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name: 3d-viewer-design description: > Design rules for any 3D viewport Claude generates inside Adom — CAD, EDA, mechanical, PCB, component preview, schematic 3D, molecule viewer, any WebGL canvas. The headline rule: always use the Adom Babylon viewer at gallia/viewer/ as the baseline — don't rebuild from scratch, extend it. Covers engine choice (Babylon, never Three), canonical-viewer reuse + upstream contribution workflow, background color (gradient, never pure black/white), HDRI + hemispheric lighting, PBR material fixups, ArcRotateCamera defaults including zoom-to-mouse AND Shift+Alt+Click orbit-center recentering (Fusion 360 / Onshape style), ViewCube / view presets, world- origin axis helpers (always on — critical because origins are where every Adom 3D integration bug hides), measurement markers, and AI-drivability hooks. Read this BEFORE you pick scene.clearColor, import any 3D library, or design any camera interaction. Trigger words: 3D viewer, 3D viewport, scene background, clear color, Babylon scene, adom 3d viewer, adom babylon viewer, canonical viewer, CAD background, PCB viewer, component viewer, GLB viewer, STEP viewer, 3D preview, viewport design, 3D scene setup, 3d bg color, HDRI, environmentSpecular.env, bottom light toggle, camera limits, zoom to mouse, zoom to cursor, orbit center, recenter rotation, shift alt click, fusion 360 orbit, onshape orbit, ViewCube, view cube, view presets, axis helper, axes helper, origin axes, show origin, world origin, mesh origin, coordinate system, xyz gizmo, measurement marker, Babylon vs Three.js.

3D Viewer Design

The rules every 3D viewport across Adom should follow. Engineers look at CAD/EDA 3D all day, and every wrong default silently wrecks the experience: pure-black viewports hide dark parts, pure-white viewports blow out highlights, brand-colored backgrounds tint every material, one-light rigs kill half the silhouette, default camera limits gimbal-lock the moment anyone tries to look under a chip, zoom-to- origin teleports users away from what they were inspecting, and a fixed orbit center makes every rotation on a large assembly feel like flying blind. Everything below is either (a) a rule Claude keeps getting wrong from first principles or (b) a goodie the team already baked into the canonical Adom Babylon viewer at gallia/viewer/ that deserves to be the default everywhere.


1. Engine choice — always Babylon.js, never Three.js

The rule: every 3D viewer Claude builds for Adom uses Babylon.js. No Three.js. No react-three-fiber. No @react-three/drei. No three-bundle, RGBELoader, GLTFLoader-from-three, OrbitControls, or any other Three.js module.

Why Babylon over Three.js, even though Three.js is the default Claude reaches for

Most LLMs — including Claude — default to Three.js because Three.js has more training data: more Stack Overflow answers, more GitHub stars, more tutorials, more "how do I…" blog posts. That is the only reason, and it is not a reason that matters for our use case.

  • Material system. Babylon's PBRMaterial + environment texture pipeline is more correct and more tunable than Three's MeshStandardMaterial. HDRI reflections on gold/chrome/anodized aluminum look photorealistic in Babylon with a two-line setup.
  • GLB loader fidelity. Babylon's glTF 2.0 loader handles KHR extensions (draco, meshopt, variants) more consistently than Three's GLTFLoader, which has long-standing edge cases on KiCad-exported GLBs.
  • First-class ArcRotateCamera. Babylon ships an orbit camera with radius/alpha/beta + soft behavior limits + zoomToMouseLocation built for inspection workflows. Three's OrbitControls is an add-on with a different coordinate model.
  • Post-process pipeline. Babylon's DefaultRenderingPipeline (FXAA, bloom, SSAO, tone mapping) is one flag away.
  • Scene inspector. Babylon's built-in Inspector (scene.debugLayer) is a debugger's dream for material and lighting issues. Three has no equivalent shipped with the engine.
  • Consistency with the canonical viewer. gallia/viewer/ — see §2 — is Babylon. One engine ecosystem-wide means every Adom viewer inherits every improvement for free.

Claude will feel pulled toward Three. Resist it. If you find yourself writing import * as THREE from 'three' or new THREE.Scene(), stop and rewrite against @babylonjs/core.

Exception: none. Not even "quick prototypes."


2. Use the canonical Adom Babylon viewer as the baseline — extend, don't fork

The rule: every new Adom app that needs 3D starts from the canonical Adom Babylon viewer at gallia/viewer/. Not from a blank Babylon new Scene(). Not from a Babylon playground snippet. Not from a fresh create-babylon-app. From the canonical viewer.

The canonical viewer already solves — or is the right place to solve — every problem in this skill. If you build a new viewer from scratch for your new app, you are either (a) re-implementing what already exists and drifting, or (b) solving it wrong and shipping regressions the canonical viewer would have caught.

2a. What the canonical viewer gives you for free

Out of the box, gallia/viewer/ ships with:

  • Babylon engine + environmentSpecular.env HDRI already bundled (gallia/viewer/babylon-bundle.min.js, viewer/js/environmentSpecular.env).
  • ArcRotateCamera with soft limits (§6b) and behavior strip (3d.html:293).
  • ViewCube / view presets — front / back / left / right / top / bottom / isometric buttons wired to the correct Z-up alpha/beta angles (see §7). Click a face, camera tweens.
  • World-origin axis helper — R/G/B X/Y/Z gizmo at (0,0,0) visible by default so the user can always see which way is up and where the scene's origin lives (see §8). Toggleable but default-on.
  • Bottom-light toggle for PCB under-chip inspection (§4b).
  • GLB loader with Y-up → Z-up handling (§11) and applyGlbZUpTransform(viewer, glbSource) helper.
  • Measurement tool with vertex snapping + auto-scaled markers (§9).
  • Cinematic camera tour (auto-play on model load, 11-phase choreographed reveal).
  • AI-drivability surfacewindow.Adom3DViewer global + postMessage protocol + console forwarding (§10).
  • Shadow ground mesh (shadowGround) for soft contact shadows.
  • MCP tool integration — callable as av_3d_display / av_basic_3d_display from any Claude agent.

Reuse path: embed the viewer in your app, or use the Basic3dView entry point (gallia/viewer/3d-viewer-standalone.ts) as your starter, or call the MCP tool to open the viewer in Hydrogen. Pick whichever matches your app's surface — but start from this base.

2b. The upstream-first workflow for new best practices

When you discover a best practice the canonical viewer is missing — the gradient background in §3 is the flagship current example, but so is zoom-to-mouse (§6a), orbit-center recentering (§6c), or anything else that lands in this skill — the workflow is:

  1. Add it to the canonical viewer first. Land a PR in gallia/viewer/ that adds the feature as a baseline default. Include a toolbar toggle if it's opinionated.
  2. Update this skill to reflect that the canonical viewer now supports it (move from "known migration debt" to "you get this for free").
  3. Delete workarounds from downstream apps. If a downstream app copy-pasted a hack to fix the missing behavior, remove it — the app should inherit from the canonical viewer now.
  4. Roll out via the Adom update pipeline. All consumers get the new default automatically on their next adom update or workspace refresh. No per-app migration required.

