Commit Graph

14 Commits

Author SHA1 Message Date
Terry Jia
8d8ae7dfc0 feat: share one WebGL context across all 3D views (#13547)
## Summary
Browsers cap live WebGL contexts per page, so each Load3D node owning
its own renderer broke once enough 3D nodes were added. All 3D views now
share a single offscreen WebGLRenderer: each view renders into the
bottom-left region of the shared drawing buffer and blits the frame into
its own plain 2D canvas, which has no context limit.

- Add sharedWebGLRenderer (refcounted singleton, grow-only buffer) and
RendererView (per-view canvas + per-view renderer state + blit)
- Per-view renderer state (tone mapping, color space, clear color) is
applied before each view renders; HDRIManager and SceneModelManager
write to it instead of the renderer
- OrbitControls/TransformControls bind to the node container explicitly
- ViewHelperManager renders the axes helper itself so it can position
and scale independently of renderer DOM layout
- RecordingManager records from the view canvas; capture renders at
exact size on the shared buffer as before
- On last view release the context is force-lost and webglcontextlost is
dispatched synchronously so context-loss handlers still run

## Screenshots (if applicable)
before
<img width="2155" height="1527" alt="image"
src="https://github.com/user-attachments/assets/35a7ab8a-28dd-41ba-8349-525bd2e97977"
/>

after
<img width="918" height="430" alt="屏幕截图 2026-07-09 135025"
src="https://github.com/user-attachments/assets/67328577-bd82-4494-921a-6d298442d081"
/>
<img width="1636" height="1509" alt="image"
src="https://github.com/user-attachments/assets/a3be9215-7cd0-427c-8264-1fd964d3ace1"
/>
2026-07-13 09:50:30 -04:00
Pablo
38c034e1d6 feat(load3d): prototype top-bar chrome for embedded 3D viewer (#13205)
## Summary

Prototype redesign of the embedded 3D viewer controls into a framed
top/bottom-bar chrome. Proof-of-concept for design exploration — not
intended to merge as-is.

## Changes

- **What**: Replaces the floating viewer controls (`Load3DControls`)
with a new `Load3DMenuBar` framed chrome: a black top bar with a
category dropdown (Scene / 3D Model / Camera / Lighting) and the active
category's actions (labels collapse to icons on narrow nodes), plus a
black bottom bar with Record (left) and fit + export (right). Export is
moved out of the menu into the bottom-right button. Adds a "Clay"
material mode that renders meshes with a flat grey material so geometry
is visible without textures.
- **Breaking**: None — `Load3D.vue` swaps the component and hides its
existing right-side button column behind `v-if="false"`; nothing is
deleted.

## Review Focus

- Design prototype: `Load3D.vue` swaps `Load3DControls` →
`Load3DMenuBar` and hides the existing fit/center/expand/record column.
The original components are left untouched.
- The only changes outside the prototype component are for the **Clay**
material mode, which touches shared engine code: `MaterialMode` type
(`interfaces.ts`), the runtime material switch (`SceneModelManager.ts`),
the capability lists (`MeshModelAdapter.ts`, `ModelAdapter.ts`,
`useLoad3d.ts`), and the i18n label.
- Known prototype gaps: **Record** is a visual toggle only (pulsing dot,
not wired to real recording); **fit** reuses the existing
`handleFitToViewer`; **export** reuses the existing format options.

## Screenshots (if applicable)

Prototype walkthrough captured during development (top-bar chrome,
category dropdown, labeled-vs-icon collapse, Clay material, pulsing
Record). Available on request.

---------

Co-authored-by: PabloWiedemann <PabloWiedemann@users.noreply.github.com>
Co-authored-by: Terry Jia <terryjia88@gmail.com>
2026-07-12 23:09:54 -04:00
Terry Jia
7df62ca75e feat: add PreviewGaussianSplat + PreviewPointCloud extensions (#12545)
## Summary
Two dedicated 3D viewer extensions for the splat / point-cloud.

- Comfy.PreviewGaussianSplat targets backend node 'PreviewGaussianSplat'
(.ply / .spz / .splat / .ksplat).
- Comfy.PreviewPointCloud targets backend node 'PreviewPointCloud' (.ply
point clouds).

