Commit Graph

21 Commits

Author SHA1 Message Date
dante01yoon
b34026527a refactor(assets): remove isAssetPreviewSupported wrapper and simplify callers
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.
2026-05-19 10:27:08 +09:00
Terry Jia
5133ab6cf7 FE-416: route 3D node outputs to owner workflow on tab switch (#12295)
## Summary
When a workflow queues a 3D job (Preview3D / Load3D / SaveGLB) and the
user switches to another tab before the job completes, the WS `executed`
payload was silently dropped: `getNodeByExecutionId(app.rootGraph, …)`
resolves against the currently-visible workflow's graph, so the node
isn't found, `onExecuted` never fires, and the workflow JSON never
learns the path of the asset the backend just saved.

Worse, `setNodeOutputsByExecutionId` for top-level execution ids returns
the id verbatim without consulting rootGraph, so the old handler also
wrote the payload into the *active* (wrong) workflow's
`app.nodeOutputs`, polluting it and getting mis-attributed by
`ChangeTracker` snapshot/restore on subsequent tab switches.

This change introduces a single routing point — no new public API, no
new in-memory cache layer — that re-uses three pieces of infrastructure
that already exist independently:

1. `executionStore.jobIdToSessionWorkflowPath` already records which
workflow queued each prompt_id.
2. Each `ComfyWorkflow.ChangeTracker` already snapshots `nodeOutputs` on
`deactivate()` and replays it through the `app.nodeOutputs = …` setter
on `restore()`, which fires `onNodeOutputsUpdated` for every extension.
3. Audio nodes already implement `onNodeOutputsUpdated` to rehydrate
their widget from `nodeOutputs`. They have always been silently broken
in this same scenario (no one noticed because missing audio is less
visible than a missing 3D model); the fix here repairs audio for free as
a side effect.

The new behaviour:

- `app.ts` looks up the node against the active rootGraph *first*. Only
when found do we touch `nodeOutputStore` and call `node.onExecuted`
(existing path, unchanged). Moving the `nodeOutputStore` write inside
`if (node)` is the part that eliminates the cross-workflow pollution
above.
- When the node is not in the active rootGraph, the new
`routeExecutedToInactiveOwner` helper finds the owner workflow via
`jobIdToSessionWorkflowPath`, then writes the payload directly into
`owner.changeTracker.nodeOutputs` — the same field that `restore()`
already drains on tab switch back.
- Preview3D / SaveGLB add `onNodeOutputsUpdated` (mirroring the pattern
audio uses), normalise the path, write `node.properties['Last Time Model
File']` (already workflow-JSON-serialised), and apply it to the viewer.
The legacy `node.onExecuted` chain stays intact for live active-workflow
executions — both paths are idempotent.

## Screenshots (if applicable)
Before


https://github.com/user-attachments/assets/3803af1f-2eb6-41af-87ed-ac885a2eaad6


After


https://github.com/user-attachments/assets/72e1bed9-5f94-414d-ac31-fc925651d11b

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-12295-FE-416-route-3D-node-outputs-to-owner-workflow-on-tab-switch-3616d73d3650817b908de48a32b1d6bd)
by [Unito](https://www.unito.io)
2026-05-17 20:55:44 -04:00
Terry Jia
861d737041 FE-702: rehydrate 3D viewer on subgraph re-entry via persistent ready hook (#12294)
## 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)
2026-05-16 05:42:04 -04:00
Terry Jia
9c62bbc74a FE-412: fix(load3d): persist SaveGLB last model so it survives tab switch (#11965)
## Summary
Mirror the Preview3D pattern: store the executed file path and folder on
node.properties and reload them in nodeCreated so the mesh re-appears
when the node is recreated (e.g. after switching workflow tabs).

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11965-FE-412-fix-load3d-persist-SaveGLB-last-model-so-it-survives-tab-switch-3576d73d365081a98bcadbd9a81539d0)
by [Unito](https://www.unito.io)
2026-05-07 07:54:45 -04:00
Kelly Yang
e7e1ae25a6 fix(load3d): suppress error toast on 404 when loading output model file (#11807)
## Summary

- Adds `silentOnNotFound` option to `LoadModelOptions` interface,
threaded through `Load3d.loadModel` → `LoaderManager.loadModel`
- 404 errors (detected via message text or `response.status`) are
silently swallowed when `silentOnNotFound: true`; all other errors still
surface a toast
- Sets `silentOnNotFound: true` for output-folder loads in `load3d.ts`
and `saveMesh.ts` — covers shared workflows opened on a machine that
never ran them