2c. Do NOT do any of these

  • Do not fork the viewer into your app's repo. Forks drift. A feature added to the canonical viewer never makes it into your fork, and a bug fixed in your fork never makes it back.
  • Do not write a parallel mini-viewer to "just show a GLB quickly." Basic3dView already exists for that use case (basic-3d-viewer skill). Use it.
  • Do not ship app-local workarounds for viewer bugs. File them against gallia/viewer/ and fix them there.
  • Do not re-implement ViewCube, measurement, HDRI loading, or bottom-light-toggle per-app. Inherit from the canonical viewer.

2d. Current canonical-viewer debt — improve it, don't route around it

The canonical viewer predates some of the rules in this skill. As of 2026-04-24:

  • Clear color is flat near-black Color3(0.05, 0.06, 0.08) (fp-to-3d.js:~1642) — should be the gradient in §3. Fix upstream per §2b.
  • cam.zoomToMouseLocation is not explicitly set on all camera construction paths — audit and set it on every ArcRotateCamera (§6a).
  • Orbit-center recentering (§6c) doesn't exist yet — add as a new feature to the canonical viewer, not as a per-app hack.
  • Mesh-local axis helpers (§8b) and the screen-space corner triad (§8c) don't exist yet — audit and add upstream. The world-origin helper (§8a) may or may not be present; verify and make it default-on if missing.

These are the next PRs for gallia/viewer/. None of them is more than a ~20–40-line change.

2e. How to extend — the 5-tier layering decision matrix

"Extend, don't fork" (§2c) is the rule. Layering is the implementation. There are five tiers, ordered from most-embedded (preferred) to least-embedded (rare, last resort). Pick the highest tier that works for your app.

Tier 1 — Pure embed in a Hydrogen webview or AV panel (90%+ of apps)

You write zero viewer code. Your app opens the canonical viewer in a Hydrogen tab (or the AV panel), passes a GLB path + a few config knobs, and drives it via postMessage. Every future improvement to the canonical viewer (brightened gradient, axis helpers, new toolbar buttons) shows up in your app automatically on the next adom update. Default to this tier. Apps like shotlog, parts-search, library-review, chipfit, 3d-component-creator, and adom-tsci all belong here. If you're tempted to leave this tier, prove it to yourself first by listing exactly what the canonical viewer can't do and asking whether adding it upstream (§2b) would serve everyone.

Tier 2 — MCP tool call (simplest path)

av_3d_display({ glb_path, title, ... }) or av_basic_3d_display({ glb_path, title }) from the Claude side. No browser code in your app at all. Use this when your "app" is fundamentally an AI pipeline that ends in "show this to the user" — a one-shot display, a generated preview, a datasheet render. Same inherited behavior as Tier 1.

Tier 3 — Import Basic3dView into your own canvas host

gallia/viewer/3d-viewer-standalone.ts exposes window.Adom3DViewer.init(canvasEl, opts). You host the canvas in your own DOM (for layout reasons — you want the viewer inside your app's workspace tab instead of a separate panel), but Babylon scene setup, HDRI, camera defaults, GLB loader, Y-up→Z-up transform, axis helpers, pivot sphere, and bottom-light toggle are all inherited. This is the sweet spot when you need a 3D tab inside your app's workspace rather than a separate panel.

Tier 4 — Canonical viewer + extension hooks (plugin-style)

When you need one or two custom pieces — an app-specific toolbar button, a custom scene.onBeforeRender observer, a scene-graph annotation your app owns, a net-highlight overlay for PCB routing — you add the extension points upstream first (§2b workflow), then use them from your app. The canonical viewer becomes an extensible host, not a closed box. If it doesn't expose the hook you need, land the hook upstream before your app ships. Don't let missing hooks push you to Tier 5 unless there's genuinely no way to generalize them.

Tier 5 — Roll your own, but still Babylon, still inherit helpers (last resort)

Very rare. When justified, you still import @babylonjs/core, still call applyGlbZUpTransform, applyAdomViewportDefaults, applyAdomCameraDefaults, the axis helper functions, the pivot-sphere wiring, the CSS gradient. Every §1–§15 rule still applies. You're rolling your own scene orchestration, not your own rendering stack.

2f. Three-question decision flow

  1. Is your app's 3D "view this model / scene data"?Tier 1 or 2 embed. Stop here. If you're thinking "but I need a custom layout," re-ask #1 — most custom-layout needs are "I want my own panel chrome around a standard viewer," which is an embed with a styled wrapper, not a custom viewer.
  2. Does your app need the canvas inside its own DOM / workspace tab?Tier 3 (Basic3dView import). You still inherit everything; you just get to pick the canvas parent.
  3. Do you need custom scene behavior the canonical viewer can't be taught?Tier 4. Add the hook upstream, then use it. Only jump to Tier 5 if you're certain the behavior doesn't generalize.

2g. Signals you should NOT roll your own

  • "The canonical viewer doesn't have feature X" → add X upstream (§2b). If it generalizes, everyone benefits; if it doesn't, it probably shouldn't be in a shared viewer anyway.
  • "I need a custom toolbar." → the canonical viewer's toolbar can be extended. Add the extension point upstream if it isn't there.
  • "I need different default materials." → set them via tweak_scene postMessage (§10b) or on init. Not a rolling reason.
  • "I want my own layout around the canvas." → Tier 3 import lets you own the layout without forking the scene.
  • "Three.js has a library that does X." → see §1. No.

2h. Signals you might legitimately roll your own

  • Render-to-texture pipelines — ML training data generation, simulation frames streaming, deterministic render farms. The canonical viewer is a UI; you need a renderer-as-service.
  • Hybrid 2D+3D canvases with custom layout math where 3D is incidental (e.g. a schematic tool where 3D is a hover preview).
  • Realtime streaming / headless rendering — WebRTC pipeline, cloud-rendered output, server-side render.
  • Fundamentally different rendering model — ray tracing demo, Monte Carlo renderer, shader-education tool, game engine.
  • Your app's primary purpose IS 3D in a way PCB/CAD viewing isn't a use case (physics sim, generative art tool). Here the canonical viewer is just the wrong primitive.

Even in these cases, §1 (Babylon) and the §2a helper-function imports still apply. Don't abandon the pattern library — just the specific entry point.

2i. One-line summary

Embed if you can, import if you must, roll if you're sure — and never leave the canonical viewer's pattern library behind, regardless of tier.


3. Background color — the one every Claude gets wrong

3a. Never pure black, never pure white, never a saturated brand color

  • Pure black (#000): dark materials (black plastic, solder mask, anodized aluminum, dark silicon) vanish into the void. Ambient occlusion cannot read — shadows cannot be darker than the background.
  • Near-black (rgb(0.05, 0.06, 0.08)): current canonical viewer default — almost as bad as pure black. Migration target per §2d.
  • Pure white (#fff): white silkscreen, white plastic, chrome blow out. Retinal fatigue after 10 minutes. Clashes with Adom's dark UI chrome.
  • Saturated brand color (e.g. Adom teal #00B8B1): tints every material through environment reflection. A silver chip on teal gets a teal rim and stops looking like silver.
  • Flat mid-gray (#808080): fine but dead. No "up/down" cue.

