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>
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description
| 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:
- Confirm
tools/preprocess.mjsexists; if not, delegate to theasset-pipelineagent to build it first. - Run the compressor on the input GLB → output to
samples/<name>.optimized.glb. Print before/after sizes and the reduction %. - If a second arg
--prerenderis given, also run the 360° pre-render pipeline to producepublic/previews/<name>.webp. - 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.