Follow-up to the previous FE-729 commit. After deleting
isAssetAPIEnabled, isAssetPreviewSupported() became a wrapper that
always returned true. Remove the function and simplify all callers.
Changes:
- Delete isAssetPreviewSupported() from assetPreviewUtil.ts.
- Media3DTop.vue: drop the isAssetPreviewSupported() arm of the
loadThumbnail guard (asset.name check is still required).
- saveMesh.ts: unwrap two `if (isAssetPreviewSupported()) { ... }`
blocks in applySaveGLBOutput and the SaveGLB beforeRegisterNodeDef
extension callback.
- FormDropdownMenuItem.vue: drop the early return from
resolveMeshPreview.
- useLoad3d.ts: drop the isAssetPreviewSupported() arm of the
modelReady guard.
- Tests: remove the dead "asset preview is unsupported" branches
(useLoad3d, Media3DTop, FormDropdownMenuItem) and clean up the
associated mocks and hoisted state.
Auto-fixed unrelated tailwind class-order lint errors in five files
(VirtualGrid, RightSidePanel, Textarea, ModelInfoPanel,
WidgetSelectDefault) to keep CI green.
## Summary
When a Preview3D / Load3D / SaveGLB node lives inside a subgraph, the 3D
viewer correctly displays the model the first time you enter the
subgraph but is blank after exiting and re-entering — even though
`node.properties['Last Time Model File']` is still populated and the
underlying file is on disk.
Fix: introduce a persistent companion to `waitForLoad3d` in
`useLoad3d.ts`:
- `onLoad3dReady(callback)` — registers a callback that fires on *every*
(re-)initialization of the `Load3d` instance for a given node, not just
the first one. Cleared automatically when the node is removed from the
graph (chained into `node.onRemoved` alongside the existing
`pendingCallbacks` cleanup).
- `waitForLoad3d` keeps its original one-shot semantics so callbacks
that install per-node side effects (e.g. wrapping `node.onExecuted`,
setting `sceneWidget.serializeValue`) do not chain on remount.
- When `onLoad3dReady` is registered after a `Load3d` instance already
exists, the callback fires synchronously as well, so the same code path
covers both initial setup and subsequent rehydrations.
Preview3D / Load3D / SaveGLB move the "reapply state from
`node.properties` / `model_file` widget to the Load3d viewer" block from
`waitForLoad3d` to `onLoad3dReady`.
First mount and every subsequent remount now run identical rehydration
code, with `node.properties['Last Time Model File']` (already
workflow-JSON-serialised) as the single source of truth.
## Screenshots (if applicable)
before
https://github.com/user-attachments/assets/e4b0fe6f-c898-4210-b545-7ad6883ed722
after
https://github.com/user-attachments/assets/a4a28490-071d-4694-87a8-5eaa501ac168
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-12294-FE-702-rehydrate-3D-viewer-on-subgraph-re-entry-via-persistent-ready-hook-3616d73d3650811e93e7dedb32762711)
by [Unito](https://www.unito.io)
## Summary
- Defer thumbnail capture until camera state is restored via new
modelReady event so captureThumbnail no longer races with the saved
view, fixing the "snap back to default on hover" regression.
- Repaint the live scene at the end of captureThumbnail so the canvas is
not left with the offscreen mask/normal pass when the render loop is
gated.
- Persist post-fitToViewer model.scale + model.position into the
existing modelConfig.gizmo slot so a refresh reapplies them via the
existing applyGizmoConfigToLoad3d path; rotation stays owned by
upDirection.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11944-FE-537-fix-load3d-preserve-camera-view-fit-transform-and-first-frame-paint-after-re-3576d73d365081429653ea4740612617)
by [Unito](https://www.unito.io)
## Summary
Preview 3D and Animation nodes were stuck at the LOD from initial page
load because CSS `scale3d` transforms don't affect
`clientWidth`/`clientHeight` — `handleResize()` always received
layout-space dimensions regardless of zoom level. This fix passes
`ds.scale` as the renderer pixel ratio so the 3D scene renders at the
correct visual resolution when the graph is zoomed in or out.