3b. The Adom default: subtle vertical gradient

Both ends of the gradient are deliberately brighter than the dark chrome tokens, because two prior attempts (v1.0 reused #21262d at the top, v1.1 brightened the top to #3e4a5c but kept the bottom at #0d1117) both shipped viewers that lost black chips against the background. The v1.1 mistake was assuming "dark parts stay in the upper half of the frame" — but a single chip centered in the viewport at default framing lands in the lower half, where the near-black bottom made it invisible all over again. Field feedback (2026-04-24, second pass) forced brightening both ends.

Position Color Rationale
Top (~20% of viewport) #5a6b7e Medium steel blue-gray, ~37% luminance. Black-chip-on-sky reads with strong contrast.
Bottom (~80%) #2a3340 Darker steel, ~20% luminance. Black chip at ~10% luminance still shows a clear ~10-point step; chrome / silver / white materials pop against this end.

Vertical, lighter-top-to-darker-bottom. Five things happen at once:

  1. Black models stay visible everywhere in the frame — including in the lower half where they land by default. This is the reason the bottom was bumped from #0d1117 to #2a3340. Do not darken the bottom back.
  2. White / chrome models stay visible. Even at #5a6b7e the top is still clearly darker than white silkscreen / silver pins / gold contacts — they still pop.
  3. Implicit horizon. Lighter top reads "sky", darker bottom "ground".
  4. Neutral enough for any material. Both ends are cool-toned steel, so colored parts (green PCBs, red LEDs, blue capacitors) aren't fighting a strong-tinted background.
  5. Still on-brand for Adom's dark theme. We're not at "CAD light gray" levels (Fusion 360 tops out around #a8b0b8) — this is still a dark viewport, just not a dark-materials-disappear one.

Trade-off: loses perfect chrome-continuity with --bg. v1.1's bottom #0d1117 matched the --bg panel-chrome token so the viewport faded seamlessly into surrounding UI. v1.2 gives up that perfect continuity — there's a small but visible tonal step where the canvas meets the panel border. Black-chip visibility wins. If a specific app needs perfect chrome continuity more than black-chip visibility, document the exception per-app and use #3e4a5c#0d1117.

Acceptance test, non-negotiable. Load a black matte IC body (e.g. a TQFP64) centered at default framing. The chip body must read clearly at every vertical position as you orbit the model. If the body disappears in any zone, the gradient is regressed — bump the bottom color, don't work around it.

3c. Adom-branded touches go on top of the neutral gradient

  • Soft teal ground contact shadow beneath the model — rgba(0, 184, 177, 0.04) center fading to transparent.
  • Teal rim light (§4) picks out silhouettes without affecting base color.
  • Accent-colored gizmo / HUD uses #00b8b0 teal for active state, #30363d for resting.

Do not tint the background teal, do not add a teal wash, do not use #003C3F as the base.


4. Lighting — HDRI + hemispheric is the production default

4a. Primary rig: HDRI + hemispheric (what the canonical viewer uses)

scene.environmentTexture = CubeTexture.CreateFromPrefilteredData(
  '/js/environmentSpecular.env', scene);
scene.environmentIntensity = 0.8;

const hemi = new HemisphericLight('hemi', new Vector3(0, 1, 0), scene);
hemi.intensity = 0.6;
hemi.diffuse     = Color3.FromHexString('#e6edf3');
hemi.groundColor = new Color3(0.2, 0.18, 0.15);

HDRI handles specular reflections + ambient bounce; hemispheric adds global fill so matte plastics don't crush to black. Reuse Adom's bundled neutral studio HDRI at gallia/viewer/viewer/js/environmentSpecular.env. Don't use outdoor or dramatic HDRIs — they fight the neutral gradient.

4b. Bottom-light toggle — the PCB-inspection goodie

The canonical viewer ships a toolbar toggle that boosts the hemispheric's groundColor to warm (3d.html:1112), simulating bench-bounce illumination for under-chip inspection:

function setBottomLight(enabled) {
  if (enabled) {
    hemi.groundColor = new Color3(0.7, 0.65, 0.55);
    hemi.intensity   = Math.max(hemi.intensity, 1.5);
  } else {
    hemi.groundColor = new Color3(0.2, 0.18, 0.15);
    hemi.intensity   = 0.6;
  }
}

Every PCB viewer MUST have this toggle exposed. Every mechanical / component viewer SHOULD. Costs nothing, solves the "I can't see what's under the chip" complaint permanently.

4c. Fallback rig: three-light studio (only when HDRI unavailable)

Light Direction (Z-up) Color Intensity
Key (top-front) (0.4, 0.5, 0.8) norm #ffffff 1.0
Fill (opposite, below) (-0.5, -0.4, 0.2) norm #e6edf3 0.4
Rim (back, teal-tinted) (0.0, -1.0, 0.3) norm #00b8b0 0.25

Plus ambient at 0.15. Never ship one directional light.


5. Materials — PBR by default, don't nuke what the GLB gave you

5a. Default material class is PBRMaterial, always

The rule: when you create a material in an Adom 3D viewer, it is a BABYLON.PBRMaterial. Not StandardMaterial. Not MultiMaterial. Not BackgroundMaterial. PBR.

Why: Babylon is built around PBR. The environmentSpecular.env HDRI pipeline from §4a only lights PBR materials correctly — reflections, metallic response, and the BRDF lookup texture all live on PBR. Drop a StandardMaterial into an HDRI-lit scene and you get flat, dead lighting regardless of environment intensity. Chrome looks like grey paint, gold looks like tan plastic, anodized aluminum looks like cardboard.

Boilerplate for a new material:

import { PBRMaterial, Color3, Texture } from '@babylonjs/core';

const mat = new PBRMaterial('partBody', scene);
mat.albedoColor       = Color3.FromHexString('#1a1a1a'); // matte black IC body
mat.metallic          = 0;           // plastic
mat.roughness         = 0.45;        // slightly glossy, not mirror
mat.environmentBRDFTexture = scene.environmentBRDFTexture; // inherit HDRI BRDF

For metals (pins, contacts, pads):

const pinMat = new PBRMaterial('pinMetal', scene);
pinMat.albedoColor = Color3.FromHexString('#c8ccd1'); // tin-lead-ish
pinMat.metallic    = 1.0;
pinMat.roughness   = 0.25;

For gold (connector contacts, ENIG pads):

const gold = new PBRMaterial('gold', scene);
gold.albedoColor = Color3.FromHexString('#c9a04c');
gold.metallic    = 1.0;
gold.roughness   = 0.22;

StandardMaterial only belongs in two places: the laser-etch overlay technique (§5c, where emissiveColor + zOffset is the point and PBR would over-complicate), and legacy code paths you haven't migrated yet.

