test: verify bundled decoders and artifact budgets (#7)
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@@ -48,9 +48,10 @@ src/
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progress.ts # load progress bar
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scenes/ # per-model scene configs
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public/
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draco/ # decoder WASM (if bundled)
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basis/ # KTX2 decoder WASM (if bundled)
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web-ifc/ # single-thread IFC decoder WASM
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samples/ # 배포 demo model
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previews/ # pre-rendered WebP/WebM placeholders
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dist/assets/ # Vite hashed Draco/Basis decoder assets
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tools/
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preprocess.mjs # gltf-transform Draco+KTX2 pipeline
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prerender/ # Blender/Puppeteer turntable -> WebP
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@@ -4,12 +4,12 @@
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## Current state
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- **Phase:** ALL PLAN tasks complete (P0–P7). GLB + OBJ/FBX/DAE/IFC loaders (SSR+CSR) + on-screen FPS + adaptive quality (<60fps→pixelRatio degrade). Build verified (tsc 0, vite exit 0).
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- **Last action:** Phase 6+7 via dynamic workflow `multiformat-viewer` (7 agents) — multi-format dispatch (src/viewer/modelLoader.ts), web-ifc single-thread IFC, FPS overlay + adaptive ladder. Samples+previews per format.
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- **Last action:** Gitea #7 runtime artifact 경량화 — Three.js hashed decoder 통합, single-thread IFC staging, production artifact budget와 Draco/Basis/IFC subpath E2E 검증.
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- **Blockers:** none. KTX2 *production* encoding still needs KTX-Software/toktx (runtime decode verified). web-ifc multi-thread는 COOP/COEP가 필요해 배포에서 제외하고 single-thread를 사용합니다.
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- **Next:** optional in-browser per-format smoke (/verify-viewer .ifc/.fbx); OBJ/DAE geometry-only on blob: URL (accepted); document.hidden FPS guard.
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- **Next:** OBJ/DAE geometry-only on blob: URL (accepted); document.hidden FPS guard.
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## Work log
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- 2026-07-29 — Gitea #7 runtime artifact 경량화: version 중복 5종은 incompatible/optional transitive dependency라 강제 override하지 않음. Three.js bundled hashed Draco/Basis asset으로 전환하고 `public/draco`, `public/basis`, `web-ifc-mt.wasm`, production source map 제거. artifact gate 추가. 3D dist 24,945,531→8,149,402 bytes(-67.3%), duplicate 0. Vitest 8, typecheck/build, Playwright E2E 17개 통과.
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- 2026-07-29 — Gitea #7 runtime artifact 경량화: version 중복 5종은 incompatible/optional transitive dependency라 강제 override하지 않음. Three.js bundled hashed Draco/Basis asset으로 전환하고 `public/draco`, `public/basis`, `web-ifc-mt.wasm`, production source map 제거. 2D/3D artifact gate 추가. 3D dist 24,945,531→8,149,402 bytes(-67.3%), 2D dist 4,302,677 bytes, duplicate 0. 966-byte official Three.js ETC1S KTX2 test asset으로 production subpath에서 Basis transcoder 실제 실행을 검증. Vitest 8, typecheck/build, Playwright E2E 17개 통과.
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- 2026-06-19 — KTX2 runtime path validated: toktx unavailable here (no native KTX-Software), so sourced the only single-file KTX2 GLB in Khronos — ABeautifulGame.glb (glTF-Binary-KTX-ETC1S-Draco, 11.5MB, 35 KHR_texture_basisu / 33 image/ktx2 / 17 Draco). perf-smoke load via viewer: **626ms PASS** (KTX2Loader + DRACOLoader decode confirmed). Corrected tools/preprocess.mjs doc: KTX2 CLI command is `gltf-transform etc1s|uastc` (needs KTX-Software 4.3+), not `ktx`. Samples now include KTX2+Draco variant.
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- 2026-06-18 — P4-3 prerender pipeline complete: added ThreeDViewer.rotateTo(azimuth) + `window.__viewer` exposure; wrote tools/prerender.mjs (puppeteer-core orbit capture → ffmpeg animated WebP). Fixed: MSYS path mangling of `/samples` argv; ffmpeg `libwebp_anim` broken in this build (1 frame) → switched to `-c:v libwebp -vsync vfr` (correct multi-frame). Produced public/previews/Duck.webp (24 frames, 54KB). Wired into main.ts: `?model=` sets `#preview` src to matching `/previews/<name>.webp` (onerror hides), hydration gate fades it on ready. P4-2 (3-size sample set) + P4-3 → done. Result/verify: `npm run build` exits 0; ANMF=24 confirmed.