## Changes
- **What**: In `Load3d.handleResize()`, call
`renderer.setPixelRatio(ds.scale)` before `setSize` so pixel density
scales with canvas zoom. A `getZoomScale` callback is threaded through
`Load3DOptions` → `Load3d` constructor → `handleResize`. In `useLoad3d`,
a watcher on `canvasStore.appScalePercentage` triggers `handleResize`
whenever the zoom level changes.
- **What**: Fix `SceneManager.captureScene()` to save and restore the
renderer's logical size and pixel ratio around capture, so exact-pixel
output is unaffected by the current zoom state.
## Review Focus
- `handleResize` now calls `setPixelRatio` before `setSize`. Three.js
renders at `logicalWidth × pixelRatio` physical pixels while CSS
displays it at `logicalWidth` CSS pixels — this is the standard pattern
for HiDPI but here used to match the visual zoom level.
- `captureScene` must reset `pixelRatio` to 1 so `setSize(w, h)`
produces exactly `w×h` pixel output. It saves and restores both logical
size and pixel ratio via `renderer.getSize()` /
`renderer.getPixelRatio()`.
- The zoom watcher is guarded with `getActivePinia()` to avoid errors in
unit tests and non-Pinia contexts.
## Test
before
https://github.com/user-attachments/assets/9778ad54-7cb2-4fdc-b200-65a683ee8e4d
after
https://github.com/user-attachments/assets/acfaaf7a-43c7-495f-b352-5dd2cdaa94db
## Analysis Report
https://linear.app/comfyorg/issue/FE-401/bug-preview-3d-and-animation-nodes-lod-stuck-at-initial-page-load
## More
- Add `debounce` and pixel ratio limit
<!-- CURSOR_SUMMARY -->
---
> [!NOTE]
> **Medium Risk**
> Medium risk because it changes core `Load3d.handleResize()` rendering
behavior (pixel ratio/LOD) and adds a debounced zoom-driven resize
watcher, which could affect performance or visual output across all
Load3D nodes. Capture logic is also refactored to manipulate renderer
size/pixel ratio and camera params, so regressions would show up in
thumbnails/exports.
>
> **Overview**
> Fixes Load3D LOD/render sharpness when the graph canvas is zoomed by
threading a new `getZoomScale` option from `useLoad3d` into `Load3d` and
using it to call `renderer.setPixelRatio()` (clamped) during
`handleResize()`.
>
> Adds a debounced watcher on `canvasStore.appScalePercentage` to
trigger `handleResize()` on zoom changes, and updates
`SceneManager.captureScene()` to temporarily force pixel ratio 1 and
restore renderer size/pixel ratio and camera settings after capture.
Coverage is expanded with new Playwright smoke coverage plus unit tests
for zoom propagation, debouncing, pixel ratio behavior, and capture
state restoration.
>
> <sup>Reviewed by [Cursor Bugbot](https://cursor.com/bugbot) for commit
261940d111. 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-11734-fix-load3d-update-renderer-pixel-ratio-on-canvas-zoom-to-fix-LOD-resolution-3516d73d365081e6b3d4cdd05f516489)
by [Unito](https://www.unito.io)
> Final piece of the PLY / 3D Gaussian Splatting series. Previous PR
made `ModelAdapterCapabilities` load-bearing on the engine side; the UI
was still gating off `isSplatModel` / `isPlyModel` proxies. This PR
routes the viewer and the viewer-mode dialog through the capability
fields directly, so the same source of truth that drives `Load3d`
behavior also drives what the user sees. Eighth and last in the series
splitting up.
## Summary
Snapshot `Load3d.getCurrentModelCapabilities()` into 5 Vue refs on each
model load and pipe them through the existing `Load3D` /
`Load3DControls` / `Load3dViewerContent` / `ModelControls` /
`ViewerModelControls` / `Preview3d` props. Replaces the format-specific
`:is-splat-model` / `:is-ply-model` props and the hardcoded "splat →
drop light/gizmo/export" subtraction with additive capability gates. No
engine behavior changes — capability values are what previous PR already
produces; UI now consumes them.