## Test plan

- [x] `LoaderManager.test.ts` — 40 unit tests covering 404 suppression,
non-404 still toasts, stale load handling
- [x] `Load3DConfiguration.test.ts` — 4 unit tests verifying
`silentOnNotFound` propagates correctly through `configureForSaveMesh`
and `configure`
- [x] `load3d.spec.ts` — 2 E2E tests: 404 → no toast, 500 → toast
appears

<!-- CURSOR_SUMMARY -->
---

> [!NOTE]
> **Medium Risk**
> Changes error-handling behavior in the 3D model loading pipeline and
extends method signatures/options; risk is mainly missed call sites or
incorrectly classifying non-404 errors as 404 and hiding real failures.
> 
> **Overview**
> Prevents noisy user-facing toasts when an *output* 3D model referenced
by `Preview3D`/`SaveGLB` is missing locally by adding a
`silentOnNotFound` flag and suppressing the "Error loading model" toast
specifically for HTTP 404 failures.
> 
> Threads the new `LoadModelOptions` through `Load3d.loadModel` →
`LoaderManager.loadModel` and updates `Load3DConfiguration`/callers to
opt in for output-folder loads, with new unit + Playwright coverage (404
stays silent, non-404 still toasts).
> 
> <sup>Reviewed by [Cursor Bugbot](https://cursor.com/bugbot) for commit
049f75ef60. 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://app.notion.com/p/PR-11807-fix-load3d-suppress-error-toast-on-404-when-loading-output-model-file-3536d73d36508129ac0de1d5b081dcf0)
by [Unito](https://www.unito.io)
2026-05-01 18:49:31 -04:00
Terry Jia
f001bc9af3 feat: derive Preview3D camera pose from EXTRINSICS/INTRINSICS matrices (#11626)
> Prerequisite work for improved PLY / 3D Gaussian Splatting support —
splat workflows (and PLY pipelines that go through SHARP / COLMAP) emit
camera pose as extrinsics + intrinsics matrices, and the viewer needs a
way to consume them before that end-to-end story can ship.

## Summary

Adds the ability to drive the Preview3D camera from a pair of
OpenCV-convention extrinsics + intrinsics matrices (as produced by SHARP
/ COLMAP / other SfM pipelines), so backend nodes that emit such
matrices can position the viewer's camera deterministically. Fifth in
the series splitting up
https://github.com/Comfy-Org/ComfyUI_frontend/pull/11495. Fully
self-contained — adds new API surface only, no existing call paths are
modified.

## Changes

- **What**:
- `cameraFromMatrices.ts` (new): pure function
`computeCameraFromMatrices(extrinsics, intrinsics)` returning `{
position, target, fovYDegrees }`. No THREE.js dependency.
Shape-validates the inputs (4×4 and 3×3) with a clear error.
- `Load3d.setCameraFromMatrices(extrinsics, intrinsics)`: wires the
utility into Load3d via `setCameraState` + `setFOV`. Preserves the
caller's existing `zoom` and `cameraType`.
- `load3d.ts` (extension): Preview3D's `onExecuted` extracts
`extrinsics`/`intrinsics` from `result[3]`/`result[4]` (when present)
and calls `setCameraFromMatrices`. The output tuple type is widened to
include the two optional `Matrix` fields.

## Review Focus

- **Convention conversion**: OpenCV is Y-down, Z-forward; three.js is
Y-up, Z-back. The function flips Y and Z on both `position` and `target`
(equivalent to a 180° X-axis rotation of the whole world). The same
rotation is applied elsewhere to splats at load time, so a future splat
+ camera-pose pair lines up.
- **FOV math**: vertical FOV (radians) = `2 * atan(cy / fy)`. We expose
it in degrees, matching `cameraManager.setFOV`'s contract.
- **Camera-state preservation**: `setCameraFromMatrices` reads the
current state to keep `zoom` and `cameraType` intact — only `position`,
`target`, and `fov` come from the matrices.
- **Backwards compatibility**: backend nodes that don't return matrices
simply skip the new branch (the `if (extrinsics && intrinsics)` guard).
Existing Preview3D workflows are unaffected.
- 7 unit tests for the matrix math (identity, rotation, translation, FOV
derivation, shape errors, etc.); 1 unit test for the Load3d wiring
(verifies the destructured `position`/`target`/`fovYDegrees` reach
`setCameraState` + `setFOV` with `zoom`/`cameraType` preserved).