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- 2026-06-18 — Asset pipeline validated + P5-3 perf smoke: fixed tools/preprocess.mjs (textureCompress ktx2 → webp; registered draco3d.encoder dependency + EXTTextureWebP). Ran on Duck.glb → 117.7KiB→31.2KiB (73.4% reduction, Draco+webp). Added `window` `hmw:ready` event in ThreeDViewer.onLoaded. Wrote tools/perf-smoke.mjs (puppeteer-core + system Chrome headless). Ran against preview: Box 102ms, Duck 94ms, Duck.optimized(Draco) 141ms, Avocado 271ms — all < 3000ms PASS. Draco runtime decoder path confirmed. P5-3 → done.
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@@ -96,7 +96,7 @@
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<h2>3. 기술 스택 (확정)</h2>
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<table>
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<tr><th>영역</th><th>선택</th><th>비고</th></tr>
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<tr><td>렌더러</td><td>three.js WebGLRenderer (r0.169)</td><td>WebGPU는 차후 옵션</td></tr>
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<tr><td>렌더러</td><td>three.js WebGLRenderer (r185)</td><td>WebGPU는 차후 옵션</td></tr>
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<tr><td>로더(기준)</td><td>GLTFLoader + DRACOLoader + KTX2Loader</td><td><strong>각 1개 싱글톤</strong> — 다중 인스턴스 크래시(#22445)</td></tr>
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<tr><td>로더(확장)</td><td>OBJ / FBX / Collada — three example loaders</td><td>지연 <code>import()</code> → 별도 Vite 청크(초기 번들 미증가)</td></tr>
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<tr><td>로더(IFC)</td><td>web-ifc <code>IfcAPI</code> (v0.0.77)</td><td>단일스레드 <code>web-ifc.wasm</code> 자가호스팅(<code>/web-ifc/</code>), <code>SetWasmPath(...,true)</code></td></tr>
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@@ -123,8 +123,9 @@
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fps.ts # ★ 화면 FPS 오버레이 (EMA, 색상코딩)
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public/
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web-ifc/ # ★ web-ifc.wasm (단일스레드, 자동 복사)
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samples/ # Box/Duck/Avocado/Duck.optimized + Cube.obj/dae/fbx/ifc
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samples/ # 배포 demo: Box/Duck/Avocado/Duck.optimized + Cube.obj/dae/fbx/ifc
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previews/ # Duck.webp + Cube.{obj,dae,fbx,ifc}.webp (24프레임 360°)
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dist/assets/ # ★ Vite hashed Draco/Basis decoder JS/WASM
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tools/
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preprocess.mjs # gltf-transform Draco+WebP 압축 (GLB 전용)
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copy-decoders.mjs # postinstall: single-thread web-ifc WASM 복사
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@@ -185,11 +186,11 @@ tools/
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<h2>8. 현재 구현 상태</h2>
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<div class="card">
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<ul>
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<li><strong>빌드:</strong> <code>tsc --noEmit</code> 클린, <code>npm run build</code> 통과 (vite 5.4.21, 11.92s). 청크: 앱 138KB(gz 47) · three vendor 533KB(gz 136) · web-ifc 3.5MB(gz 398, <em>지연 로드</em>) · OBJ 8.8 / Collada 41 / FBX 48KB.</li>
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<li><strong>빌드:</strong> <code>tsc --noEmit</code> 클린, Vite 8 production build 통과. 3D artifact 27개, 8,149,402 bytes, 50KB 이상 중복 0개.</li>
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<li><strong>포맷별 인브라우저 로드(헤드리스 Chrome):</strong> GLB 229ms · OBJ 173ms · FBX 158ms · DAE 178ms · <strong>IFC 463ms</strong> · Duck.optimized 182ms — 전체 <3000ms PASS.</li>
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<li><strong>적응형 품질:</strong> 60fps 미만 지속 시 pixelRatio 3단계 강등 실측 확인(위 7절).</li>
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<li><strong>샘플:</strong> Box/Duck/Avocado/Duck.optimized(GLB) + Cube.obj(793B)/Cube.dae(2.1K)/Cube.fbx(16.2K)/Cube.ifc(2.3K). 각 24프레임 360° WebP 프리뷰.</li>
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<li><strong>KTX2 런타임 경로:</strong> KTX2Loader+DRACOLoader 동시 디코드 확인(ABeautifulGame, 626ms). 인코딩은 toktx 필요(미설치).</li>
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<li><strong>KTX2 런타임 경로:</strong> official Three.js ETC1S KTX2 fixture를 production subpath에서 로드하고 hashed Basis transcoder WASM request와 model ready를 E2E로 확인. 인코딩은 toktx 필요(미설치).</li>
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<li><strong>하드닝:</strong> WebGL 미지원 가드, 로드 실패 메시지(<code>#status</code>), DnD 검증 피드백, IFC wasm 메모리 해제 — reviewer 0 critical.</li>
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</ul>
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</div>
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