## Changes
- **`useLoad3d.ts` / `useLoad3dViewer.ts`**: 5 new refs
(`canFitToViewer` / `canUseGizmo` / `canUseLighting` / `canExport` /
`materialModes`) refreshed on every load via
`load3d.getCurrentModelCapabilities()`. `useLoad3dViewer` extracts the
snapshot into a single `captureAdapterFlags(source)` helper because it
runs in three places (initializeViewer / initializeStandaloneViewer /
loadStandaloneModel).
- **`Load3D.vue`**: gate the fit-to-viewer button on `canFitToViewer`;
pass capability refs to `Load3DControls` instead of `isSplatModel` /
`isPlyModel`.
- **`Load3DControls.vue`**: build `availableCategories` additively
(`['scene','model','camera']` plus `light` / `gizmo` / `export` if their
capability is true) rather than subtracting from a fixed list when
`isSplatModel` is true. Forwards `materialModes` to `ModelControls`.
- **`Load3dViewerContent.vue`**: gate the light / gizmo / export sidebar
sections on the capability refs; pass `materialModes` to
`ViewerModelControls`.
- **`ModelControls.vue` / `ViewerModelControls.vue`**: drop the local
`materialModes` computed (which derived its options from `isPlyModel`
and a hardcoded mesh list) and accept `materialModes` as a `readonly
MaterialMode[]` prop. An empty array hides the dropdown entirely.
- **`Preview3d.vue`** (renderer linearMode): mirror the prop swap on the
standalone preview path.
## Review Focus
- **Capability prop wiring is the only public-API change for child
components**. `ModelControls` and `ViewerModelControls` lost
`hideMaterialMode` / `isPlyModel` props. Any extension that imported
these components directly will need to migrate, but they're internal
`src/components/load3d/controls/**` files and not part of the documented
extension surface.
- **Empty-`materialModes` semantics**: previously hidden via
`:hide-material-mode`; now hidden via `materialModes.length === 0`.
`SplatModelAdapter` declares `materialModes: []`, so the splat case
keeps the same behavior — the dropdown disappears. PLY adds
`'pointCloud'` to the array, so the dropdown picks up that mode
automatically without the controls needing an `isPlyModel` branch.
- **`captureAdapterFlags` runs after every load completes**, so
switching between mesh and splat in the same viewer instance updates the
chrome correctly. Verified via the new `Load3D.test.ts` /
`Load3dViewerContent.test.ts` cases.
- **Capability gating is inclusive of `canFitToViewer`** in this PR even
though `Load3DControls` has no fit category — the fit-to-viewer floating
button on `Load3D.vue` is what reads it. PLY's `fitToViewer: true` means
the button stays visible for PLY users.
## Coverage
| File | Stmts | Branch | Funcs |
|---|---|---|---|
| `Load3D.vue` (modified) | 53.3% | **95.5%** | 83.3% |
| `Load3DControls.vue` (modified) | 77.5% | **94.8%** | 86.4% |
| `Load3dViewerContent.vue` (modified) | 60.6% | 72.1% | 54.5% |
| `controls/ModelControls.vue` (modified) | 16.3% | 0% | 0% |
| `controls/viewer/ViewerModelControls.vue` (modified) | **100%** |
**100%** | **100%** |
| `composables/useLoad3d.ts` (modified) | 78.7% | 64.5% | 71.4% |
| `composables/useLoad3dViewer.ts` (modified) | 76.0% | 52.1% | 66.7% |
Four new test files (`Load3D.test.ts` / `Load3DControls.test.ts` /
`Load3dViewerContent.test.ts` /
`controls/viewer/ViewerModelControls.test.ts`) cover the new capability
gating directly: each component is rendered with capability flags
toggled on/off and the appropriate sidebar / dropdown / button
visibility is asserted. Capability prop forwarding from `Load3D.vue` →
`Load3DControls.vue` and from `Load3dViewerContent.vue` →
`ViewerModelControls.vue` is exercised end-to-end.
`controls/ModelControls.vue` is the legacy node-side ModelControls — its
existing tests live elsewhere and were not in this PR's scope; the diff
line covered (the `v-if="materialModes.length > 0"` swap) is exercised
by the new `Load3DControls.test.ts` cases that drive a non-empty / empty
`materialModes` through. `Preview3d.vue` (renderer linearMode) has no
test file in the project; the prop swap there is the same shape as the
`Load3D.vue` swap which is covered.
