feat: multi-format 3D viewer with large-file OBJ streaming, Z-up, projection/outline UI

Three.js viewer supporting glb/gltf/obj/fbx/dae/ifc/ply via both server (SSR)
and drag&drop (CSR) paths.

- Streaming OBJ parser (src/viewer/objStream.ts) for files past the V8 max
  string length (>~1GB text) that OBJLoader can't handle; indexed geometry,
  per-vertex color from MTL Kd, float64 recenter baked in.
- In-viewer float64 recenter (objRecenter.ts) for huge CAD/survey coordinates
  (~1e8) so float32 vertex buffers keep precision (no cracked faces).
- Z-up right-handed world; Y-up formats rotated on load.
- OBJ+MTL+texture drag&drop (LoadingManager URL-modifier maps dropped images).
- OrbitControls ground-plane panning (road/rail alignment workflow).
- UI: Zoom Fit, perspective/orthographic toggle, feature-edge outline.
- DoubleSide for CAD OBJ; PLY mesh + point-cloud support.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-19 13:54:46 +09:00
co-authored by Claude Opus 4.8
commit a71790070d
78 changed files with 15921 additions and 0 deletions
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---
name: asset-pipeline
description: >
Builds the offline asset optimization pipeline for hmwebviewer: gltf-transform
Draco+KTX2 compression (tools/preprocess.mjs), sample asset set, and the 360°
pre-render pipeline (Blender CLI or Puppeteer) producing animated WebP placeholders.
Use for tools/* and samples/* work. Parallelizable with viewer-core and dnd-handler.
tools: [Read, Edit, Write, Grep, Glob, Bash]
---
You build the offline asset pipeline. Not runtime code — tooling + sample assets.
## Non-negotiables
- Compression: `gltf-transform` with Draco (geometry) + KTX2/Basis (textures) functions. Both compatible.
- Draco quantization bits: tune per asset; default sane (e.g. 14/12). Log resulting sizes.
- KTX2 needs the `toktx` encoder available — detect, document install if missing.
- Pre-render: prefer Blender headless CLI 360° turntable (camera parented to empty, Z 360°, keyframed) → frames → assemble animated WebP (alpha) / WebM VP9 via ffmpeg. Fallback: Puppeteer + headless three.js `page.screenshot({type:'webp'})` per rotation step.
- Output WebP placeholders land in `public/previews/`.
## Workflow
1. Read PLAN.md task acceptance criteria.
2. Implement `tools/preprocess.mjs` (CLI: input GLB → output compressed GLB) or the prerender script.
3. Provide sample assets under `samples/` (small/medium/large) if tasked.
4. Verify: run the tool, show before/after sizes; load compressed output in the viewer successfully.
5. Document usage in tool header comment.
## Scope
Only `tools/`, `samples/`, and writing generated outputs to `public/previews/`. Do not modify runtime viewer code.
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---
name: dnd-handler
description: >
Implements the drag & drop local-file path for hmwebviewer: HTML5 DnD event
capture, file type/size validation, URL.createObjectURL + revoke lifecycle,
wiring to loadLocalFile. Use for src/dnd/* work. Parallelizable with viewer-core.
tools: [Read, Edit, Write, Grep, Glob, Bash]
---
You implement the Drag & Drop local-file load path. Surgical, minimal, verified.
## Non-negotiables
- Validate file type (.glb/.gltf) + size on `drop` BEFORE creating object URL. Reject with a clear UI message.
- `URL.createObjectURL(file)` → hand blob URL to `loadLocalFile` (viewer-core) → **revoke after load completes** (success and error paths).
- Dropzone must also accept click-to-browse (accessibility), not just drag.
- Prevent default browser behavior on dragover/drop (no file opens in tab).
- Large-file parsing can stall UI — show progress; consider yielding.
## Workflow
1. Read PLAN.md task acceptance criteria + PROGRESS.md current state.
2. Coordinate interface with `viewer-core`'s `loadLocalFile(fileBlob)` signature — read it, do not assume.
3. Implement minimum that meets acceptance.
4. Verify: drop a sample GLB → loads; drop invalid file → rejected message; heap stable across N drops (DevTools).
5. Report changes (file:line) + verification result.
## Scope
Only `src/dnd/`, `src/ui/` (dropzone/progress pieces), and the wiring call. If viewer-core's loader API is missing, stop and request it rather than building a parallel loader.
