## Summary
Add Gizmo transform controls to load3d
- Remove automatic model normalization (scale + center) on load; models
now appear at their original transform. The previous auto-normalization
conflicted with gizmo controls — applying scale/position on load made it
impossible to track and reset the user's intentional transform edits vs.
the system's normalization
- Add a manual Fit to Viewer button that performs the same normalization
on demand, giving users explicit control
- Add Gizmo Controls (translate/rotate) for interactive model
manipulation with full state persistence across node properties, viewer
dialog, and model reloads
- Gizmo transform state is excluded from scene capture and recording to
keep outputs clean
## Motivation
The gizmo system is a prerequisite for these potential features:
- Custom cameras — user-placed cameras in the scene need transform
gizmos for precise positioning and orientation
- Custom lights — scene lighting setup requires the ability to
interactively position and aim light sources
- Multi-object scene composition — positioning multiple models relative
to each other requires per-object transform controls
- Pose editor — skeletal pose editing depends on the same transform
infrastructure to manipulate individual bones/joints
Auto-normalization was removed because it silently mutated model
transforms on load, making it impossible to distinguish between the
original model pose and user edits. This broke gizmo reset (which needs
to know the "clean" state) and would corrupt round-trip transform
persistence.
## Screenshots (if applicable)
https://github.com/user-attachments/assets/621ea559-d7c8-4c5a-a727-98e6a4130b66
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11274-gizmo-controls-3436d73d365081c38357c2d58e49c558)
by [Unito](https://www.unito.io)
## Summary
Adds Playwright coverage for `Preview3D execution` and persistence :
real queue execution against a `Load3D → Preview3D` workflow, plus `save
/ full reload / reopen` from the sidebar.
## What these tests do
**Fixture** (every test)
Turns on Vue Nodes, uses the sidebar for workflows, loads a Load3D →
Preview3D workflow, waits for nodes, then clears saved workflows after
the test so runs stay isolated.
**Test 1 — execution updates Preview3D**
Uploads `cube.obj`(the existing test file in the merged version) to
Load3D, runs `Queue Prompt`, then checks that Preview3D’s model_file and
Last Time Model File match and the canvas has non-zero size. No 3D
screenshots (GPU flakiness).
**Test 2 — persistence after reload**
Same upload + queue, then saves the workflow, reloads the page,
re-applies the same UI settings, opens the saved workflow, and checks
the same model path and camera state (with a small numeric tolerance).
<!-- CURSOR_SUMMARY -->
---
> [!NOTE]
> **Medium Risk**
> Adds new slow, WebGL-dependent E2E tests and fixtures, which can
increase CI runtime and introduce flakiness due to timing/graphics
variability, but does not change production logic.
>
> **Overview**
> Adds a new `Load3D → Preview3D` workflow asset and a dedicated
Playwright fixture (`Preview3DPipelineFixture`) to drive real queue
execution, upload a 3D model, and interact with the 3D canvases (orbit
drags) while asserting `model_file`/`Last Time Model File` and camera
state via node properties.
>
> Introduces camera-state comparison helpers with explicit numeric
tolerances, and adds a new `preview3dExecution.spec.ts` suite that
validates (1) Preview3D updates from execution output and (2) model +
camera persistence across save, full page reload, and reopening the
workflow from the sidebar.
>
> <sup>Reviewed by [Cursor Bugbot](https://cursor.com/bugbot) for commit
5f54b0f650. Bugbot is set up for automated
code reviews on this repo. Configure
[here](https://www.cursor.com/dashboard/bugbot).</sup>
<!-- /CURSOR_SUMMARY -->
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11014-test-add-Preview3D-execution-flow-E2E-tests-33e6d73d3650811fa298c364ae196606)
by [Unito](https://www.unito.io)
---------
Co-authored-by: Terry Jia <terryjia88@gmail.com>
## Summary
Internalize `nextFrame()` calls into fixture/helper methods so spec
authors don't need to remember to call it after common operations.
`nextFrame()` waits for one `requestAnimationFrame` (~16ms) — an extra
call is always safe, making this a low-risk refactor.