PLY auto-dispatch, no more user-facing engine choice for 3DGS:

**Please be aware that I have not yet implemented any UI optimizations
on the frontend for world models such as World Labs' Marble, no WSAD
controls, no scale optimization yet**

BE: https://github.com/Comfy-Org/ComfyUI/pull/14194

## Screenshots (if applicable)
ksplat file:
<img width="2714" height="1391" alt="image"
src="https://github.com/user-attachments/assets/9024db9d-20e9-44ea-ab14-500810d2946a"
/>
splat file:
<img width="2938" height="1410" alt="image"
src="https://github.com/user-attachments/assets/de768fa5-9d55-4560-9fb3-b218b96ea0c7"
/>
spz file:
<img width="1729" height="845" alt="image"
src="https://github.com/user-attachments/assets/cc09e568-77c9-45b3-a6cc-8f5d1062f3ec"
/>
ply (splat) file:
<img width="1702" height="843" alt="image"
src="https://github.com/user-attachments/assets/2a51c2ce-046b-4843-9e58-634bc45cbcce"
/>
ply (point cloud) file:
<img width="1701" height="842" alt="image"
src="https://github.com/user-attachments/assets/db75808e-3481-4ecc-8582-e4fec21163fd"
/>
2026-06-01 14:25:06 -04:00
Terry Jia
52d77e6ee0 chore: upgrade sparkjs to 2.x and three to 0.184 (#12396)
## Summary
- Spark 2.x requires SparkRenderer in scene tree; add it in SceneManager
and protect it in clearModel so model reloads don't dispose the splat
renderer.
- three 0.184 OrbitControls listens on ownerDocument; drop redundant
pointermove/up .stop in Load3D containers so the document listener can
receive events.
- Narrow Texture.image type for 0.184 strict typing.
2026-05-21 10:06:20 -04:00
Christian Byrne
551cf21fb1 fix(load3d): reapply up-direction after fitToViewer() transform reset (#11826)
## Summary

`fitToViewer()` in `SceneModelManager` resets the model rotation to
`(0,0,0)` as part of its normalize-and-scale flow, but does not reapply
`currentUpDirection` afterward. This causes a state/view mismatch when
the user has previously selected a non-default up-axis (e.g. `+x`,
`-z`): the model snaps back to its raw orientation while the Up
Direction control still shows the previously selected value.

## Changes

- In `fitToViewer()`, clear `originalRotation` (to avoid compounding
with the stale pre-fit base) then reapply `currentUpDirection` if it is
not `'original'`
- Add 5 unit tests covering: no-op when no model, reapplication of
direction, no rotation compounding on repeated calls, zero rotation for
`'original'` direction, and stale `originalRotation` guard

## Testing

### Automated

- `src/extensions/core/load3d/SceneModelManager.test.ts` — 5 new tests
in `describe('fitToViewer')`
- All 48 unit tests pass

### E2E Verification Steps

1. Open the Load3D viewer with any 3D model
2. Change **Up Direction** to any non-default value (e.g. `+x` or `-z`)
— observe model rotates correctly
3. Click **Fit to Viewer** — model should remain in the chosen
up-direction orientation, not snap back to raw orientation
4. Click **Fit to Viewer** again — rotation should remain stable (no
compounding)
5. Change Up Direction back to `original` then click **Fit to Viewer** —
model should return to neutral orientation `(0,0,0)`

## Review Focus

The key invariant: `fitToViewer()` resets `rotation.set(0,0,0)`
explicitly, so we must clear `originalRotation = null` before calling
`setUpDirection`. Otherwise `setUpDirection` restores the stale pre-fit
rotation as a base and then adds the direction offset on top,
compounding incorrectly.

Fixes #11347

<!-- Pipeline-Ticket: pick-issue-3414 -->

┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
2026-05-04 20:29:24 -04:00
Christian Byrne
2c8ecd82ec fix(load3d): snapshot original materials before reapplying materialMode (#11825)
## Summary

Fixes a bug where models reloaded in wireframe/normal/depth modes would
not restore to their original materials correctly, because the material
snapshot was being taken *after* the mode was applied.

