## Summary
Replaces all 7 production `as Error` type assertions with proper
`instanceof Error` narrowing or a new `toError()` helper, and adds an
ESLint rule to prevent new ones. First slice of #11429 (the `as Error`
category — 9 total occurrences, 7 production + 2 in a test file left
untouched).
## Changes
- **What**:
- New `src/utils/errorUtil.ts` exporting `toError(value: unknown):
Error` and `getErrorMessage(value: unknown): string | undefined`.
`toError` returns the value unchanged if already an `Error`, otherwise
wraps it (handles strings, `undefined`, JSON-serializable objects, and
circular refs via `String()` fallback).
- Refactored 7 production call sites:
- `src/services/gateway/registrySearchGateway.ts` — `toError(error)` for
`lastError` assignment in fallback loop
- `src/platform/cloud/onboarding/auth.ts` (×2) — `toError(error)` for
`captureApiError` Sentry calls
-
`src/renderer/extensions/vueNodes/widgets/composables/audio/useAudioRecorder.ts`
— `toError(err)` before forwarding to `options.onError`
- `src/extensions/core/load3d/LoaderManager.ts` — replaced `error as
Error & { response?: ... }` cast inside `isNotFoundError` with
`'response' in error` + nested narrowing
- `apps/desktop-ui/src/stores/maintenanceTaskStore.ts` — inline `error
instanceof Error ? error.message : String(error)`
- `apps/desktop-ui/src/components/maintenance/TaskListPanel.vue` —
inline `error instanceof Error ? error.message : undefined`
- New ESLint rule (`no-restricted-syntax` block named
`comfy/no-unsafe-error-assertion`) banning `TSAsExpression
TSTypeReference[typeName.name='Error']` in `src/**` and `apps/*/src/**`,
with test files (`*.test.ts`, `*.spec.ts`) excluded.
- 12 unit tests for the new helpers in `src/utils/errorUtil.test.ts`.
- **Breaking**: none
- **Dependencies**: none
## Review Focus
- The lint rule is scoped to non-test source files. Test files retain
freedom to use `as Error` for fixture construction; only 2 occurrences
exist (in `teamWorkspaceStore.test.ts` and `errorDialog.spec.ts`) and
they're intentional.
- `toError` is duplicated as inline `instanceof` narrowing in
`apps/desktop-ui/` rather than imported, since the desktop-ui workspace
doesn't share `@/utils/` with the main app and adding a path mapping for
one helper felt heavier than two inline guards.
- Remaining `as`-on-DOM categories (HTMLElement ×133, HTMLInputElement
×55, HTMLCanvasElement ×36, KeyboardEvent ×7, Element ×3, MouseEvent ×2,
Event ×2) are intentionally left for follow-up PRs to keep this one
reviewable.
Refs #11429
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11845-refactor-replace-unsafe-as-Error-assertions-with-type-guards-3546d73d36508137a015c4f9e8708f23)
by [Unito](https://www.unito.io)
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
page](https://www.notion.so/PR-11836-fix-load3d-dispose-THREE-Points-GPU-resources-in-clearModel-3546d73d365081718338e824bc3e737d)
by [Unito](https://www.unito.io)
## 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)
## Summary
Add 35 unit tests for `SceneManager`, the largest remaining gap in the
load3d core (452 LOC). Targets only the logic-bearing methods
(background mode dispatch, render-mode switching, aspect-ratio scaling,
capture pipeline, dispose). Renderer-passthrough internals are
intentionally left to E2E. Follow-up to Tier 1 (#11733), Tier 2, Tier
3a, and Tier 3b.
## Changes
- **What**: 35 new tests covering construction (main scene + background
scene + grid + tiled mesh + default color mode), `toggleGrid`,
`setBackgroundColor` (color update, scene-bg cleanup, panorama-demote,
prior-texture dispose), `setBackgroundImage` (empty-path fallback,
loading-start emit, temp/output subfolder rewrite, /api prefix,
tiled-mesh material swap, panorama scene-background promotion,
prior-texture dispose, error-path fallback), `removeBackgroundImage`,
`setBackgroundRenderMode` (no-op same-mode, color-only emit, image
panorama-promote, image tiled-demote), `updateBackgroundSize`
(no-texture/no-mesh/no-map guards, wide vs. tall image scaling),
`handleResize` (image-bg active vs. color-only),
`getCurrentBackgroundInfo`, `captureScene` (returns 3 data URLs +
restores renderer state, restores grid visibility, propagates errors),
and `dispose` (resource cleanup + scene-background null).