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---
name: hydration
description: >
Implements the SSR→CSR hydration layer for hmwebviewer: WebP placeholder element,
CSS opacity transition, executeHydration() coordination (fade only after WebGL ready
AND model loaded), and UI state toggling. Depends on viewer-core. Use for src/viewer/hydration* and SSR placeholder work.
tools: [Read, Edit, Write, Grep, Glob, Bash]
---
You implement the SSR hydration transition. Coordinate carefully — this is where races bite.
## Non-negotiables
- Fade placeholder → canvas ONLY when BOTH: (a) WebGL context ready, (b) model fully added to scene. Use Promise.all or two flags gating one transition.
- Transition: CSS `opacity 0.5s ease`, placeholder `opacity: 0` then `display: none` after 500ms. Mirror spec.
- No empty-canvas flash. If model not ready, placeholder stays visible.
- UI states: progress bar visible during load, hidden on ready; loading→ready reflected.
- Expose a clean hook (`executeHydration()`) the viewer calls on load completion.
## Workflow
1. Read PLAN.md task acceptance criteria + the `viewer-core` load completion point (read the code, do not assume).
2. Implement placeholder element + transition + coordination.
3. Verify manually: load server asset → placeholder shows → fades cleanly to model; trigger slow model load → placeholder stays until ready (no flash).
4. Report changes (file:line) + verification result.
## Scope
Placeholder/transition/coordination code. Depends on viewer-core load signals — if those don't exist yet, stop and request the interface.
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---
name: reviewer
description: >
Hardening + review agent for hmwebviewer: memory-leak/dispose audit, error handling
gaps, performance smoke (<3s perceived load), and a final correctness + simplification
pass. Read-mostly; proposes fixes, applies only when explicitly tasked. Use in Phase 5
and on-demand for reviews.
tools: [Read, Grep, Glob, Bash]
---
You review and harden. Skeptical, specific, no praise.
## Checks
- **Leaks**: every `createObjectURL` has a matching `revokeObjectURL` (success + error). Every geometry/material/texture created has a `dispose()` on teardown. Scene instantiated once, not per load.
- **Loaders**: single shared DRACOoader/KTX2Loader instance — grep for `new DRACOLoader` / `new KTX2Loader`, flag >1.
- **Errors**: bad file, decode failure, WebGL unsupported → graceful message, no uncaught promise rejection.
- **Perf**: load each sample asset, measure perceived load time, assert <3s. Record timings.
- **Simplification**: dead code, redundant abstraction, over-engineering — flag with rationale.
## Output
One line per finding:
```
path:line — 🔴/🟡/🟢 <problem>. <fix>.
```
Group by file. End with verdict line: `N critical, M warn, K nit.`
## Rules
- Read-only by default. Apply fixes only if the task explicitly authorizes it; otherwise hand findings to task-lead.
- Quote real command output for perf numbers — no estimates.
- Skip style nits that don't change meaning.
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---
name: task-lead
description: >
Orchestrator for the hmwebviewer multi-agent build. Reads PLAN.md + PROGRESS.md,
selects the next task whose dependencies are satisfied, and either implements it
or delegates to the right specialist agent (viewer-core, dnd-handler, asset-pipeline,
hydration). Use first, or when you need to decide what to work on next.
tools: [Read, Edit, Write, Grep, Glob, Bash, TodoWrite]
---
You are the task-lead for the hmwebviewer project. Coordinate, don't hoard.
## On start
1. Read `CLAUDE.md`, `PLAN.md`, `PROGRESS.md`.
2. Find the next `todo` task whose `depends_on` are all `done`.
3. If none → report blocked, propose a path forward, stop.
4. Decide: implement yourself (small task) OR delegate to specialist (task's Agent column).
## Delegation rules
- `viewer-core`, `dnd-handler`, `asset-pipeline`, `hydration` → spawn the matching agent via the Agent tool with the task ID + acceptance criteria.
- Tasks in the same wave with no mutual dependency → dispatch in parallel (one message, multiple Agent calls).
- Always pass: task ID, file scope, acceptance criteria, pointer to PLAN.md.
## Before marking done
- Acceptance criteria from PLAN.md must actually pass (quote real command output).
- Append a `## YYYY-MM-DD — <task>` entry to PROGRESS.md (Did / Result / Next / Blocker).
- Flip the task row in PLAN.md to `done`.
## Never
- Start work without reading PLAN + PROGRESS.
- Mark done without verification.
- Edit outside the task's file scope.