## Changes

- Move `setupModelMaterials(model)` to immediately after
`scene.add(model)` and before `setMaterialMode()` / `setUpDirection()`
in `SceneModelManager.setupModel()`
- Save `materialMode` into `pendingMaterialMode` before calling
`setupModelMaterials()`, since the latter internally calls
`setMaterialMode('original')` which resets `this.materialMode` —
preserving the value ensures the subsequent reapplication guard works
correctly
- Update stale test assertion that reflected the old (incorrect) call
order
- Add regression test: verifies that `originalMaterials` captures the
pre-mutation material and that restoring to `'original'` after a
non-original load gives back the true original mesh material

## Testing

### Automated

- `src/extensions/core/load3d/SceneModelManager.test.ts` — 44 tests, all
pass
- Full load3d test suite — 401 tests, all pass

### E2E Verification Steps

1. Open ComfyUI with a Load3D node
2. Load any GLB/OBJ model
3. Switch Material Mode to **Wireframe** (or Normal/Depth)
4. Load a different model (or reload the same one)
5. Switch Material Mode back to **Original**
6. Verify the model renders with its original diffuse/PBR materials (not
wireframe)

## Review Focus

The key invariant: `setupModelMaterials()` must snapshot mesh materials
in their *unmodified* state. It must run before any `setMaterialMode()`
call that mutates them. The `pendingMaterialMode` variable is needed
because `setupModelMaterials()` internally calls
`setMaterialMode('original')`, which updates `this.materialMode`, making
the subsequent guard `if (this.materialMode !== 'original')` silently
skip reapplication without it.

Fixes #11344

<!-- Pipeline-Ticket: pick-issue-3417 -->

┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
2026-05-04 20:28:09 -04:00
Christian Byrne
df2ae6f2d0 fix(load3d): dispose THREE.Points GPU resources in clearModel() (#11836)
Fixes #11345

## Summary

`clearModel()` in `SceneModelManager` only traversed and disposed
`THREE.Mesh` instances, leaving `THREE.Points` objects (created by
`handlePLYModeSwitch()` for point-cloud mode) leaking GPU geometry and
material memory on repeated point-cloud loads/clears.

## Changes

- `SceneModelManager.ts`: extend the dispose traversal in `clearModel()`
to also handle `THREE.Points`, mirroring the pattern already used by
`removeAllMainModelsFromScene()`.
- `SceneModelManager.test.ts`: add regression test verifying
`geometry.dispose()` and `material.dispose()` are called for
`THREE.Points` children on `clearModel()`.

┆Issue is synchronized with this [Notion
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by [Unito](https://www.unito.io)
2026-05-02 12:39:12 +00:00
Terry Jia
42ff7b6c62 refactor(load3d): drive viewer behavior from ModelAdapter capabilities (#11660)
> Final architectural step in the PLY / 3D Gaussian Splatting series.
Previous PR introduced `ModelAdapter` with a dormant `capabilities`
field; this PR makes those capabilities load-bearing and replaces the
remaining `instanceof SplatMesh` / `instanceof BufferGeometry` switches
with adapter-driven dispatch. Together with previous one it removes the
last of the format-specific branching from `SceneModelManager` /
`Load3d`. Seventh in the series splitting up the
https://github.com/Comfy-Org/ComfyUI_frontend/pull/11495.

## Summary

Drive viewer behavior (fit-to-viewer, default camera pose, world bounds,
GPU dispose, material rebuild) from `ModelAdapterCapabilities` + 3 new
optional adapter methods, instead of `SceneModelManager` reflecting on
model shape. `Load3d` is rewritten to take its 13 managers as injected
`Load3dDeps`; a new `createLoad3d` factory assembles them and threads a
single `AdapterRef` between `LoaderManager` (writer) and
`SceneModelManager` + `Load3d` (readers). Splat orientation +
decoder-race + sizing bugs are fixed as a side effect — splats now
render upright, fill the grid, and don't lock the OrbitControls target
on first frame.