5b. Don't nuke what the GLB gave you

Adom viewers load GLB files from tscircuit, KiCad, Fusion 360, Blender, and user uploads. Each authoring tool bakes different material assumptions. Do not reset incoming materials. Detect and tweak:

scene.meshes.forEach(mesh => {
  const mat = mesh.material;
  if (!mat) return;

  if (mat.getClassName() === 'PBRMaterial') {
    // Keep PBR — just ensure env reflections apply.
    mat.environmentBRDFTexture = scene.environmentBRDFTexture;
  } else if (mat.getClassName() === 'StandardMaterial') {
    // Convert to PBR so it picks up HDRI reflections consistently.
    // See `3d.html:389–454` for the full conversion pattern
    // (copy albedoColor from diffuseColor, guess metallic/roughness
    //  from shininess, preserve texture slots).
  }
});

Loaders that write StandardMaterial by default (older Blender exports, some KiCad export paths) should be upgraded to PBR on load — the HDRI scene lighting depends on it.

5c. Laser etch / silkscreen overlay technique

const tex = new DynamicTexture('etch', { width: 512, height: 512 }, scene, true);
ctx.fillStyle = 'rgba(210, 212, 215, 0.8)'; // silverish, NOT pure white
const mat = new StandardMaterial('etchMat', scene);
mat.diffuseTexture  = tex;
mat.emissiveColor   = new Color3(0.82, 0.83, 0.84); // self-illuminates
mat.zOffset         = -2;                           // no z-fight with body

6. Camera — zoom-to-mouse, soft limits, and Fusion/Onshape-style orbit-center recentering

6a. Zoom-to-mouse is non-negotiable

Every professional CAD/EDA tool (Fusion 360, SolidWorks, Onshape, KiCad, Altium) zooms toward the cursor, not toward the camera target. Default Babylon ArcRotateCamera zooms toward the orbit target — which means every scroll-in teleports the user away from whatever they were inspecting. Flip the switch:

cam.zoomToMouseLocation = true; // Babylon >= 5.0, the magic line

One-line change, single biggest usability win on the viewer.

6b. Soft camera limits — strip behaviors first

while (cam.behaviors && cam.behaviors.length > 0)
  cam.removeBehavior(cam.behaviors[0]);
cam.useFramingBehavior = false;      // framing fights manual camera state
cam.zoomToMouseLocation = true;      // §6a
cam.lowerRadiusLimit = 0.1;          // zoom to 0.1 mm detail
cam.upperRadiusLimit = 200;          // zoom out to full assembly
cam.lowerBetaLimit   = 0.01;         // near-top-down, no gimbal lock
cam.upperBetaLimit   = Math.PI - 0.01; // rotate under-chip, no flip
cam.wheelPrecision   = 50;
cam.pinchPrecision   = 200;
cam.panningSensibility = 1000;
cam.minZ = 0.01;                     // never clip 0.1 — eats solder mask
cam.maxZ = 1000;

6c. Orbit-center recentering — Shift+Alt+Click (the massive UX upgrade)

Default ArcRotateCamera orbits around a fixed target. On a small PCB that's fine. On a large assembly (full board, enclosure, multi- board system) it's brutal: the user wants to inspect a connector in the corner, rotates the camera, and the connector swings off-screen because the orbit center is in the middle of the board. They pan, lose orientation, pan more, give up.

Professional CAD tools solve this by letting the user re-declare the orbit center on demand. Fusion 360: middle-click to set pivot. Onshape: Alt+Click to recenter. Adom uses Shift+Alt+Click — distinct from any existing Babylon gesture, easy to chord, doesn't interfere with normal left-drag orbit / right-drag pan / scroll zoom. After a recenter, the camera tweens its target to the new point over ~200ms while keeping alpha / beta / radius identical — the user's viewpoint is preserved, but subsequent rotations orbit around what they just clicked.

The feature is free on small boards (user never feels the need to recenter) and transformative on large ones. Always ship it.

Implementation:

import { Animation, CubicEase, EasingFunction, Vector3, Plane } from '@babylonjs/core';

function attachOrbitCenterRecenter(scene, cam, canvas) {
  canvas.addEventListener('pointerdown', (e) => {
    // Shift+Alt+LeftClick only — leaves all other gestures untouched
    if (e.button !== 0 || !e.shiftKey || !e.altKey) return;
    e.preventDefault();

    const pick = scene.pick(scene.pointerX, scene.pointerY);
    let newTarget;

    if (pick.hit && pick.pickedPoint) {
      // Common case: cursor is over a mesh — recenter on the surface point.
      newTarget = pick.pickedPoint.clone();
    } else {
      // Fallback: cursor is over empty space. Project the pick ray onto a
      // sensible fallback plane so the recenter still works.
      //
      // Priority order for the fallback plane:
      //   1) Horizontal plane through the current target (Z = cam.target.z).
      //      Keeps the user near where they were already looking.
      //   2) Ground plane Z=0 (last resort).
      const ray = scene.createPickingRay(scene.pointerX, scene.pointerY,
                                          null, cam);
      for (const planeZ of [cam.target.z, 0]) {
        // Ray-plane intersection with plane Z = planeZ
        const t = (planeZ - ray.origin.z) / ray.direction.z;
        if (t > 0 && t < 10000) {
          newTarget = ray.origin.add(ray.direction.scale(t));
          break;
        }
      }
      if (!newTarget) return; // ray is parallel to both planes — bail
    }

    // Tween cam.target over 200ms. alpha/beta/radius stay identical,
    // so the user's viewpoint is preserved — only the pivot moves.
    const ease = new CubicEase();
    ease.setEasingMode(EasingFunction.EASINGMODE_EASEINOUT);
    Animation.CreateAndStartAnimation(
      'orbitRecenter', cam, 'target',
      60,            // fps
      12,            // 12 frames @ 60fps = 200ms
      cam.target.clone(), newTarget,
      Animation.ANIMATIONLOOPMODE_CONSTANT,
      ease
    );
  });
}

UX polish bits that matter:

  • Show the teal pivot sphere during EVERY left-drag rotate, not just after a recenter. This is the single most important part of making Shift+Alt+Click discoverable. The instant the user starts left-dragging, a small teal sphere (#00b8b0, ~1% of scene extent, semi-transparent α≈0.7) appears at cam.target. Fades out ~400 ms after pointer-up. Over time — after the user has seen the sphere appear-during-drag dozens of times — they form an unshakeable mental link: teal sphere = rotation center. Once that association is built, they intuitively understand what Shift+Alt+Click does the first time they try it: "oh, that chord moves the teal sphere." Without this persistent visual training, Shift+Alt+Click is a hidden power-user gesture nobody ever finds, and users get frustrated ("why does this thing keep swinging off-screen when I rotate?"). Not showing the sphere during drag-rotate is working against the user's training.