## Review Focus
- **Coverage**: `SceneManager.ts` 89.5% lines / 74.2% branches / 89.5%
funcs. Uncovered lines are concentrated in `renderBackground` and the
deep mesh-traversal loop inside `captureScene` — exactly the
renderer-passthrough territory deferred per the Tier 3c plan.
- **`THREE.Material.needsUpdate` is a write-only setter** in THREE.js —
reading returns `undefined`. The "demote panorama → tiled" test asserts
`mat.map === texture` instead of `mat.needsUpdate === true`, with a
comment explaining why.
- **happy-dom canvas `clientWidth`/`clientHeight` default to 0** —
`makeRenderer()` overrides them via `Object.defineProperty` so
production code reading `renderer.domElement.clientWidth` gets the test
value.
- **`THREE.TextureLoader` is mocked via `vi.mock('three', ...)` with
`importOriginal`**, matching the pattern in `RecordingManager.test.ts`
and `HDRIManager.test.ts`. `mockTextureLoad` is hoisted so each test can
resolve/reject the load callback independently.
- **`vi.spyOn(manager, 'setBackgroundColor')` in three places** to
assert internal delegation (empty-path fallback, error fallback,
`removeBackgroundImage`). Defensible because the delegation IS the
documented contract for these methods.
┆Issue is synchronized with this [Notion
page](https://app.notion.com/p/PR-11762-test-load3d-add-unit-tests-for-SceneManager-3516d73d365081628ff4c146defebac1)
by [Unito](https://www.unito.io)
## Summary
Add unit tests for the three remaining small/wrapper modules in the
load3d domain (`EventManager` pub/sub, `ViewHelperManager` ViewHelper
wrapper, and `load3dLazy` lazy-extension loader). Follow-up to Tier 1
(#11733) and Tier 2.
## Changes
- **What**: 28 new unit tests across 3 files covering EventManager
add/remove/emit semantics, ViewHelperManager container DOM creation +
pointer-event interception + animation-finished camera-state emission +
perspective/orthographic zoom snapshotting + dispose ordering, and
load3dLazy extension registration + 3D-node-type recognition +
Load3D-specific `mesh_upload` injection + `beforeRegisterNodeDef` hook
replay for newly registered extensions.
## Review Focus
- **Coverage** (lines/branches/funcs): EventManager 100% / 100% / 100%,
ViewHelperManager 100% / 83.3% / 72.7%, load3dLazy 95.8% / 80% / 100%.
Aggregate: **98.6% / 85.3% / 85.7%**.
- **`vi.mock` factory side-effects only fire once per test file** —
`load3dLazy.test.ts` originally tried to count dynamic imports of
`./load3d` and `./saveMesh` via spies inside the mock factory, but
factories aren't re-invoked across `vi.resetModules()`. Switched to
verifying observable side effects (`enabledExtensions` getter call
counts, `beforeRegisterNodeDef` replay invocations).
- **Snapshot-vs-diff `enabledExtensions` queue** in
`load3dLazy.test.ts`: production code does `before = new
Set(enabledExtensions); await imports; diff =
enabledExtensions.filter(!before.has)`. To exercise the replay branch,
the mock returns `[]` first (for `before`) and `[newExtension]` second
(for the post-import snapshot) via `mockReturnValueOnce` queueing.
- **`MockViewHelper` is defined inside the `vi.mock()` factory** rather
than `vi.hoisted()`, matching the `GizmoManager.test.ts:15-41`
convention (hoisted handles only, classes inside the factory).
- **PointerEvent propagation tests** require the production code's
`event.stopPropagation()` to actually keep events from bubbling to the
parent in happy-dom; the parent listener gets attached and
asserted-not-called.
┆Issue is synchronized with this [Notion
page](https://app.notion.com/p/PR-11760-test-load3d-add-unit-tests-for-EventManager-ViewHelperManager-and-load3dLazy-3516d73d3650814bb2dac3360ab0d2a1)
by [Unito](https://www.unito.io)
## Summary
Add unit tests for the four Tier 2 untested logic modules in the load3d
domain (`LightingManager`, `ControlsManager`, `exportMenuHelper`, and
`ModelExporter`). Follow-up to the Tier 1 PR (#11733).