`useLoad3d.ts` / `useLoad3dViewer.ts` percentages are roughly the
pre-existing baseline. The diff lines (the 5 new refs and the
`captureAdapterFlags` helper) are exercised by the existing composable
tests via the mock that now stubs `getCurrentModelCapabilities()`.
73 new component unit tests; 393 total load3d-related tests pass on this
branch.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11711-feat-load3d-bind-UI-capability-gating-to-ModelAdapterCapabilities-3506d73d365081b3af68f30e3f728e24)
by [Unito](https://www.unito.io)
> 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)
## Summary
Undo on a workflow with an interactive 3D/camera node (e.g. Qwen
MultiAngle Camera) broke the interactive UI: it disappeared for Vue
Nodes 2.0 and desynced for LiteGraph.
Root cause: `initializeLoad3d` in `useLoad3d.ts` assigned
`node.onRemoved`, `node.onResize`, and the other node lifecycle handlers
by direct assignment, overwriting the cleanup chain that `addWidget()`
had already appended during node construction (line `node.onRemoved =
useChainCallback(node.onRemoved, () => widget.onRemove?.())` in
`domWidget.ts`). When undo cleared the graph, `widget.onRemove` never
ran, so the component widget stayed in `domWidgetStore` pointing at a
detached element while new nodes registered fresh widgets at the same
UUID keys.
Fix: wrap all of those assignments with `useChainCallback` so earlier
subscribers (widget registration, badge composables, extension
nodeCreated hooks) continue to fire.
- Fixes FE-214
(<https://linear.app/comfyorg/issue/FE-214/undo-breaks-and-desyncs-qwen-multiangle-camera-ui>)
## Red-Green Verification
| Commit | CI Status | Purpose |
|--------|-----------|---------|
| `test: add failing test for FE-214 undo losing Load3D widget callback
chain` | 🔴 Red | Proves the test catches the bug |
| `fix: chain Load3D node lifecycle callbacks to preserve widget
cleanup` | 🟢 Green | Proves the fix resolves the bug |
## Test Plan
- [ ] CI red on test-only commit
- [ ] CI green on fix commit
- [ ] Manual: load Qwen MultiAngle Camera workflow, mutate camera, press
Ctrl+Z, confirm interactive UI stays mounted and value reflects restored
state (Vue Nodes 2.0 and LiteGraph)
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11359-fix-chain-Load3D-node-lifecycle-callbacks-to-preserve-widget-cleanup-3466d73d365081e2b64de65c26ee6abf)
by [Unito](https://www.unito.io)
## 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 `HDRIManager` to load `.hdr/.exr` files as equirectangular
environment maps via **three.js** `RGBELoader/EXRLoader`
- Uploads HDRI files to the server via `/upload/image` API so they
persist across page reloads
- Restores HDRI state (enabled, **intensity**, **background**) from node
properties on reload
- Auto-enables "**Show as Background**" on successful upload for
immediate visual feedback
- Hides standard directional lights when HDRI is active; restores them
when disabled
- Hides the Light Intensity control while HDRI is active (lights have no
effect when HDRI overrides scene lighting)
- Limits HDRI availability to PBR-capable formats (.gltf, .glb, .fbx,
.obj); automatically disables when switching to an incompatible model
- Adds intensity slider and "**Show as Background**" toggle to the HDRI
panel
## How to Use HDRI Environment Lighting
1. Load a 3D model using a Load3D or Load3DViewer node (supported
formats: .gltf, .glb, .fbx, .obj)
2. Open the control panel → go to the Light tab
3. Click the globe icon to open the **HDRI panel**
4. Click Upload HDRI and select a` .hdr` or `.exr` file
5. The environment lighting applies automatically — the scene background
also updates to preview the panorama
6. Use the intensity slider to adjust the strength of the environment
lighting
7. Toggle Show as Background to show or hide the HDRI panorama behind
the model
## Screenshots
https://github.com/user-attachments/assets/1ec56ef0-853e-452f-ae2b-2474c9d0d781
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-10818-feat-load3d-add-optional-HDRI-environment-lighting-to-3D-preview-nodes-3366d73d365081ea8c7ad9226b8b1e2f)
by [Unito](https://www.unito.io)
<!-- CURSOR_SUMMARY -->
---
> [!NOTE]
> **Medium Risk**
> Adds new HDRI loading/rendering path and persists new
`LightConfig.hdri` state, touching Three.js rendering, file uploads, and
node property restoration. Risk is moderate due to new async flows and
potential compatibility/performance issues with model switching and
renderer settings.