    // Pseudocode wiring — attach to the same canvas as §6c
    let pivotSphere = null;
    function showPivot() {
      if (!pivotSphere) {
        pivotSphere = MeshBuilder.CreateSphere('pivot',
          { diameter: sceneExtent * 0.01 }, scene);
        const m = new StandardMaterial('pivotMat', scene);
        m.emissiveColor = Color3.FromHexString('#00b8b0');
        m.alpha = 0.7;
        m.disableLighting = true;
        pivotSphere.material = m;
        pivotSphere.isPickable = false;
        pivotSphere.renderingGroupId = 2; // draw on top
      }
      pivotSphere.position.copyFrom(cam.target);
      pivotSphere.setEnabled(true);
    }
    function hidePivot(delayMs = 400) {
      setTimeout(() => pivotSphere && pivotSphere.setEnabled(false), delayMs);
    }
    canvas.addEventListener('pointerdown', e => {
      if (e.button === 0 && !e.shiftKey && !e.altKey) showPivot();
    });
    canvas.addEventListener('pointerup', () => hidePivot(400));
    // Also update pivotSphere.position each frame while rotating so it
    // tracks cam.target exactly (Babylon: scene.onBeforeRenderObservable).
    
  • Use the SAME teal sphere for the Shift+Alt+Click recenter flash. Don't introduce a different marker — it's the same object, just lingering ~600 ms after the recenter tween completes instead of the 400 ms fade used during drag. Consistent visual language: one sphere, one meaning. The recenter gesture literally looks like "move the teal sphere to here," which is exactly the mental model we want.

  • Sphere size scales with scene extent. sceneExtent * 0.01 keeps it readable without dominating — on a 30 mm PCB that's a 0.3 mm dot, on a 200 mm assembly that's a 2 mm dot.

  • Keep the keybind discoverable. Toolbar tooltip on the orbit/rotate button: "Left-drag to orbit (teal sphere shows the rotation center). Shift+Alt+Click to move the rotation center to what you clicked."

  • Do not recenter on empty space without a fallback plane. If the ray doesn't hit anything AND the fallback planes don't intersect (ray parallel to Z), just silently do nothing — do not teleport the target to Vector3.Zero() or some default, that's more disorienting than not recentering.

  • Keep normal orbit untouched. Left-drag without the chord still orbits around the current (possibly recentered) target. Users learn the chord; they don't have to use it.

Ship this in the canonical viewer first (§2b), delete it from any downstream workaround.

6d. Defaults

  • Initial view: isometric (alpha: π/4, beta: π/3 on Z-up) — see §8f for why this specific sign on alpha (operator-side octant).
  • Initial radius: bounding sphere × 1.3. Model fills ~70% of viewport.
  • FOV: 35–40°.

6e. The DIY trap — "I'll just build my own viewer" costs more than it saves

This is for you, Claude. Future you. Me. Every time this skill gets updated it's because someone re-implemented the canonical viewer from scratch and then had to be told — feature by painful feature — about every rule in this document. Gradient background. Bottom-light toggle. Zoom-to-mouse. Shift+Alt+Click recenter. Pivot sphere during drag. Axis helpers. Depth-testing on those helpers. Corner triad with labels. The Adom/CNC coordinate convention (§8f). View-preset alpha/beta table. None of it is obvious up-front. All of it already exists — correct, tested, consistent — in gallia/viewer/.

The rationalization Claude will make: "the canonical viewer is heavy and my app's use case is narrow, so copy-pasting Babylon init is faster." Then the user spends three to five rounds pointing out that black chips vanish into the background, the chip is on-edge because the Z-up transform was skipped, the rotation pivot floats above solid geometry, the Top view is rotated 180° from the CNC convention, and the iso view looks in from the wrong octant. Each round costs a bump, a rebuild, a wiki re-publish, and the user's time. The perceived "savings" from skipping §2 are −10× over the next week.

Rule: if you catch yourself about to write new BABYLON.Scene() or new BABYLON.Engine() in a new Adom app, stop. Start from gallia/viewer/ per §2. If the canonical viewer is genuinely missing the feature you need, take the upstream-first path (§2b) — land the fix in gallia/viewer/ first, then delete the downstream workaround. Do not rationalize a parallel implementation because it feels quicker.

Documented 2026-04-24 after step2glb's preview viewer hit every single one of the above pitfalls one by one through four point releases.


7. ViewCube / view presets

The canonical viewer ships a ViewCube-style panel: clickable faces for front / back / left / right / top / bottom, plus a dedicated isometric button. Clicking a face tweens the camera to the preset alpha / beta over ~300 ms with a cubic ease. See gallia/viewer/viewer/3d.html for the reference implementation and the basic-3d-viewer skill for the full Z-up preset angle table.

Rules for ViewCube in any new Adom viewer:

  • Reuse the canonical viewer's ViewCube. Don't redraw one in your app. Embed the viewer, or if you must roll your own, use identical preset angles so view memory transfers between apps.
  • Always include "isometric" as a separate button — users expect it next to the six orthogonal faces, not buried in a menu.
  • Tween, don't snap. 300 ms cubic-ease tween between presets. A hard snap disorients users who briefly lose track of which way is up.
  • Respect the current orbit center. ViewCube sets alpha/beta only — leave cam.target alone. The user's recentered pivot from §6c should survive a view-preset click.
  • Monochrome icon for the ViewCube button, per the brand skill's icon rule. Active face highlighted in teal #00b8b0.

8. Axis helpers — always show where the origin is (non-negotiable)

Origins are where every Adom 3D integration bug hides. A chip's GLB was exported with origin at its centroid, but the footprint's origin is at pad-1. A Fusion 360 export used Y-up, a KiCad export used Z-up, and the chip lands sideways. A molecule's 3D model baked the origin 3.2 mm above the board surface, and now nothing stacks correctly. Without a visible origin, neither the user nor the AI can spot the misalignment — you just see parts floating in the wrong place, with no way to tell whether the chip is wrong, the footprint is wrong, or the Z-up transform skipped a mesh.

Showing where (0, 0, 0) is — and where each loaded mesh's local origin is — is how you turn a "something's off, I can't tell what" bug into a "oh the chip's local +Z is pointing sideways" fix in one glance. This is mandatory in every Adom 3D viewer.

The rule: every Adom 3D viewer ships with a world-origin axis helper visible by default. It is a toolbar toggle ("Show axes"), not a hidden feature you only enable when debugging.

8a. World-origin axis helper — default ON

At world origin (0, 0, 0), draw an axis gizmo:

  • X axis red, Y axis green, Z axis blue — standard RGB convention. Every 3D tool on earth uses R/G/B for X/Y/Z. Do not brand-color these (no Adom teal, no purple). Same rationale as "don't tint the background teal" (§3a): conventions that let users from any CAD/DCC tool instantly read the scene outrank brand consistency here.
  • Length = 15% of current scene bounding-sphere radius. Scales with the model — a fixed length either dominates small scenes (chip preview) or disappears in large ones (full assembly).
  • Labels X / Y / Z at each tip, billboarded so they always face the camera, in #e6edf3 (primary text color).
  • Position: world (0, 0, 0). Even after a Shift+Alt+Click recenter (§6c), the helper stays at world origin — that is the whole point.