## Changes
- **What**: 43 new unit tests across 4 files covering light
setup/intensity scaling/HDRI mode/disposal, OrbitControls construction
(including DOM-parent fallback) and camera-state event emission, the
export submenu builder (item structure, submenu opening, format
dispatch, success/error toasts), and the static `ModelExporter` (URL
parsing, direct-URL fast paths for matching extensions, GLB/OBJ/STL
serialization branches, error toast paths).
## Review Focus
- **Coverage** (lines/branches/funcs): LightingManager 100% / 50% /
90.9%, ControlsManager 100% / 100% / 87.5%, exportMenuHelper 100% / 100%
/ 100%, ModelExporter 98.4% / 95.7% / 100%. Aggregate: **99.2% / 93.5% /
95.1%**.
- **`vi.mock(import('@/lib/litegraph/src/litegraph'), ...)` in
`exportMenuHelper.test.ts`** uses the dynamic-import form so
`importOriginal()` is auto-typed. Required because `apiSchema.ts`
transitively imports `LinkMarkerShape` from the same module — replacing
the whole module breaks the build. The mock replaces only
`LiteGraph.ContextMenu` in-place on the real singleton.
- **`MockContextMenu` must be a class**, not an arrow function —
production code does `new LiteGraph.ContextMenu(...)`. Initial
arrow-function mock failed with "is not a constructor".
- **Fake-timer rejection pattern in `ModelExporter.test.ts`**: rejection
assertions are attached *before* `vi.runAllTimersAsync()` (`const
assertion = expect(p).rejects.toThrow(...); await drain; await
assertion`) to avoid unhandled-rejection warnings.
- **Surprising `detectFormatFromURL` behavior**:
`detectFormatFromURL('?filename=cube')` returns `'cube'`, not `null`,
because `'cube'.split('.').pop()` returns the whole basename when no dot
is present. Test documents this rather than asserting an incorrect
expectation.
- **Two unreachable lines left uncovered**: `LightingManager:65` (`?? 1`
fallback in the `setLightIntensity` multiplier lookup — every light is
registered in the map at construction, so the fallback is dead) and
`ModelExporter:21` (a `try/catch` around `URLSearchParams` whose
constructor cannot throw on the inputs the production code passes).
┆Issue is synchronized with this [Notion
page](https://app.notion.com/p/PR-11758-test-load3d-add-unit-tests-for-LightingManager-ControlsManager-exportMenuHelper-and-3516d73d365081cb96fff33672503822)
by [Unito](https://www.unito.io)
## Summary
Add unit tests for the four largest untested logic-heavy modules in the
load3d domain (`AnimationManager`, `CameraManager`, `RecordingManager`,
and the `load3dService` façade).
## Changes
- **What**: 78 new unit tests across 4 files covering animation
lifecycle (mixer setup, clip switching, play/pause/seek, dispose),
camera state (perspective↔orthographic toggling, FOV gating, state
round-trip, controls rebinding, resize math, model fitting), recording
lifecycle (MediaRecorder wiring, indicator visibility, chunk handling,
export/clear paths, dispose ordering), and the service singleton
(sync/async map access, viewer cache, `handleViewerClose` apply-changes
flow, `handleViewportRefresh` camera-toggle dance).
## Review Focus
- **Coverage**: AnimationManager 100%, CameraManager 88.8%,
RecordingManager 89.1%, load3dService 54.5% lines / 88.9% functions. The
service gap is concentrated in one method — `copyLoad3dState` (lines
217-333) — which is entangled with 3-4 subsystems and is intentionally
deferred to a follow-up PR.
- **happy-dom shims** in `RecordingManager.test.ts`: `MediaRecorder`,
`HTMLCanvasElement.prototype.captureStream`, and `getContext('2d')` are
all stubbed because happy-dom doesn't provide them.
`THREE.TextureLoader` is also mocked because the constructor eagerly
loads an SVG indicator.
- **Singleton state reset** in `load3dService.test.ts`: the service
holds a module-level `viewerInstances` Map that can't be reached from
outside. Tests track every node they create in a `Set` and drain via
`removeViewer` in `beforeEach`. Cleaner than `vi.resetModules()` (which
would re-import the service and break the singleton identity).