>
> **Overview**
> Adds optional **HDRI environment lighting** to Load3D previews,
including a new `HDRIManager` that loads `.hdr`/`.exr` files into
Three.js environment/background and exposes controls for enable/disable,
background display, and intensity.
>
> Extends `LightConfig` with an `hdri` block that is persisted on nodes
and restored on reload; `useLoad3d` now uploads HDRI files, loads them
into `Load3d`, maps scene light intensity to HDRI intensity, and
auto-disables HDRI when the current model format doesn’t support it.
>
> Updates the UI to include embedded HDRI controls under the Light panel
(with dismissable overlays and icon updates), adjusts light intensity
behavior when HDRI is active, and adds tests/strings/utilities
(`getFilenameExtension`, `mapSceneLightIntensityToHdri`, new constants)
to support the feature.
>
> <sup>Reviewed by [Cursor Bugbot](https://cursor.com/bugbot) for commit
b12c9722dc54a227004bdc383e3bf583504ebdce. Bugbot is set up for automated
code reviews on this repo. Configure
[here](https://www.cursor.com/dashboard/bugbot).</sup>
<!-- /CURSOR_SUMMARY -->
---------
Co-authored-by: Terry Jia <terryjia88@gmail.com>
## Summary
The previous approach generated thumbnails server-side and uploaded them
as `model.glb.png` alongside the model file. This breaks on cloud
deployments where output files are renamed to content hashes, severing
the filename-based association between a model and its thumbnail.
Replace the server-upload approach with client-side Three.js rendering
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-9471-Feat-3d-thumbnail-inline-rendering-31b6d73d3650816fbd7dd05b507aa80d)
by [Unito](https://www.unito.io)
Update imports for VueUse v14 compatibility:
- `toValue` → import from `vue` (dropped from VueUse v14)
- `MaybeRef` type → import from `vue` (dropped from VueUse v14)
These APIs were deprecated in VueUse v12 and removed in v14 in favor of
Vue's native exports.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-8550-fix-update-imports-for-VueUse-v14-compatibility-2fb6d73d365081b0bac1d01d4092c176)
by [Unito](https://www.unito.io)
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
* **Chores**
* Updated VueUse dependencies to newer versions for improved
compatibility
* Minor package entry reorganization (no functional changes)
* **Refactor**
* Consolidated imports to use native Vue utilities where applicable
* **Tests**
* Updated unit tests: improved outside-click simulation and cleanup;
migrated tests to use the real store setup for more realistic test
behavior
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Amp <amp@ampcode.com>
## Summary
This PR refactors the Load3d 3D rendering system to remove its direct
dependency on LGraphNode, making it a more decoupled and reusable
component. The core rendering engine is now framework-agnostic and can
be used in any context, not just within LiteGraph nodes.
## Changes
1. Decoupled Load3d from LGraphNode
- Before: Load3d directly accessed node.widgets and node.properties
- After: Load3d accepts optional parameters and callbacks, delegating
node integration to the calling code
2. Event-Driven State Management
- Removed internal storage from Load3d core components
- Camera, controls, and view helper managers now emit cameraChanged
events instead of directly storing state
- External code (e.g., useLoad3d) listens to events and handles
persistence to node.properties
3. Reactive Dimension Updates
- Introduced getDimensions callback to support reactive dimension
updates
- Fixes the issue where dimension changes in vueNodes mode required a
refresh
- The callback is invoked on every render to get fresh width/height
values
4. Improved Configuration System
- Load3DConfiguration now accepts properties: Dictionary<NodeProperty |
undefined> instead of custom storage
interface
- Uses official LiteGraph type definitions (Dictionary, NodeProperty)
- More semantic parameter naming: storage → properties
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-6707-refactor-remove-node-as-dependency-in-3d-node-2ab6d73d365081ffac1cdce354781ce8)
by [Unito](https://www.unito.io)
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/10025https://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)