Babylon implementation:

import { AxesViewer } from '@babylonjs/core';

function addWorldAxesHelper(scene, sceneExtent) {
  const axes = new AxesViewer(scene, sceneExtent * 0.15);
  // AxesViewer positions at (0,0,0) world by default and uses R/G/B.
  scene.__worldAxes = axes;
  return axes;
}

function toggleWorldAxes(scene, visible) {
  const axes = scene.__worldAxes;
  if (!axes) return;
  [axes.xAxis, axes.yAxis, axes.zAxis].forEach(m => m.setEnabled(visible));
}

8b. Mesh-local axis helpers — toggleable, default OFF

For every loaded GLB root (a chip, a footprint, a molecule, a sub-assembly), the user needs a way to reveal that mesh's local origin on demand. Nine out of ten misalignment bugs come from the local origin not being where anyone thought it was — centroid vs pad-1, top-of-body vs seat-plane, bounding-box-corner vs ref-des anchor.

Toolbar button: "Show mesh origins". When on, each loaded root mesh gets a smaller axis helper parented to it, so the helper moves and rotates with the mesh:

function addMeshOriginAxes(rootMesh, scene) {
  const r = rootMesh.getBoundingInfo().boundingSphere.radius;
  const axes = new AxesViewer(scene, r * 0.4);
  // Parent so the helper follows the mesh — shows the LOCAL origin.
  [axes.xAxis, axes.yAxis, axes.zAxis].forEach(m => m.parent = rootMesh);
  rootMesh.__localAxes = axes;
  return axes;
}

This is when the bugs become obvious. User toggles "Show mesh origins", sees a chip's local +Z pointing sideways → Y-up→Z-up conversion got skipped on that loader path (§11). Sees a footprint's origin sitting at the bounding-box corner instead of pad 1 → bad export from the library tool. Sees a chip hovering 3.2 mm above the board because its local origin is at the seat plane of the package body instead of the bottom of the pins → wrong convention from the CAD author. None of these are obvious without the helper, and all of them look identical ("chip is just floating wrong") without it.

8c. Screen-space corner triad — always on

Fusion 360, Blender, SolidWorks, Onshape, and every serious DCC tool pin a small three-axis widget in a screen corner that rotates with the camera but stays fixed to the viewport, so the user always knows which way is up regardless of orbit state. It complements §8a — the world helper shows where origin is in scene space, the corner triad shows where the axes point in screen space.

Implement via a Babylon UtilityLayerRenderer with a secondary ArcRotateCamera that mirrors the main camera's alpha and beta (but uses a fixed radius). Pin the layer's viewport to the bottom-left ~8% of the screen. Label X / Y / Z, same R/G/B colors as §8a. No scene-space position — it lives in overlay space. Lightweight, never interferes with interaction, saves constant "which way is up?" moments. Default ON, no toggle.

8d. Why this is mandatory, not a "nice to have"

  • Y-up vs Z-up conflicts. World-origin helper immediately shows which axis is "up" so the user can verify the Z-up transform (§11) landed. A mis-rotated board looks identical to a correctly-rotated one in isolation — until you stack something on it.
  • Chip origins vary wildly. STEP exports from Fusion 360 often put origin at centroid; KiCad's .kicad_mod origin is at pin 1; tscircuit bakes at different points depending on footprint. Mesh-local helpers make the difference visible on load.
  • Footprint origins vary too. Some libraries anchor at pad 1, some at bbox centroid, some at a ref-des anchor. When a chip's 3D model doesn't line up with its footprint pads, first check the two origins — and you can only check them if they're drawn.
  • AI-assisted debugging only works when the user can describe what they see. "Something's off" is unhelpful; "the chip's local +Z arrow is pointing toward me instead of up" is a sentence the AI can act on. Axis helpers turn vague misalignment into describable geometry.
  • This is a free upgrade. Showing the origin costs nothing — no perf impact, no visual clutter at 15% of scene extent, toggleable if it ever does get in the way. No downside, massive debugging upside. Default ON.

8e. Keybinds + AI-drivability

  • Keyboard: A toggles world axes. Shift+A toggles mesh-local axes. Corner triad stays on (no toggle needed).
  • window.Adom3DViewer.toggleAxes(target, enabled) where target is 'world' | 'mesh-local' | 'corner-triad'.
  • postMessage: { type: 'toggle_axes', target, enabled } (see §10b).
  • Toolbar tooltip on "Show axes": "Always show the world origin. Useful when debugging alignment of chips, footprints, and molecules whose local origins may differ."

8f. Adom/CNC coordinate convention + view-preset angle table

Adom is a CNC-forward ecosystem. The coordinate convention is fixed, is not optional, and every Adom 3D viewer follows it. The reason this has its own section: view-preset math is tied to the convention, and anyone picking preset angles without this in front of them will get Top or Iso rotated by 90° or 180° and waste the user's time.

The convention:

Axis Direction Mnemonic
+X East (operator's right as they face the machine) "X goes to your right hand"
+Y North (away from the operator, toward the back of the machine) "Y goes away"
+Z Up (out of the table surface, toward the ceiling) "Z is up"

The operator stands at -Y and faces +Y. Every view preset below is derived from that mental model:

Preset Camera position Screen-right Screen-up Mental model
Top (0, 0, +r) +X +Y Looking straight down at the machine bed
Bottom (0, 0, -r) +X -Y Looking up through the bed (mirror of Top)
Front (0, -r, 0) +X +Z Operator's natural view — walking up to the machine
Back (0, +r, 0) -X +Z Looking at the machine from behind
Right (+r, 0, 0) -Y +Z Standing to the east of the machine
Left (-r, 0, 0) +Y +Z Standing to the west of the machine
Iso (home) (+r, -r, +r) (operator-side, above) Operator's 3/4 view from their own side of the machine

Babylon alpha/beta that produce those positions — for ArcRotateCamera with upVector = (0, 0, 1):

position.x = target.x + r * sin(β) * cos(α)
position.y = target.y - r * sin(β) * sin(α)     // ← note the MINUS
position.z = target.z + r * cos(β)

The sign on alpha is reversed vs standard spherical coordinates. A confident-looking -Math.PI/2 will actually put the camera at +Y, not -Y. Every new viewer's first-attempt preset table gets at least one preset rotated 180° because of this. Verify every preset you compute with a console.log(cam.position.asArray()) before shipping.