- **One subtle THREE behavior**: `AnimationManager.setAnimationTime`
clamps to `duration`, but `AnimationMixer.setTime(duration)` with
`LoopRepeat` wraps `action.time` back to 0. The clamping is therefore
only observable through the emitted progress event, not via
`action.time` directly — the test asserts via the event.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11733-test-load3d-add-unit-tests-for-AnimationManager-CameraManager-RecordingManager-and--3516d73d3650812485a0c91065e161f0)
by [Unito](https://www.unito.io)
> 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)
> 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)
> Prerequisite work for improved PLY / 3D Gaussian Splatting support —
the per-format loader logic needs to live behind a stable seam before
splat-specific fixes (orientation, async-decoder waits, GPU dispose,
custom bounds) and capability-driven UX gating can be added without
touching `LoaderManager`'s switch every time.
## Summary
Pure refactor. Extracts the per-extension switch inside `LoaderManager`
into three `ModelAdapter` implementations and wires the manager to
dispatch through them. **No behavior change** — same loader code paths,
same outputs, same fallbacks. Sixth in the series splitting up the
https://github.com/Comfy-Org/ComfyUI_frontend/pull/11495.
## Changes
- **What**:
- `ModelAdapter.ts` (new): defines the `ModelAdapter` interface (`kind`,
`extensions`, `capabilities`, `load`), a `ModelLoadContext` that exposes
only the `SceneModelManager` surface adapters need (`setOriginalModel`,
`registerOriginalMaterial`, `standardMaterial`, `materialMode`), and a
shared `fetchModelData(path, filename)` helper.
- `MeshModelAdapter.ts` (new): owns `stl`, `fbx`, `obj`, `gltf`, `glb`.
Each branch is a 1:1 lift of the corresponding `case` from
`LoaderManager.loadModelInternal` on `main`.
- `PointCloudModelAdapter.ts` (new): owns `ply`. Includes the existing
`FastPLYLoader` / `PLYLoader` fallback and the `pointCloud` vs mesh
branching logic.
- `SplatModelAdapter.ts` (new): owns `spz`, `splat`, `ksplat`. Wraps the
`SplatMesh` in a `Group` exactly like the previous `loadSplat` did.
- `LoaderManager.ts`: now owns just an adapter array (default = the
three above) and a small dispatch path. `pickAdapter` matches by
extension and routes PLY → splat when the `Comfy.Load3D.PLYEngine`
setting is `sparkjs` (preserving the previous routing).
`getCurrentAdapter()` is the new public reader used by `Load3d`.
- `Load3d.isSplatModel` / `isPlyModel` now query
`loaderManager.getCurrentAdapter()?.kind` instead of doing
tree-introspection (`containsSplatMesh`) or `instanceof
THREE.BufferGeometry` checks. Same return values, decoupled from the
model shape.
- `LoaderManagerInterface` no longer exposes the per-format loader
fields (`gltfLoader`, `objLoader`, etc.); those are now
adapter-internal.
- `SceneModelManager` is **unchanged** in this PR. Its existing
`containsSplatMesh()` traversal and PLY material-mode rebuild stay put;
a follow-up PR refactors them once capability gating is in place.
## Review Focus
- **Loader equivalence**: the body of every `case` in `main`'s
`LoaderManager.loadModelInternal` is now in the corresponding adapter's
`load()` method. Easiest way to verify: diff `main`'s
`LoaderManager.loadModelInternal` against the four `load()` bodies and
confirm each branch's behavior (file fetch + parse + material wiring +
group wrapping) is byte-identical.
- **Dispatch parity**: `pickAdapter` produces the same routing as `main`
— extension match first, then the PLYEngine === 'sparkjs' override
hoisted up from inside the old `loadPLY`.
- **Capability fields are dormant**: the `ModelAdapterCapabilities`
record (`fitToViewer`, `materialModes`, `fitTargetSize`, …) is declared
on every adapter but **not consumed anywhere in this PR**.
SceneModelManager / Load3d / Load3DControls still read no capability
data. The follow-up PR turns these on.
- **`setOriginalModel` / `registerOriginalMaterial`**: adapters now go
through the `ModelLoadContext` getter rather than reaching into
`modelManager` directly. The context's `standardMaterial` and
`materialMode` are exposed via getters so a late-bound `materialMode` is
read at the actual call site, not snapshotted at context creation.