## Coverage

| File | Stmts | Branch | Funcs | Lines |
|---|---|---|---|---|
| `cameraFromMatrices.ts` (new) | **100%** | **100%** | **100%** |
**100%** |
| `Load3d.ts` (modified) | ~7.6% | 0% | ~14.6% | ~7.7% |
| `load3d.ts` (extension, modified) | 0% | 0% | 0% | 0% |

The `Load3d.ts` numbers are the pre-existing baseline — `Load3d.test.ts`
covers façade methods via prototype injection rather than instantiating
the class (the constructor needs `THREE.WebGLRenderer`, which happy-dom
can't provide). The new `setCameraFromMatrices` method body is exercised
by a new unit test that asserts `setCameraState` receives the
destructured matrix output and `setFOV` receives the computed
`fovYDegrees`, with the caller's `zoom`/`cameraType` preserved.

`load3d.ts` (the extension registration file, 0% on `main` and after
this PR) has no unit-test scaffolding in the project — its `onExecuted`
handler runs only after a workflow execution and is exercised end-to-end
via browser tests. The new `if (extrinsics && intrinsics)
load3d.setCameraFromMatrices(...)` branch sits in that path.

Net: the matrix math itself, which previously didn't exist, is now 100%
covered. The wiring layer relies on the same e2e safety net the
surrounding code has always used.

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11626-feat-derive-Preview3D-camera-pose-from-EXTRINSICS-INTRINSICS-matrices-34d6d73d3650817297bdf25a83a4f7a2)
by [Unito](https://www.unito.io)
2026-04-27 21:58:12 -04:00
Terry Jia
2e5e04efd5 fix: enable 3D thumbnail support for cloud environments (#10121)
## Summary
The 3D thumbnail logic was gated behind `api.getServerFeature('assets',
false)` which only covers local servers. Use `isAssetPreviewSupported()`
to also cover cloud via `assetService.isAssetAPIEnabled()`.

follow up https://github.com/Comfy-Org/ComfyUI_frontend/pull/9471

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-10121-fix-enable-3D-thumbnail-support-for-cloud-environments-3256d73d365081c18975e917c604582b)
by [Unito](https://www.unito.io)
2026-03-17 13:36:01 -07:00
Terry Jia
b92f7f19d0 Feat/3d thumbnail inline rendering (#9471)
## 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)
2026-03-16 05:49:44 -07:00
Christian Byrne
a1c54ad7aa fix: add explicit type annotations to extension callback parameters (#8966)
Fixes #8882

Adds explicit type annotations to all extension callback parameters
(`nodeCreated`, `beforeRegisterNodeDef`, `addCustomNodeDefs`) across 14
core extension files. While the types were already inferred from the
`ComfyExtension` interface, explicit annotations improve readability and
make the code self-documenting.

## Changes

- Annotate `node` parameter as `LGraphNode` in all `nodeCreated`
callbacks
- Annotate `nodeType` as `typeof LGraphNode` and `nodeData` as
`ComfyNodeDef` in all `beforeRegisterNodeDef` callbacks
- Annotate `defs` as `Record<string, ComfyNodeDef>` in
`addCustomNodeDefs`
- Add necessary type imports where missing

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-8966-fix-add-explicit-type-annotations-to-extension-callback-parameters-30b6d73d36508125b074f509aa38145f)
by [Unito](https://www.unito.io)
2026-02-20 01:26:11 -08:00
Terry Jia
82c3cd3cd2 add thumbnail for 3d generation (#8129)
## Summary

add thrumbnail for 3d genations, feature requested by @PabloWiedemann 

## Screenshots


https://github.com/user-attachments/assets/4fb9b88b-dd7b-4a69-a70c-e850472d3498

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-8129-add-thumbnail-for-3d-generation-2eb6d73d365081f2a30bc698a4fde6e0)
by [Unito](https://www.unito.io)
2026-01-17 20:32:32 -07:00
Johnpaul Chiwetelu
c56e8425d4 Road to No Explicit Any Part 6: Composables and Extensions (#8083)
## Summary
- Type `onExecuted` callbacks with `NodeExecutionOutput` in saveMesh.ts
and uploadAudio.ts
- Type composable parameters and return values properly
(useLoad3dViewer, useImageMenuOptions, useJobMenu, useResultGallery,
useContextMenuTranslation)
- Type `taskRef` as `TaskItemImpl` with updated test mocks
- Fix error catch and index signature patterns without `any`
- Add `NodeOutputWith<T>` generic helper for typed access to passthrough
properties on `NodeExecutionOutput`

## Test plan
- [x] `pnpm typecheck` passes
- [x] `pnpm lint` passes
- [x] Unit tests pass for affected files
- [x] Sourcegraph checks confirm no external usage of modified types

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-8083-Road-to-No-Explicit-Any-Part-6-Composables-and-Extensions-2e96d73d3650810fb033d745bf88a22b)
by [Unito](https://www.unito.io)
2026-01-16 00:27:28 +01:00
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
7a11dc59b6 [refactor] remove node as dependency in 3d node (#6707)
## 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)
2025-11-15 06:36:36 -05:00
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
Johnpaul Chiwetelu
c642ed5703 Complete context menu migration for Load3D, Preview3D, and SaveGLB (#6454)
This pull request refactors how export menu options are added to
3D-related nodes, updating the API to use a new `getNodeMenuItems` hook
and simplifying the menu item creation logic. The changes improve
consistency and maintainability across extensions handling 3D nodes, and
clarify the expected return types for menu item hooks.