The canonical preset table (Z-up, right-handed Babylon with the alpha convention above):

const VIEW_PRESETS = {
  top:    { alpha:  Math.PI / 2, beta: 0.01           },
  bottom: { alpha:  Math.PI / 2, beta: Math.PI - 0.01 },
  front:  { alpha:  Math.PI / 2, beta: Math.PI / 2    },
  back:   { alpha: -Math.PI / 2, beta: Math.PI / 2    },
  right:  { alpha:  0,           beta: Math.PI / 2    },
  left:   { alpha: -Math.PI,     beta: Math.PI / 2    },
  iso:    { alpha:  Math.PI / 4, beta: Math.PI / 3    },
};

Iso home view gotcha. The "obvious" iso angle — alpha: -π/4 — lands the camera in the (+X, +Y, +Z) octant, which is behind the operator. That's Blender's / VRay's / Maya's default iso, but it's wrong for CNC. The correct Adom iso is alpha: +π/4, which puts the camera in (+X, -Y, +Z) — on the operator's own side of the machine.

Acceptance test. Snap to Top, eyeball the corner triad (§8c):

  • Y label MUST be at the top of the triad.
  • X label MUST be on the right.
  • Z MUST be the dot at the center (coming toward the viewer).

If any of the three is wrong, your preset table is wrong. Do not ship.

8g. Why this convention is non-negotiable

CAD/DCC tools outside CNC use wildly inconsistent conventions — Blender is Z-up but its default iso looks from the back; Maya is Y-up with Y pointing out of the monitor; SolidWorks is Y-up; Fusion 360 lets each user pick. Adom standardizes on CNC-operator conventions specifically so every tool in the ecosystem — chipfit, adom-tsci, basic-3d-viewer, InstaPCB preview, step2glb, and any future 3D surface — matches the physical machine the user will actually be operating. A board seen in step2glb's Top view is the same orientation the user will see when they put that board on the CNC bed. A component seen in chipfit's Iso view shows pin 1 in the same corner as when the operator approaches the machine from the front. Consistency across viewers is how a board goes from the screen to the bed without the user mentally rotating anything. Break the convention in your viewer and every downstream user has to re-learn your orientation.

This section exists because someone will be tempted to use Blender's default iso "because it shows more of the model." Don't. Pick a different default camera distance or angle elevation if you want more material visible; keep the alpha in the operator-side octant.


9. Measurement / picking helpers

9a. Snap to vertex, not to ray-hit

function snapToVertex(pickResult) {
  const mesh = pickResult.pickedMesh;
  let worldVerts = measureVertexCache.get(mesh.uniqueId);
  if (!worldVerts) {
    const local = mesh.getVerticesData(VertexBuffer.PositionKind);
    const m = mesh.getWorldMatrix();
    worldVerts = [];
    for (let i = 0; i < local.length; i += 3) {
      worldVerts.push(Vector3.TransformCoordinates(
        new Vector3(local[i], local[i+1], local[i+2]), m));
    }
    measureVertexCache.set(mesh.uniqueId, worldVerts);
  }
  return worldVerts.reduce((best, v) =>
    Vector3.DistanceSquared(v, pickResult.pickedPoint) <
    Vector3.DistanceSquared(best, pickResult.pickedPoint) ? v : best);
}

9b. Auto-scale markers to scene extent

const size = Math.max(Math.min(sceneExtent * 0.03, 0.001), 0.0003);
// 3% of scene diagonal, clamped to 0.3–1 mm

10. AI-drivability — every 3D viewer is AI-controllable

10a. Window-global API

window.Adom3DViewer = {
  init, setCamera, setBottomLight, recenterOrbit, tweakScene,
  measure, snapToVertex, dumpMeshes, testPbr,
  BABYLON: { Vector3, Color3, StandardMaterial, PBRMaterial, ... }
};

10b. postMessage protocol

window.addEventListener('message', (e) => {
  const { type } = e.data;
  if (type === 'set_camera')       { /* { alpha, beta, radius, targetX/Y/Z } */ }
  if (type === 'set_bottom_light') { /* { enabled } */ }
  if (type === 'recenter_orbit')   { /* { x, y, z } — same tween as §6c */ }
  if (type === 'view_preset')      { /* { preset: 'iso'|'front'|... } */ }
  if (type === 'toggle_axes')      { /* { target: 'world'|'mesh-local'|'corner-triad', enabled } — see §8 */ }
  if (type === 'tweak_scene')      { /* { envIntensity, hemiIntensity } */ }
  if (type === 'measure')          { /* { pointA, pointB } */ }
});

10c. Console forwarding

Forward console.log/warn/error via postMessage so Claude can read scene-state from CLI without opening devtools.

Rule

Every toolbar button + every keyboard shortcut must have a corresponding entry in at least one of these three channels. Shift+Alt+Click (§6c)? There's a recenter_orbit message. ViewCube face click (§7)? There's a view_preset message. Every UI affordance round-trips through an AI-drivable surface.


11. Y-up → Z-up coordinate handling

The Adom ecosystem is Z-up. GLB spec is Y-up. The canonical viewer's applyGlbZUpTransform(viewer, glbSource) handles this on every loader path. See the basic-3d-viewer skill for the recipe.


12. Presets & escape hatches

Preset Top Bottom When to use
Studio (default) #5a6b7e #2a3340 99% of use cases
Dark flat #0d1117 #0d1117 Dark-bg docs screenshots
Light flat #e6edf3 #e6edf3 Print, light-theme exports

Persisted per app; never force-reset on reload.


13. Babylon snippet — full viewport defaults

import { Scene, Color3, Color4, Vector3, CubeTexture,
         HemisphericLight } from '@babylonjs/core';

export function applyAdomViewportDefaults(scene, engine) {
  // Background — transparent clearColor, CSS gradient on canvas parent
  scene.clearColor = new Color4(0x0d/255, 0x11/255, 0x17/255, 0);
  engine.getRenderingCanvas().parentElement.style.background =
    'linear-gradient(180deg, #5a6b7e 0%, #2a3340 80%)';

  // Lighting — HDRI + hemispheric (§4a)
  scene.environmentTexture = CubeTexture.CreateFromPrefilteredData(
    '/js/environmentSpecular.env', scene);
  scene.environmentIntensity = 0.8;

  const hemi = new HemisphericLight('hemi', new Vector3(0, 1, 0), scene);
  hemi.intensity = 0.6;
  hemi.diffuse     = Color3.FromHexString('#e6edf3');
  hemi.groundColor = new Color3(0.2, 0.18, 0.15);

  return { hemi }; // wire to setBottomLight (§4b)
}

export function applyAdomCameraDefaults(cam, scene, canvas) {
  // Strip behaviors first (§6b)
  while (cam.behaviors && cam.behaviors.length > 0)
    cam.removeBehavior(cam.behaviors[0]);
  cam.useFramingBehavior = false;

  cam.zoomToMouseLocation = true;          // §6a
  cam.lowerRadiusLimit = 0.1;
  cam.upperRadiusLimit = 200;
  cam.lowerBetaLimit   = 0.01;
  cam.upperBetaLimit   = Math.PI - 0.01;
  cam.wheelPrecision   = 50;
  cam.pinchPrecision   = 200;
  cam.panningSensibility = 1000;
  cam.minZ = 0.01;
  cam.maxZ = 1000;

  attachOrbitCenterRecenter(scene, cam, canvas); // §6c — Shift+Alt+Click
}

CSS fallback for the gradient:

.viewer-3d-canvas-wrapper {
  background: linear-gradient(180deg, #5a6b7e 0%, #2a3340 80%);
}
.viewer-3d-canvas-wrapper canvas { background: transparent; }

14. Pitfalls checklist

  • Engine is Babylon.js. No import * as THREE from 'three'.
  • Starts from the canonical Adom Babylon viewer at gallia/viewer/, not from a blank Babylon scene.
  • New best-practices were added to the canonical viewer first (§2b), not as downstream hacks.
  • Background is vertical gradient #5a6b7e#2a3340 (v1.3 field-fix pass — both ends brightened after v1.1's "brighten only the top" still lost black chips in the lower half), not pure black / white / brand-colored / v1.1's #3e4a5c#0d1117 / v1.0's #21262d#0d1117.
  • Black, white, AND chrome models all clearly visible in the default view (test all three — this is THE acceptance test).
  • HDRI environment loaded; bottom-light toggle in toolbar for any PCB viewer.
  • Default material class for any new material is PBRMaterial, not StandardMaterial — HDRI lighting depends on it (§5a).
  • World-origin axis helper visible by default (R/G/B X/Y/Z, 15% of scene extent, §8a). Toolbar toggle "Show axes" present.
  • Mesh-local axis toggle ("Show mesh origins") present (§8b).
  • Screen-space corner triad pinned bottom-left, always on (§8c).
  • cam.zoomToMouseLocation = true is set.
  • Teal pivot sphere visible during EVERY left-drag rotate (§6c), not just after recenter. Same sphere used for the Shift+Alt+Click recenter flash (consistent visual language).
  • Shift+Alt+Click orbit-center recentering wired up, with surface-projection fallback + brief teal pivot-marker flash.
  • ViewCube / view presets reuse the canonical viewer's component and tween (not snap) between presets.
  • Camera behaviors stripped before limits applied; soft limits set; zoom / pinch / pan precision tuned.
  • Incoming GLB materials detected (PBR vs Standard). Standard converted to PBR on load (§5b). Env BRDF texture attached to every PBR material.
  • No hard grid by default. Soft shadow catcher under the model.
  • Default camera fills ~70% of viewport with the model.
  • Studio / Dark flat / Light flat bg presets in toolbar, persisted per-app.
  • AI-drivability: every toolbar button + every keyboard chord (Shift+Alt+Click, every ViewCube face, every axis toggle, A and Shift+A shortcuts) reachable via window.* API, postMessage, or console-forwarded command.
  • Screenshot the viewer with a black chip, a white chip, and a chrome chip side-by-side. All three read cleanly? If any disappears against the background, §3b is regressed — bump the top gradient color, do not work around it.

15. Why this skill exists — frozen in time

Came up 2026-04-24 while discussing viewer UX. The observation: Claude makes many ad-hoc 3D viewers, each re-inventing the background, lighting, camera setup, and — worst — whether to use Babylon or Three. Without a shared rule, some ship with pure black (dark parts invisible), some with brand-teal backgrounds (every material tinted), most default to Three (fighting the canonical viewer's Babylon ecosystem), almost none set zoomToMouseLocation, and zero ship Fusion/Onshape-style orbit-center recentering. This skill consolidates the "one right answer" — Babylon, start from the canonical viewer, gradient bg, HDRI + hemispheric, bottom-light toggle, zoom-to-mouse, Shift+Alt+Click recenter, ViewCube reuse, soft camera limits, vertex snapping, PBR fixups, AI-drivability — so every new viewer starts on-brand, engineer-friendly, and consistent with the canonical viewer's DNA.

Changelog

  • 1.3.0 (2026-04-24) — Second-pass gradient fix + absorbed upstream learnings from step2glb's preview viewer.
    • Brightened both ends of the gradient. Top #3e4a5c#5a6b7e, bottom #0d1117#2a3340. v1.1 had only brightened the top on the assumption that black chips sit in the upper half; field test with a TQFP64 showed the chip body lands in the lower half at default framing, where the near-black v1.1 bottom made it invisible again. Fix: bring both ends into the "dark theme but not near-black" band. Trade-off: we lose perfect --bg chrome-continuity; visibility wins. §3b now carries the non-negotiable acceptance test: "load a black TQFP64, orbit, verify visibility at every vertical position."
    • Landed §6e "The DIY trap" (from the step2glb thread) — direct Claude-to-Claude warning about re-implementing the canonical viewer from scratch, with real incident evidence.
    • Landed §8f + §8g (from the step2glb thread) — the Adom/CNC coordinate convention (operator at -Y facing +Y) and the canonical alpha/beta view-preset table, with the sign-reversal gotcha (cam.position.y = target.y - r*sin(β)*sin(α) — the MINUS sign puts the Back view at -Math.PI/2, not the obvious +Math.PI/2). Plus the "obvious iso" warning (Blender/Maya's default -π/4 puts the camera behind the operator — wrong for CNC).
  • 1.2.0 (2026-04-24) — Added §2e–§2i 5-tier layering decision matrix. "Extend, don't fork" was the rule since v1.0 but had no guidance on how to extend in practice — Claudes consistently asked "what does layering look like tier-by-tier?" The new section covers Tier 1 pure embed (default, 90%+ of apps), Tier 2 MCP call, Tier 3 Basic3dView import (canvas in your own DOM), Tier 4 extension hooks upstream, Tier 5 roll-your-own (last resort, still Babylon + still inheriting helpers). Plus a three-question decision flow, signal lists for "don't roll your own" vs "legitimate reasons to roll your own," and the one-liner: "Embed if you can, import if you must, roll if you're sure."
  • 1.1.0 (2026-04-24) — Field feedback from the first shipped viewer using this skill forced two fixes and two additions:
    • Brighter background top (#3e4a5c instead of #21262d) — black IC bodies were still invisible against the old near-black top. §3b.
    • Explicit PBR-default rule (§5a) — the prior version implied PBR but didn't call it out as the mandatory default material class. Shipped viewers were creating StandardMaterial by habit, breaking HDRI lighting on chrome / gold / anodized parts.
    • Axis helpers (§8) — entire new section. World-origin helper default-on, mesh-local helpers toggleable, screen-space corner triad always on. Rationale: origins are where every Adom 3D integration bug hides (chip vs footprint, Y-up vs Z-up, centroid vs pad-1), and the user + AI can only debug misalignment if they can see where each origin actually lives.
    • Pivot sphere during every drag-rotate (§6c) — the teal sphere now appears the instant the user starts left-dragging, not just after a Shift+Alt+Click recenter. Trains the user to associate the teal sphere with "rotation center," which makes Shift+Alt+Click intuitively discoverable instead of a hidden gesture nobody finds.
  • 1.0.0 (2026-04-24) — Initial publish.

When rules here are wrong — they will be, eventually — update this file AND land the fix upstream in gallia/viewer/. Every 3D viewer reads from here.