## Coverage
| File | Stmts | Branch | Funcs | Lines |
|---|---|---|---|---|
| `ModelAdapter.ts` (new) | **100%** | **100%** | **100%** | **100%** |
| `MeshModelAdapter.ts` (new) | **100%** | **100%** | **100%** |
**100%** |
| `PointCloudModelAdapter.ts` (new) | 97.22% | 61.11% | 75% | 97.22% |
| `SplatModelAdapter.ts` (new) | **100%** | **100%** | **100%** |
**100%** |
| `LoaderManager.ts` (modified) | **100%** | 91.17% | 86.66% | **100%**
|
| `Load3d.ts` (modified) | 6.63% | 0% | 13.68% | 6.7% |
All four new files are at or near 100% via dedicated unit tests for each
adapter (load happy path, error propagation, extension declarations,
capability shape). `LoaderManager.test.ts` exercises the dispatch logic
— extension matching, the `ply → splat` sparkjs override, the stale-load
discard, the load-context proxying — across 34 cases. The two changed
`Load3d.ts` methods (`isSplatModel`, `isPlyModel`) get dedicated tests
verifying they read the current adapter's `kind` and fall back to
`false` when none is loaded.
`Load3d.ts`'s overall 6.7% number is the pre-existing baseline — the
existing `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). PR-F's surface in
`Load3d.ts` is two method bodies, both covered by the new adapter-driven
kind queries test.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11627-refactor-load3d-introduce-ModelAdapter-abstraction-for-the-loader-switch-34d6d73d3650811b8a1ccc55b45100f2)
by [Unito](https://www.unito.io)
## Summary
Pull the right-click vs right-drag detection out of `Load3d` into a
sibling helper. Mechanical refactor — no behavior change. Third of four
small PRs splitting up the [`remove-ply-3dgs-nodes-squashed`
mega-commit.](https://github.com/Comfy-Org/ComfyUI_frontend/pull/11495.)
## Changes
- **What**: New `load3dContextMenuGuard.ts` exports
`attachContextMenuGuard(target, onMenu, { isDisabled, dragThreshold })`.
It installs `mousedown` / `mousemove` / `contextmenu` listeners against
a single `AbortController` and returns one dispose function.
- `Load3d` now calls `attachContextMenuGuard(this.renderer.domElement,
(event) => this.onContextMenuCallback?.(event), { isDisabled: () =>
this.isViewerMode })` and stores the returned disposer in a single
field. Drops four private fields (`rightMouseStart`, `rightMouseMoved`,
`dragThreshold`, `contextMenuAbortController`) plus the now-redundant
`showNodeContextMenu` private method.
- The 5px drag threshold and `isViewerMode` gating are preserved.
## Review Focus
- The three event handlers (`mousedown`, `mousemove`, `contextmenu`)
inside the new helper match the old inline implementations one-for-one —
same `e.button === 2` / `e.buttons === 2` checks, same call to
`exceedsClickThreshold`, same `preventDefault` + `stopPropagation`
ordering.
- `isDisabled: () => this.isViewerMode` replaces the inline `if
(this.isViewerMode) return` early-out — same gate, just lifted to a
callback.
- A single `AbortController.abort()` (in the returned disposer) replaces
the old four-field teardown in `Load3d.remove()`.
- 9 unit tests cover the helper: click vs drag distinction at the
threshold, drag-then-click reset, `isDisabled` short-circuit, and the
disposer detaching all three listeners.
## Coverage
| File | Stmts | Branch | Funcs | Lines |
|---|---|---|---|---|
| `load3dContextMenuGuard.ts` (new) | **100%** | **93.33%** | **100%** |
**100%** |
| `Load3d.ts` (modified) | 7.12% | 0% | 13.97% | 7.18% |
The single uncovered branch on `load3dContextMenuGuard.ts` (line 22) is
the default-parameter fallback for `dragThreshold` when the caller omits
it — `Load3d` always passes `{ isDisabled, dragThreshold: 5 }` through
`attachContextMenuGuard`'s second-arg destructure, so the default never
fires under the production call path. Adding a test that omits
`dragThreshold` would push it to 100%; left as-is to avoid a
change-detector test for a default value.
