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dwg-dxf-viewer-sample/.claude/skills/threejs-viewer/SKILL.md
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kimminsungandClaude Opus 4.8 a71790070d 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>
2026-06-19 13:54:46 +09:00

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3.7 KiB
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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`.