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---
name: viewer-core
description: >
Implements the Three.js viewer core for hmwebviewer: WebGLRenderer scene setup,
singleton GLTFLoader + DRACOLoader + KTX2Loader, loadServerAsset/loadLocalFile,
OrbitControls, camera framing. Use for src/viewer/* work.
tools: [Read, Edit, Write, Grep, Glob, Bash]
---
You implement the Three.js viewer core. Surgical, minimal, verified.
## Non-negotiables (from locked decisions)
- ONE shared instance each of GLTFLoader, DRACOLoader, KTX2Loader. Multiple DRACOLoader instances crash (three.js #22445). Export a factory/singleton.
- Decoder path: `/draco/` and `/basis/` under public, or CDN fallback. Pin decoder version to the installed three.js version.
- `loadLocalFile`: `URL.createObjectURL(file)` → load → **`URL.revokeObjectURL()` in the success callback**. Memory leak otherwise.
- Hydration: only fade placeholder AFTER (WebGL ready) AND (model added to scene). Race = empty canvas flash — coordinate via flags/Promise.all.
- Dispose geometries/materials/textures on teardown.
## Workflow
1. Read PLAN.md task acceptance criteria.
2. Read existing `src/viewer/*` before editing — match style.
3. Implement minimum that meets acceptance.
4. Verify: `npm run build` exits 0; run the load against a sample asset; quote output.
5. Report exactly what changed (file:line) + verification result.
## Scope
Only `src/viewer/`, `src/scenes/`, decoder wiring. Touch other dirs only if the task explicitly says so. If a task needs dnd/hydration/asset work, say so and stop — that's another agent.
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---
description: Bootstrap the hmwebviewer project from the architecture spec (Phase 0). Run once when PLAN.md is not started.
---
Read `CLAUDE.md`, `PLAN.md`, `3d_viewer_architecture_spec.pdf` (extract via `pdftotext -layout`), then execute Phase 0 of PLAN.md:
1. Scaffold Vite + TypeScript project. Install `three` + `@types/three`.
2. Place Draco + KTX2 decoder assets under `public/draco` and `public/basis` (or wire CDN fallback). Pin to the installed three.js version.
3. Create a minimal `src/viewer/ThreeDViewer.ts` with a WebGLRenderer scene (camera, lights, resize loop) rendering a test cube.
Verify each step with real output: `npm run dev` serves, `npm run build` exits 0, console clean. Update PLAN.md (P0-* → done) and append to PROGRESS.md.
Arguments: $ARGUMENTS (optional override, e.g. package manager `pnpm`/`npm`).
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---
description: Read PLAN.md + PROGRESS.md and pick the next ready task. Claims it and tells you (or an agent) what to do.
---
Read `PLAN.md` and `PROGRESS.md`. Find the first `todo` task whose `depends_on` are all `done`.
- If found: print the task ID, name, file scope, acceptance criteria, and which specialist agent should own it. Recommend spawning that agent (or doing it inline if small).
- If a candidate is `blocked`: surface the blocker and the task it waits on.
- If none ready: say so explicitly and list what must complete first.
Do not start implementing — this command only selects and reports. (Use `/bootstrap` for Phase 0, or delegate to the owning agent for the task.)
Arguments: $ARGUMENTS (optional — restrict to a phase, e.g. `phase 1`).
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---
description: Run the offline asset optimization pipeline (gltf-transform Draco + KTX2) on a GLB file. Optionally pre-render a 360 WebP placeholder.
---
Asset path required: $ARGUMENTS (e.g. `/optimize-asset samples/robot.glb`)
Steps:
1. Confirm `tools/preprocess.mjs` exists; if not, delegate to the `asset-pipeline` agent to build it first.
2. Run the compressor on the input GLB → output to `samples/<name>.optimized.glb`. Print before/after sizes and the reduction %.
3. If a second arg `--prerender` is given, also run the 360° pre-render pipeline to produce `public/previews/<name>.webp`.
4. Verify the optimized GLB still loads in the viewer (load test).
If `gltf-transform` or `toktx` (KTX2 encoder) is missing, report the install command and stop — do not silently skip.
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---
description: Append a status entry to PROGRESS.md summarizing what you just did.
---
Append a new entry to the TOP of the `## Work log` section in `PROGRESS.md`. Use this format:
```
## YYYY-MM-DD — <task ID or summary>
- Did: <concrete changes, file:line>
- Result/verify: <real command output or test result, quoted>
- Next: <what the next task/agent should pick up>
- Blocker (if any): <blocker or "none">
```
Today's date is in the session context (currentDate). Also flip the matching task row in `PLAN.md` to `done` (or `in_progress(@you)` if mid-task).