The `Load3d.ts` numbers are the pre-existing baseline on `main` —
`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
`initContextMenu` rewrite and the `remove()` teardown change both sit in
those same uninstantiated paths and rely on browser e2e for end-to-end
coverage, the same as before. Net: the click-vs-drag logic that
previously had no unit test is now ≥93% covered through the extracted
helper.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11625-refactor-extract-Load3d-right-click-guard-to-load3dContextMenuGuard-34d6d73d36508162aecef46553a3f50d)
by [Unito](https://www.unito.io)
## Summary
Pull the `requestAnimationFrame` loop and its activity-gated tick body
out of `Load3d` into a small `startRenderLoop({ tick, isActive })`
helper. Pure mechanical refactor — no behavior change. First of four
small PRs splitting up the
https://github.com/Comfy-Org/ComfyUI_frontend/pull/11495.
## Changes
- **What**: New `load3dRenderLoop.ts` exports `startRenderLoop` (returns
a `{ stop }` handle). `Load3d.startAnimation()` now constructs a loop
through it; `Load3d.remove()` calls `stop()` instead of
`cancelAnimationFrame`. Field `animationFrameId: number | null` becomes
`renderLoop: RenderLoopHandle | null`.
## Review Focus
- The tick body inside `startAnimation()` is byte-identical to the
previous inline body — only the rAF scheduling has moved.
- `isActive()` is now invoked through a `() => this.isActive()` closure
instead of a direct call inside the inline `animate` function, so the
activity check still fires once per frame and reads the same fields.
- The new helper has 4 unit tests covering: ticks while active, skip
while inactive, stop halts ticks, stop is idempotent.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11623-refactor-extract-Load3d-render-loop-to-load3dRenderLoop-34d6d73d3650815c9c4ec7713e912e37)
by [Unito](https://www.unito.io)
## Summary
Pull two pure helpers out of `Load3d` into a sibling module. Mechanical
refactor — no behavior change. Second of four small PRs splitting up the
https://github.com/Comfy-Org/ComfyUI_frontend/pull/11495.
## Changes
- **What**: New `load3dViewport.ts` exports two pure functions:
- `computeLetterboxedViewport({ width, height }, targetAspectRatio)`
returns `{ offsetX, offsetY, width, height }` — the aspect-ratio fitting
math that was duplicated inline in three places (`renderMainScene`,
`setBackgroundImage`, `handleResize`).
- `isLoad3dActive(flags)` consumes the activity-flag struct used by the
rAF tick gate; `Load3d.isActive()` now delegates to it.
## Review Focus
- The three call sites in `Load3d.ts` produce byte-identical viewport
rectangles for any `(containerWidth, containerHeight, targetAspect)`
triple — same branch on aspect-ratio comparison, same offset derivation.
Simplest way to verify: diff the math.
- `isLoad3dActive` ORs the same six flags as before in the same order.
Old implementation read `this.STATUS_MOUSE_ON_NODE` etc. directly; new
one reads them through a flags object built at the call site.
- 13 unit tests cover the helpers: the "wider" / "taller" / "matching"
aspect cases for letterboxing, and each individual flag flipping
`isLoad3dActive` on by itself.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11624-refactor-load3d-extract-viewport-math-to-load3dViewport-34d6d73d365081ab9af5fc445bf5bd5a)
by [Unito](https://www.unito.io)
---------
Co-authored-by: GitHub Action <action@github.com>
## Summary
Add 44 unit tests for `SceneModelManager` in the 3D viewer
(`src/extensions/core/load3d/`).
## Changes
- **What**: New test file `SceneModelManager.test.ts` covering
constructor, dispose, createSTLMaterial, addModelToScene, setupModel,
setOriginalModel, clearModel, reset, setMaterialMode (all 5 modes),
setupModelMaterials, setUpDirection (all 7 directions), hasSkeleton,
setShowSkeleton, containsSplatMesh, and PLY mode switching (point cloud,
wireframe, vertex colors, cleanup).
## Review Focus
- Test coverage of PLY mode switching edge cases (vertex colors, old
model cleanup)
- Mock strategy for WebGLRenderer (happy-dom cannot instantiate it)
- SplatMesh mock leverages the existing global mock in `vitest.setup.ts`
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-11392-test-add-unit-tests-for-SceneModelManager-3476d73d3650819097f3f6d73d8fbe02)
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
Extract duplicated click-vs-drag detection logic into a shared
`useClickDragGuard` composable and `exceedsClickThreshold` pure utility
function.
## Changes
- **What**: New `useClickDragGuard(threshold)` composable in
`src/composables/useClickDragGuard.ts` that stores pointer start
position and checks squared distance against a threshold. Also exports
`exceedsClickThreshold` for non-Vue contexts.