## Changes
### Phase 1: `SettingsHelper.setSetting()`
`setSetting()` now calls `nextFrame()` internally. Removed 15 redundant
calls across 7 files.
### Phase 2: `CommandHelper.executeCommand()`
`executeCommand()` now calls `nextFrame()` internally. Removed 15
redundant calls across 7 files, including the now-redundant call in
`AppModeHelper.toggleAppMode()`.
### Phase 3: `WorkflowHelper.loadGraphData()`
New helper wraps `page.evaluate(loadGraphData)` + `nextFrame()`.
Migrated `SubgraphHelper.serializeAndReload()` and `groupNode.spec.ts`.
### Phase 4: `NodeReference` cleanup
Removed redundant `nextFrame()` from `copy()`, `convertToGroupNode()`,
`resizeNode()`, `dragTextEncodeNode2()`, and
`convertDefaultKSamplerToSubgraph()`. Removed 6 spec-level calls after
`node.click('title')`.
### Phase 5: `KeyboardHelper.press()` and `delete()`
New convenience methods that press a key and wait one frame. Converted
40 `canvas.press(key)` + `nextFrame()` pairs across 13 spec files.
### Phase 6: `ComfyPage.expectScreenshot()`
New helper combines `nextFrame()` + `toHaveScreenshot()`. Converted 45
pairs across 12 spec files.
## Total impact
- **~130 redundant `nextFrame()` calls eliminated** across ~35
spec/helper files
- **3 new helper methods** added (`loadGraphData`, `press`/`delete`,
`expectScreenshot`)
- **2 existing methods** enhanced (`setSetting`, `executeCommand`)
## What was NOT changed
- `performance.spec.ts` frame-counting loops (intentional)
- `ComfyMouse.ts` / `CanvasHelper.ts` (already internalized)
- `SubgraphHelper.packAllInteriorNodes()` (deliberate orchestration)
- Builder helpers (already internalized)
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11166-refactor-internalize-nextFrame-into-fixture-helper-methods-33f6d73d3650817bb5f6fb46e396085e)
by [Unito](https://www.unito.io)
---------
Co-authored-by: Amp <amp@ampcode.com>
## Summary
Alright, alright, alright. These e2e tests have been runnin' around like
they're late for somethin', settin' tight little timeouts like the
world's gonna end in 250 milliseconds. Man, you gotta *breathe*. Let the
framework do its thing. Go slow to go fast, that's what I always say.
## Changes
- **What**: Removed ~120 redundant timeout overrides from auto-retrying
Playwright assertions (`toBeVisible`, `toBeHidden`, `toHaveCount`,
`toBeEnabled`, `toHaveAttribute`, `toContainText`, `expect.poll`) where
5000ms is already the default. Also removed sub-5s timeouts (1s, 2s, 3s)
that were just *begging* for flaky failures — like wearin' a belt and
suspenders and also holdin' your pants up with both hands. Raised the
absurdly short timeouts in `customMatchers.ts` (250ms `toPass` → 5000ms,
256ms poll → default). Kept `timeout: 5000` on `.toPass()` calls
(defaults to 0), `.waitFor()`, `waitForRequest`, `waitForFunction`,
intentionally-short timeouts inside retry loops, and conditional
`.isVisible()/.catch()` checks — those fellas actually need the help.
## Review Focus
Every remaining timeout in the diff is there for a *reason*. The ones on
`.toPass()` stay because that API defaults to zero — it won't retry at
all without one. The ones on `.waitFor()` and `waitForRequest` stay
because those are locator actions, not auto-retrying assertions. The
intentionally-short ones inside `toPass` retry loops
(`interaction.spec.ts`) and the negative assertions (`actionbar.spec.ts`
confirming no response arrives) — those are *supposed* to be tight.
The short timeouts on regular assertions were actively *encouragin'*
flaky failures. That's like settin' your alarm for 4 AM and then gettin'
mad you're tired. Just... don't do that, man. Let things take the time
they need.
38 files, net -115 lines. Less code, more chill. That's livin'.
---------
Co-authored-by: Amp <amp@ampcode.com>