**Refactoring and API updates for node menu items:**

* Replaced usage of the legacy `createExportMenuOptions` function with
the new `createExportMenuItems` function in `load3d.ts`, `saveMesh.ts`,
and related imports, aligning all 3D node extensions to the new API.
[[1]](diffhunk://#diff-a5c612d9322ca4cbbeda097d13e2fa1ef017d4c3076d23fc228afee5a79a56e3L6-R12)
[[2]](diffhunk://#diff-7dede72060130d77ce5191fc86d115bd9b93311cb0438400730d8e20b2aa8e43L4-R7)
* Introduced and implemented the `getNodeMenuItems` hook in the
extension registration for `Load3D`, `Preview3D`, and `SaveGLB` nodes,
ensuring export menu items are only shown for the appropriate node
types.
[[1]](diffhunk://#diff-a5c612d9322ca4cbbeda097d13e2fa1ef017d4c3076d23fc228afee5a79a56e3R293-R302)
[[2]](diffhunk://#diff-a5c612d9322ca4cbbeda097d13e2fa1ef017d4c3076d23fc228afee5a79a56e3R521-R530)
[[3]](diffhunk://#diff-7dede72060130d77ce5191fc86d115bd9b93311cb0438400730d8e20b2aa8e43R48-R57)
* Removed assignment of `getExtraMenuOptions` to nodes, fully migrating
to the new menu item hook approach for context menus.
[[1]](diffhunk://#diff-a5c612d9322ca4cbbeda097d13e2fa1ef017d4c3076d23fc228afee5a79a56e3L301-L302)
[[2]](diffhunk://#diff-a5c612d9322ca4cbbeda097d13e2fa1ef017d4c3076d23fc228afee5a79a56e3L548-L549)
[[3]](diffhunk://#diff-7dede72060130d77ce5191fc86d115bd9b93311cb0438400730d8e20b2aa8e43L64-L67)

**Menu item creation logic simplification:**

* Refactored `createExportMenuOptions` to `createExportMenuItems` in
`exportMenuHelper.ts`, changing it to directly return an array of menu
items (with separators) instead of a function, simplifying its usage and
reducing boilerplate.
[[1]](diffhunk://#diff-42404da1a87a52d304371a13d5f021bdad837765b94d86d186abb2d99a8cb707L14-R22)
[[2]](diffhunk://#diff-42404da1a87a52d304371a13d5f021bdad837765b94d86d186abb2d99a8cb707L59-R58)

**Type and documentation improvements:**

* Updated the `ComfyExtension` interface in `comfy.ts` to clarify that
menu item hooks (`getCanvasMenuItems`, `getNodeMenuItems`) now return
arrays that may include `null` values as separators, improving type
safety and documentation.

See before and after below
<img width="1459" height="897" alt="Screenshot 2025-10-30 at 07 08 04"
src="https://github.com/user-attachments/assets/ec4464c9-f733-4b4c-87c4-bb5060ccaa68"
/>

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-6454-Complete-context-menu-migration-for-Load3D-Preview3D-and-SaveGLB-29c6d73d3650819995b4c4dc1582cd86)
by [Unito](https://www.unito.io)
2025-10-30 07:26:05 +01:00
Terry Jia
c76f017f92 add save option for 3d node on context menu (#6319)
## Summary

add save option for 3d node on context menu

## Changes
allow to export model from context menu, supported in
preview3d/load3d/saveMesh




https://github.com/user-attachments/assets/1f0f1a93-9cdb-477f-8bd3-e298c7e3892b

┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-6319-add-save-option-for-3d-node-on-context-menu-2996d73d365081f7853cd2ae9c69fe4d)
by [Unito](https://www.unito.io)
2025-10-29 20:52:02 -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
filtered
b9d9ce78f9 [TS] Widget typing (#3804) 2025-05-08 04:38:17 +10:00
Chenlei Hu
cd35f1d86d [Refactor] Generate DOM widget id in constructor (#3508) 2025-04-18 13:47:16 -04:00
Terry Jia
afdb94f12f [3d] refactor legacy code by using new vue style (#3161) 2025-03-20 10:28:35 -04:00
Terry Jia
d49815fcb4 [3d] add preview 3d for saveGlb (#3156) 2025-03-19 22:00:59 -04:00