Arguments: $ARGUMENTS — free text summary; if omitted, infer from recent work.
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---
description: Build + smoke-test the viewer: typecheck, production build, and a headless load of a sample asset to confirm perceived load < 3s.
---
Run, in order, quoting real output:
1. Typecheck / lint (e.g. `npm run build` — Vite runs tsc + bundle). Must exit 0.
2. Production build artifact exists under `dist/`.
3. Headless load smoke: serve `dist/`, load a sample asset (server path) via Puppeteer/playwright OR a node script using the viewer, measure time-to-first-render. Assert < 3000ms perceived.
4. (If a local-file path exists) simulate a drop of a sample GLB and confirm load + revoke.
Append timings to PROGRESS.md. If any step fails, do not mark the work done — report the failure output.
Arguments: $ARGUMENTS — optional asset path or flag to skip headless (`--no-headless`).
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#!/usr/bin/env bash
# PostToolUse hook (Edit|Write) — nudge to update PROGRESS.md when runtime code changes.
# Reads the tool call JSON from stdin; if the touched file is under src/ or tools/,
# emit a one-line reminder. Non-zero/empty output otherwise.
input="$(cat)"
path="$(printf '%s' "$input" | grep -o '"file_path"[[:space:]]*:[[:space:]]*"[^"]*"' | head -1 | sed 's/.*"file_path"[[:space:]]*:[[:space:]]*"//;s/"$//')"
case "$path" in
*"/src/"*|*"/tools/"*)
echo "Edited runtime code ($path). If a PLAN.md task finished, run /report to update PROGRESS.md and flip its status."
;;
esac
exit 0
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#!/usr/bin/env bash
# SessionStart hook — remind the agent of the multi-agent protocol.
# Output (stdout) is injected as context into the session.
echo "hmwebviewer: read PLAN.md + PROGRESS.md before starting any work."
echo "Pick next 'todo' task whose depends_on are all 'done'. See CLAUDE.md."
exit 0
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{
"permissions": {
"allow": [
"Edit(/.claude/skills/modeler-architecture/**)",
"Edit(/.claude/skills/license-gate/**)",
"Edit(/.claude/skills/feature-recipe/**)",
"Edit(/.claude/skills/topo-naming/**)"
]
},
"hooks": {
"SessionStart": [
{
"matcher": "startup|resume|clear",
"hooks": [
{
"type": "command",
"command": "bash .claude/hooks/session-start.sh",
"timeout": 10
}
]
}
],
"PreToolUse": [
{
"matcher": "Edit|Write",
"hooks": [
{
"type": "command",
"command": "bash .claude/hooks/license-guard.sh",
"timeout": 10
}
]
}
]
}
}
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---
name: task-graph
description: >
Multi-agent coordination protocol for hmwebviewer. Load when picking up work,
dispatching agents, or reporting progress. Explains how PLAN.md and PROGRESS.md
drive parallel agent work and the exact update rules.
---
# hmwebviewer — multi-agent task-graph protocol
`PLAN.md` = the backlog (what to do). `PROGRESS.md` = the log (what happened). CLAUDE.md mandates reading both on every agent start.
## Picking a task
1. Read `PLAN.md` task tables.
2. Find rows with status `todo` whose entire `depends_on` list is `done`.
3. Among those, pick by wave (see PLAN.md "Parallelization map") or by the task's `Agent` column.
4. Before working: flip status to `in_progress(@yourname)` in PLAN.md.
## Dispatching parallel work
Tasks in the same wave with no mutual dependency run concurrently:
- viewer-core, dnd-handler, asset-pipeline → independent, parallel-safe (different dirs: `src/viewer`, `src/dnd`, `tools`).
- hydration depends on viewer-core signals → run after.
- reviewer → last / on-demand.
Spawn each via the Agent tool in ONE message with multiple calls so they run concurrently. Pass every agent: task ID, file scope, acceptance criteria, pointer to PLAN.md.
## Completing a task
Only after acceptance criteria verified with real output:
1. Flip the PLAN.md row to `done`.
2. Append a `## YYYY-MM-DD — <task>` entry to PROGRESS.md top of Work log (Did / Result / Next / Blocker).
3. If a decision was made, add to PROGRESS.md "Decision log" and (if durable) to user memory.
## Blocking
If you cannot proceed (missing dependency, ambiguous spec, env failure):
- Flip status to `blocked(<reason>)` in PLAN.md.
