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lectom bedb357259 chore(monorepo): import hmwebviewer history at a717900
git-subtree-dir: apps/viewer-3d
git-subtree-mainline: 5e10bb1be4
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2026-07-29 09:04:52 +09:00

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# tools/ — Offline asset pipeline
Offline tooling for preparing 3D assets served by the hmwebviewer. Nothing here
ships to the browser at runtime; these produce the optimized assets and
pre-rendered placeholders that the viewer consumes.
## preprocess.mjs — Draco + KTX2 compression
Compresses a `.glb`/`.gltf` into a single self-contained `.optimized.glb` using
[gltf-transform](https://gltf-transform.dev/): Draco for geometry, KTX2/Basis
Universal for textures, in one pass. Output loads directly in the viewer's
`GLTFLoader` (with `DRACOLoader` + `KTX2Loader` wired on the shared loader).
### Install (once)
These dev dependencies are **not** in `package.json` yet. Run before first use:
```bash
npm install -D @gltf-transform/core @gltf-transform/functions \
@gltf-transform/extensions @gltf-transform/cli
```
The CLI package provides the KTX2 encoder wiring. gltf-transform fetches the
platform basis encoder automatically on first KTX2 run (network needed once).
### Usage
```bash
node tools/preprocess.mjs <input.glb> [output.glb] [--draco-bits N] [--ktx2|--no-ktx2]
```
- Default output: `<input>.optimized.glb` (e.g. `model.glb``model.optimized.glb`).
- `--draco-bits N` — position quantization bits, 8..16 (default **14**). Lower =
smaller file, lossier geometry. Tune per asset.
- `--ktx2` / `--no-ktx2` — texture encoding toggle (default **on**).
Prints before/after byte sizes and reduction %.
### Outputs
- Compressed GLBs land in [`samples/`](../samples/) (`samples/*.optimized.glb`).
- Pre-rendered WebP placeholders land in [`public/previews/`](../public/previews/)
(`*.webp`) — see the pre-render section below.
If a required package is missing at runtime, the script prints the install
command above and exits non-zero (no silent skip).
## Sample assets
Place source `.glb` files under `samples/` (suggested split: small / medium /
large). Compress with `preprocess.mjs` and commit the `.optimized.glb` outputs.
Samples are not committed yet — to be added when a sample asset is available.
## Pre-render pipeline (360° animated WebP placeholder)
For Path A (server asset) the server ships a pre-rendered 360° turntable so the
page shows motion instantly while the real model decodes in the background.
Output: `public/previews/<asset>.webp` (animated, with alpha).
**Status: to be implemented when a sample asset is available.** Two options:
1. **Blender headless CLI (preferred).** Camera parented to an empty at the
model origin, Z axis 0→360° keyframed over N frames. Render frames:
```bash
blender -b scene.blend -o //frame_### -f 1..N -F PNG
```
Assemble to animated WebP (alpha) or WebM VP9 via ffmpeg:
```bash
ffmpeg -framerate 24 -i frame_%03d.png -loop 0 -plays 0 out.webp
```
2. **Puppeteer + headless three.js (fallback).** Spin a minimal three.js page,
rotate the model, and call `page.screenshot({ type: 'webp' })` per rotation
step. Stitch frames into an animated WebP.
Both options need a committed sample asset first; blocked on P4-2.