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@@ -1774,10 +1774,10 @@ Pass `shadows={false}` to disable shadow rendering entirely, or pass a custom `l
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  The current component includes its own UI shell:
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  - a viewer layout that fills its parent container
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- - a sliding left side panel about `280px` wide
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+ - a sliding left side panel about `280px` wide (collapses to half-width on narrow screens so the canvas keeps its other half)
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  - a canvas area that fills the remaining width
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- - a floating color picker popover
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- - a floating texture upload popover
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+ - a color picker that expands inline beneath the **Change Color** action
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+ - a texture upload panel that expands inline beneath the **Change Material** action
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  - a right scene objects panel with search and per-object visibility toggles
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  Because of that, it works best when mounted in a container with an explicit height.