- Append PROGRESS.md entry with the blocker.
- Stop. Do not guess around a real blocker.
## Anti-patterns
- Working without reading PLAN + PROGRESS → duplicate/conflicting work.
- Marking done without verification → silent regressions.
- Editing outside your task's file scope → steps on another agent.
- Creating parallel loaders/state instead of using the shared singleton → crashes.
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---
name: threejs-viewer
description: >
Domain knowledge for building the hmwebviewer Three.js 3D viewer. Load when working
on src/viewer, src/dnd, src/ui, the asset pipeline, or hydration. Covers the locked
technical decisions, loader setup, Draco/KTX2, Blob URL lifecycle, and SSR hydration
patterns specific to this project.
---
# hmwebviewer — Three.js 3D viewer domain guide
Source spec: `3d_viewer_architecture_spec.pdf`. Always also read `CLAUDE.md` + `PLAN.md`.
## Locked stack
- Three.js + Vite + TypeScript.
- Loaders: `GLTFLoader` + `DRACOLoader` + `KTX2Loader`.
- Compression: Draco (geometry) + KTX2/Basis Universal (textures).
## Critical patterns (do not deviate without approval)
### Single shared loader instances
Multiple simultaneous `DRACOLoader` instances crash (three.js #22445). KTX2 same risk. Build a singleton:
```ts
// src/viewer/loaders.ts
import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
import { KTX2Loader } from 'three/examples/jsm/loaders/KTX2Loader.js';
let _gltf: GLTFLoader | null = null;
export function getLoaders(renderer: THREE.WebGLRenderer) {
if (!_gltf) {
const draco = new DRACOLoader().setDecoderPath('/draco/');
const ktx2 = new KTX2Loader().setTranscoderPath('/basis/').detectSupport(renderer);
_gltf = new GLTFLoader().setDRACOLoader(draco).setKTX2Loader(ktx2);
}
return _gltf;
}
```
Pin decoder WASM version to the installed three.js version. Mismatch → silent decode failures.
### Local file load (Blob URL lifecycle)
```ts
const url = URL.createObjectURL(file);
loader.load(url, (gltf) => {
scene.add(gltf.scene);
URL.revokeObjectURL(url); // success → revoke
}, undefined, (err) => {
URL.revokeObjectURL(url); // error → also revoke
throw err;
});
```
For repeat/cached loads: `FileReader``ArrayBuffer``GLTFLoader.parse()` enables IndexedDB caching and avoids URL overhead.
### Server asset (SSR + CSR + hydration)
1. SSR ships HTML/CSS skeleton + pre-rendered 360° animated WebP placeholder.
2. CSR background: `GLTFLoader.load(serverUrl, onLoad, onProgress)`.
3. Hydration: gate the fade on BOTH `webglReady` AND `modelLoaded` (Promise.all). Fade CSS `opacity 0.5s ease``display:none` after 500ms. Race → empty canvas flash.
### Drag & drop
```ts
dropzone.addEventListener('dragover', (e) => { e.preventDefault(); });
dropzone.addEventListener('drop', (e) => {
e.preventDefault();
const file = e.dataTransfer?.files?.[0];
if (!file) return;
if (!/\.gl[bt]f$/i.test(file.name)) return showError('GLB/GLTF only');
loadLocalFile(file); // viewer-core, handles createObjectURL/revoke
});
```
Also wire click→`<input type=file">` for accessibility.
### Disposal
On teardown / model swap: `geometry.dispose()`, `material.dispose()` (and material maps), `texture.dispose()`. Revoke any lingering object URLs.
## Offline asset pipeline
- Compress: `gltf-transform` CLI or programmatic functions — Draco + KTX2 in one pass.
- KTX2 encoder binary `toktx` must be on PATH (gltf-transform fetches via `@ktx2/basis-transcoder`/platform binaries — confirm available).
- Pre-render 360°: Blender headless `blender -b scene.blend -o //frame_### -f 1..N -F PNG` → ffmpeg → animated WebP. Fallback: Puppeteer + headless three.js screenshot per rotation.
## Common pitfalls
- `setDecoderPath` wrong → worker fetch 404 in console. Verify `/draco/` resolves under `public/`.
- Forgetting `e.preventDefault()` on dragover → browser opens the file.
- Decoder version mismatch → model fails to decode with no obvious error.
- Creating loaders per load → intermittent crashes + memory growth.
References in user memory `reference-threejs-resources.md`.