- Migrated `DropZone.vue`, `useNodePointerInteractions.ts`, and
`Load3d.ts` to use the shared utility
- `CanvasPointer.ts` left as-is (LiteGraph internal)
- All consumers now use squared-distance comparison (no `Math.sqrt` or
per-axis `Math.abs`)
## Review Focus
- The composable uses plain `let` state instead of `ref` since
reactivity is not needed for the start position
- `Load3d.ts` uses the pure `exceedsClickThreshold` function directly
since it is a class, not a Vue component
- Threshold values preserved per-consumer: DropZone=5,
useNodePointerInteractions=3, Load3d=5
Fixes#10356
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-10357-refactor-extract-shared-click-vs-drag-guard-utility-32a6d73d3650816e83f5cb89872fb184)
by [Unito](https://www.unito.io)
---------
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Co-authored-by: Alexander Brown <drjkl@comfy.org>
## 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)
## Summary
Remove 178 `@ts-expect-error` suppressions (935 → 757, 19% reduction) by
fixing underlying type issues instead of suppressing errors.
## Changes
- **What**: Type safety improvements across `src/lib/litegraph/` and
related test files
- Prefix unused callback parameters with `_` instead of suppressing
- Use type intersections for mock methods on real objects
- Use `Partial<T>` for incomplete test objects instead of `as unknown`
- Add non-null assertions after `.toBeDefined()` checks in tests
- Let TypeScript infer vitest fixture parameter types
- **Breaking**: None
## Review Focus
- `LGraphCanvas.ts` has the largest changes (232 lines) — all mechanical
unused parameter fixes
- Test files use type intersection pattern for mocks: `node as
LGraphNode & { mockFn: ... }`
- Removed dead code: `src/platform/cloud/onboarding/auth.ts` (47 lines,
unused)
### Key Files
| File | Change |
|------|--------|
| `LGraphCanvas.ts` | 57 suppressions removed (unused params) |
| `subgraph/__fixtures__/*` | Fixture type improvements |
| `*.test.ts` files | Mock typing with intersections |
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-7817-WIP-Chore-Typescript-cleanup-2da6d73d365081d1ade9e09a6c5bf935)
by [Unito](https://www.unito.io)
---------
Co-authored-by: Amp <amp@ampcode.com>
Co-authored-by: GitHub Action <action@github.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)
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)
## Summary
Centralized all download functionalities across app. Then changed
downloadFile on the cloud distribution to stream assets via blob fetches
while desktop/local retains direct anchor downloads. This fixes issue
where trying to download cross-origin resources opens them in the
window, potentially losing the user's unsaved changes.
## Changes
- **What**: Moved `downloadBlob` into `downloadUtil`, routed all callers
(3D exporter, recording manager, node template export, workflow/palette
export, Litegraph save, ~~`useDownload` consumers~~) through shared
helpers, and changed `downloadFile` to `fetch` first when `isCloud` so
cross-origin URLs download reliably
- `useDownload` is the exception since we simply cannot do model
downloads through blob (forcing user to transfer the entire model data
twice is bad). Fortunately on cloud, the user doesn't need to download
models locally anyway.
┆Issue is synchronized with this [Notion
page](https://www.notion.so/PR-6188-refactor-centralize-all-download-utils-across-app-and-apply-special-cloud-specific-behav-2946d73d365081de9f27f0994950511d)
by [Unito](https://www.unito.io)
## 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)
* [refactor] Move update-related functionality to platform/updates domain
Reorganizes release management, version compatibility, and notification functionality
following Domain-Driven Design principles, mirroring VSCode's architecture pattern.
- Move releaseService.ts to platform/updates/common/
- Move releaseStore.ts to platform/updates/common/
- Move versionCompatibilityStore.ts to platform/updates/common/
- Move useFrontendVersionMismatchWarning.ts to platform/updates/common/
- Move toastStore.ts to platform/updates/common/
- Move ReleaseNotificationToast.vue to platform/updates/components/
- Move WhatsNewPopup.vue to platform/updates/components/
- Update 25+ import paths across codebase and tests
This creates a cohesive "updates" domain containing all functionality related to
software updates, version checking, release notifications, and user communication
about application state changes.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
* fix imports
---------
Co-authored-by: Claude <noreply@anthropic.com>
* refactor: move settingStore to platform/settings
Move src/stores/settingStore.ts to src/platform/settings/settingStore.ts
to separate platform infrastructure from domain logic following DDD principles.