## Changes

- **`ModelAdapter.ts`**: add `AdapterRef = { current: ModelAdapter |
null }` shared handle and 3 optional adapter methods —
`computeBounds(model)`, `disposeModel(model)`, `defaultCameraPose()`.
- **`SplatModelAdapter.ts`**: implement all 3 optional methods; `await
splatMesh.initialized` so first-frame bounds are populated (fixes a
decoder race that collapsed the OrbitControls target onto the camera);
`quaternion.set(1, 0, 0, 0)` to convert sparkjs's OpenCV (Y-down,
Z-forward) to three.js (Y-up, Z-back); flip `fitToViewer` back to `true`
and bump `fitTargetSize` to `20` so splats fill the 20-unit grid instead
of shrinking to 1/4 of it.
- **`PointCloudModelAdapter.ts`**: extract
`buildPointCloudForMaterialMode` so `SceneModelManager` rebuilds via the
same code path the initial load uses; `setPath` so PLYs that reference
relative assets resolve correctly.
- **`LoaderManager.ts`**: accept optional `AdapterRef`; write through it
instead of the internal `_currentAdapter` field. `clearModel()` now runs
while the old adapter is still current so its `disposeModel()` can
release renderer-owned resources.
- **`SceneModelManager.ts`**: accept 4 capability lambdas
(`getCurrentCapabilities` / `getBoundsFromAdapter` /
`disposeModelViaAdapter` / `getDefaultCameraPose`) with
`DEFAULT_MODEL_CAPABILITIES` / null fallbacks. `setupModel`,
`fitToViewer`, and material-mode rebuild are now capability-driven;
`containsSplatMesh` (30 lines of `instanceof` traversal) and
`handlePLYModeSwitch` (90 lines of duplicated PLY rebuild) are gone.
- **`Load3d.ts`**: ctor switches from manager-creation to deps-injected
(`Load3dDeps`); add `getCurrentModelCapabilities()` reader; gate
`setGizmoEnabled` / `setGizmoMode` / `resetGizmoTransform` /
`applyGizmoTransform` on `capabilities.gizmoTransform`; `isSplatModel` /
`isPlyModel` now read `adapterRef.current?.kind` directly.
- **`createLoad3d.ts`** (new): single factory that builds the renderer
(`createRenderer`), assembles all 13 managers in dependency order, and
threads one shared `AdapterRef` through `LoaderManager` and
`SceneModelManager`'s 4 capability lambdas.
- **`useLoad3d.ts` / `useLoad3dViewer.ts`**: switch from `new
Load3d(container, options)` to `createLoad3d(container, options)`. No
other call-site changes.

## Review Focus

- **Capability dispatch parity**: walk each former hardcoded branch in
`SceneModelManager` and confirm it now falls out of the right
capability:
- `containsSplatMesh()` → `!capabilities.fitToViewer` +
`getDefaultCameraPose()`
- `handlePLYModeSwitch()` → `capabilities.requiresMaterialRebuild` +
`buildPointCloudForMaterialMode()`
- `Box3.setFromObject(model)` for sizing → `getBoundsFromAdapter(model)
?? Box3.setFromObject(model)`
- Mesh/Points geometry+material disposal in `clearModel` → still
happens, plus `disposeModelViaAdapter(obj)` for adapter-owned resources
(sparkjs SplatMesh internal GPU state)
- **`AdapterRef` lifecycle**: one ref is created in `createLoad3d`,
passed to `LoaderManager` (writer) and `SceneModelManager` (read via 4
closures). `LoaderManager.loadModel` clears via the *old* adapter first
(so `disposeModel` runs), then null-resets the ref before picking the
new one. Test `keeps the old adapter current while clearModel runs` pins
this ordering.
- **Splat fixes are user-visible, not pure refactor**:
- Orientation: `quaternion.set(1, 0, 0, 0)` matches the sparkjs README
convention. Without it splats render upside-down and mirrored on Z. Same
rotation is applied to the camera-from-matrices output in PR-E so a
future splat + camera-pose pair lines up.
- Decoder race: `await splatMesh.initialized` ensures `getBoundingBox`
returns a non-zero box on the first call. Without it `setupModel`'s
bounds → camera pipeline placed the OrbitControls target on the camera
origin, locking the view.
- Sizing: `fitTargetSize: 20` (vs. the mesh default of 5) means splat
geometry spans the full 20-unit grid footprint instead of ~1/4 of it.
Mesh assets are unaffected.
- **Gizmo gating**: `setGizmoEnabled(true)` early-returns when
`capabilities.gizmoTransform` is false. Internal
`setGizmoEnabled(false)` still runs (so we can always disable).
`setGizmoMode` / `resetGizmoTransform` / `applyGizmoTransform` no-op
when the capability is off.
- **`createLoad3d` is the single ctor entry**: `new Load3d(...)` is no
longer callable from app code (ctor signature changed to `(container,
deps, options)`). All call sites use `createLoad3d`. Test scaffolding
still uses `Object.create(Load3d.prototype)` + property injection where
it needs to bypass renderer creation.
- **Backwards compatibility**: `LoaderManager`'s `adapterRef` and
`SceneModelManager`'s 4 capability lambdas all have defaults
(`createAdapterRef()` and `() => DEFAULT_MODEL_CAPABILITIES` etc.), so
the existing test suites that construct these classes with the old
signatures still compile and pass without modification beyond what's in
this PR.

## Coverage

| File | Stmts | Branch | Funcs | Lines |
|---|---|---|---|---|
| `ModelAdapter.ts` (modified) | **100%** | **100%** | **100%** |
**100%** |
| `LoaderManager.ts` (modified) | **100%** | 91.7% | 86.7% | **100%** |
| `MeshModelAdapter.ts` (unchanged) | **100%** | **100%** | **100%** |
**100%** |
| `PointCloudModelAdapter.ts` (modified) | **97.9%** | 69.2% | 71.4% |
**97.9%** |
| `SplatModelAdapter.ts` (modified) | **100%** | **100%** | **100%** |
**100%** |
| `SceneModelManager.ts` (modified) | 75.4% | 67.2% | 72.2% | 75.4% |
| `Load3d.ts` (modified) | 29.5% | 30.6% | 26.7% | 30.1% |
| `createLoad3d.ts` (new) | 83.8% | **100%** | 58.3% | 83.8% |
| `useLoad3d.ts` (modified) | 78.2% | 65.1% | 71.4% | 82.2% |
| `useLoad3dViewer.ts` (modified) | 75.2% | 52.1% | 65.9% | 79.4% |

`SplatModelAdapter.ts` jumps to 100% via 6 new tests covering the
orientation set, the `await initialized` decoder wait, `computeBounds`
(world-space transform + null fallback), `disposeModel` (per-SplatMesh
dispose + no-op on non-splat trees), and `defaultCameraPose`.

`createLoad3d.ts` hits 100% branch via a new test file with 12 cases —
`WebGLRenderer` config, `Load3DOptions` forwarding, `AdapterRef`
identity between `LoaderManager` and `SceneModelManager`, and the 4
capability lambdas in both adapter-null and adapter-published states
(each delegates correctly to the adapter's optional methods or falls
back to defaults). The remaining func% reflects the inline
`gizmoTransformChange` callback — not a deliberate skip, just out of
scope for the dispatch-wiring tests.

`SceneModelManager.ts` and `Load3d.ts` numbers are the pre-existing
baseline — the existing `*.test.ts` files cover façade methods via
prototype injection rather than instantiating the classes (`Load3d`
constructor needs `THREE.WebGLRenderer`, which happy-dom can't provide;
`SceneModelManager` covers the new capability paths via its existing
`createManager(overrides)` helper). All new branches (capability gating,
capability-driven `setupModel` / `fitToViewer` / rebuild, adapter-driven
`isSplatModel` / `isPlyModel`) have dedicated tests.

Net diff: **+846 / −370** across 16 files (10 production, 6 test).

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11660-refactor-load3d-drive-viewer-behavior-from-ModelAdapter-capabilities-34f6d73d36508130b0ece884add182b9)
by [Unito](https://www.unito.io)
2026-04-27 21:32:21 -04:00
Terry Jia
deba72e7a0 gizmo controls (#11274)
## 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)
2026-04-18 22:45:06 -04:00
Terry Jia
dad1eafecc feat: add skeleton visualization toggle for 3D models (#7857)
## Summary

For better support animation 3d model custon node, such as
https://github.com/jtydhr88/ComfyUI-HY-Motion1, add ability to show/hide
skeleton bones in Load3D nodes for models with skeletal animation. Uses
THREE.SkeletonHelper with root bone detection to properly support both
FBX and GLB model formats.