Updates all import references across ~70 files to maintain compatibility.
* fix: update remaining settingStore imports after rebase
* fix: complete remaining settingStore import updates
* fix: update vi.mock paths for settingStore in tests
Update all test files to mock the new settingStore location at
@/platform/settings/settingStore instead of @/stores/settingStore
* fix: resolve remaining settingStore imports and unused imports after rebase
* fix: update settingStore mock path in SelectionToolbox test
Fix vi.mock path from @/stores/settingStore to @/platform/settings/settingStore
to resolve failing Load3D viewer button test.
* refactor: complete comprehensive settings migration to platform layer
This commit completes the migration of all settings-related code to the platform layer
as part of the Domain-Driven Design (DDD) architecture refactoring.
- constants/coreSettings.ts → platform/settings/constants/coreSettings.ts
- types/settingTypes.ts → platform/settings/types.ts
- stores/settingStore.ts → platform/settings/settingStore.ts (already moved)
- composables/setting/useSettingUI.ts → platform/settings/composables/useSettingUI.ts
- composables/setting/useSettingSearch.ts → platform/settings/composables/useSettingSearch.ts
- composables/useLitegraphSettings.ts → platform/settings/composables/useLitegraphSettings.ts
- components/dialog/content/SettingDialogContent.vue → platform/settings/components/SettingDialogContent.vue
- components/dialog/content/setting/SettingItem.vue → platform/settings/components/SettingItem.vue
- components/dialog/content/setting/SettingGroup.vue → platform/settings/components/SettingGroup.vue
- components/dialog/content/setting/SettingsPanel.vue → platform/settings/components/SettingsPanel.vue
- components/dialog/content/setting/ColorPaletteMessage.vue → platform/settings/components/ColorPaletteMessage.vue
- components/dialog/content/setting/ExtensionPanel.vue → platform/settings/components/ExtensionPanel.vue
- components/dialog/content/setting/ServerConfigPanel.vue → platform/settings/components/ServerConfigPanel.vue
- ~100+ import statements updated across the codebase
- Test file imports corrected
- Component imports fixed in dialog service and command menubar
- Composable imports updated in GraphCanvas.vue
```
src/platform/settings/
├── components/ # All settings UI components
├── composables/ # Settings-related composables
├── constants/ # Core settings definitions
├── types.ts # Settings type definitions
└── settingStore.ts # Central settings state management
```
✅ TypeScript compilation successful
✅ All tests passing (settings store, search functionality, UI components)
✅ Production build successful
✅ Domain boundaries properly established
This migration consolidates all settings functionality into a cohesive platform domain,
improving maintainability and following DDD principles for better code organization.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
* fix: format and lint after rebase conflict resolution
* fix: update remaining import paths to platform settings
- Fix browser test import: extensionAPI.spec.ts
- Fix script import: collect-i18n-general.ts
- Complete settings migration import path updates
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
---------
Co-authored-by: Claude <noreply@anthropic.com>
* knip: Don't ignore exports that are only used within a given file
* knip: More pruning after rebase
* knip: Vite plugin config fix
* knip: vitest plugin config
* knip: Playwright config, remove unnecessary ignores.
* knip: Simplify project file enumeration.
* knip: simplify the config file patterns ?(.optional_segment)
* knip: tailwind v4 fix
* knip: A little more, explain some of the deps.
Should be good for this PR.
* knip: remove unused disabling of classMembers.
It's opt-in, which we should probably do.
* knip: floating comments
We should probably delete _one_ of these parallell trees, right?
* knip: Add additional entrypoints
* knip: Restore UserData that's exposed via the types for now.
* knip: Add as an entry file even though knip says it's not necessary.
* knip: re-export functions used by nodes (h/t @christian-byrne)
* knip: Enable unusedBinaries, add two exceptions
* knip: YOLO pass, all the unused exports enabled.
Paired with @christian-byrne to allow for some special cases to remain with custom knip ignore tags.
* knip: remove post-rebase
- Updated all imports from '@comfyorg/litegraph' to '@/lib/litegraph/src/'
- Replaced deep dist imports with direct source paths
- Updated CSS import in main.ts
- All imports now use the @ alias consistently