## Screenshots


https://github.com/user-attachments/assets/df9de4a6-549e-4227-aa00-8859d71f43d1

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-7857-feat-add-skeleton-visualization-toggle-for-3D-models-2e06d73d365081a39f49f81f72657a70)
by [Unito](https://www.unito.io)
2026-01-06 19:11:06 -07:00
Terry Jia
3c4b99ed84 3dgs & ply support (#7602)
## Summary

integrated sparkjs https://sparkjs.dev/, built by [world labs
](https://www.worldlabs.ai/) to support 3dgs.

- Add 3D Gaussian Splatting (3DGS) support using @sparkjsdev/spark
library
- Add PLY file format support with multiple rendering engines
- Support new file formats: `.ply`, `.spz`, `.splat`, `.ksplat`
- Add PLY Engine setting with three options: `threejs` (mesh), `fastply`
(optimized ASCII point clouds), `sparkjs` (3DGS)
- Add `FastPLYLoader` for 4-5x faster ASCII PLY parsing
- Add `original(Advanced)` material mode for point cloud rendering with
THREE.Points

3dgs generated by https://marble.worldlabs.ai/

test ply file from:
1. made by https://github.com/PozzettiAndrea/ComfyUI-DepthAnythingV3
2. threejs offically repo

## Screenshots


https://github.com/user-attachments/assets/44e64d3e-b58d-4341-9a70-a9aa64801220



https://github.com/user-attachments/assets/76b0dfba-0c12-4f64-91cb-bfc5d672294d



https://github.com/user-attachments/assets/2a8bfe81-1fb2-44c4-8787-dff325369c61



https://github.com/user-attachments/assets/e4beecee-d7a2-40c9-97f7-79b09c60312d

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-7602-3dgs-ply-support-2cd6d73d3650814098fcea86cfaf747d)
by [Unito](https://www.unito.io)
2025-12-20 14:04:16 -07:00
Terry Jia
afa10f7a1e [refactor] refactor load3d (#5765)
Summary

Fully Refactored the Load3D module to improve architecture and
maintainability by consolidating functionality into a
centralized composable pattern and simplifying component structure. and
support VueNodes system

  Changes

- Architecture: Introduced new useLoad3d composable to centralize 3D
loading logic and state
  management
- Component Simplification: Removed redundant components
(Load3DAnimation.vue, Load3DAnimationScene.vue,
  PreviewManager.ts) 
- Support VueNodes
- improve config store
- remove lineart output due Animation doesnot support it, may add it
back later
- remove Preview screen and keep scene in fixed ratio in load3d (not
affect preview3d)
- improve record video feature which will already record video by same
ratio as scene
Need BE change https://github.com/comfyanonymous/ComfyUI/pull/10025


https://github.com/user-attachments/assets/9e038729-84a0-45ad-b0f2-11c57d7e0c9a



┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-5765-refactor-refactor-load3d-2796d73d365081728297cc486e2e9052)
by [Unito](https://www.unito.io)
2025-10-31 16:19:35 -04:00
snomiao
cbb0f765b8 feat: enable verbatimModuleSyntax in TypeScript config (#5533)
## Summary
- Enable `verbatimModuleSyntax` compiler option in TypeScript
configuration
- Update all type imports to use explicit `import type` syntax
- This change will Improve tree-shaking and bundler compatibility

## Motivation
The `verbatimModuleSyntax` option ensures that type-only imports are
explicitly marked with the `type` keyword. This:
- Makes import/export intentions clearer
- Improves tree-shaking by helping bundlers identify what can be safely
removed
- Ensures better compatibility with modern bundlers
- Follows TypeScript best practices for module syntax

## Changes
- Added `"verbatimModuleSyntax": true` to `tsconfig.json`
- Updated another 48+ files to use explicit `import type` syntax for
type-only imports
- No functional changes, only import/export syntax improvements

## Test Plan
- [x] TypeScript compilation passes
- [x] Build completes successfully  
- [x] Tests pass
- [ ] No runtime behavior changes

🤖 Generated with [Claude Code](https://claude.ai/code)

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-5533-feat-enable-verbatimModuleSyntax-in-TypeScript-config-26d6d73d36508190b424ef9b379b5130)
by [Unito](https://www.unito.io)
2025-09-18 21:05:56 -07:00
Terry Jia
d22d62b670 [3d] initial version of 3d viewer (#3968)
Co-authored-by: github-actions <github-actions@github.com>
2025-08-10 21:09:19 -07:00