Add Chromium-only Blender WebEngine parity work

This commit is contained in:
mes123456
2026-08-12 04:47:48 -04:00
commit 9fd26010f6
18225 changed files with 11622124 additions and 0 deletions

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import bpy
def write_some_data(context, filepath, use_some_setting):
print("running write_some_data...")
f = open(filepath, "w", encoding='utf-8')
f.write("Hello World {:s}".format(use_some_setting))
f.close()
return {'FINISHED'}
# ExportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class ExportSomeData(Operator, ExportHelper):
"""This appears in the tooltip of the operator and in the generated docs"""
bl_idname = "export_test.some_data" # Important since its how bpy.ops.import_test.some_data is constructed.
bl_label = "Export Some Data"
# ExportHelper mix-in class uses this.
filename_ext = ".txt"
filter_glob: StringProperty(
default="*.txt",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_setting: BoolProperty(
name="Example Boolean",
description="Example Tooltip",
default=True,
)
type: EnumProperty(
name="Example Enum",
description="Choose between two items",
items=(
('OPT_A', "First Option", "Description one"),
('OPT_B', "Second Option", "Description two"),
),
default='OPT_A',
)
def execute(self, context):
return write_some_data(context, self.filepath, self.use_setting)
# Only needed if you want to add into a dynamic menu
def menu_func_export(self, context):
self.layout.operator(ExportSomeData.bl_idname, text="Text Export Operator")
# Register and add to the "file selector" menu (required to use F3 search "Text Export Operator" for quick access).
def register():
bpy.utils.register_class(ExportSomeData)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.utils.unregister_class(ExportSomeData)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.export_test.some_data('INVOKE_DEFAULT')

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import bpy
def read_some_data(context, filepath, use_some_setting):
print("running read_some_data...")
f = open(filepath, "r", encoding="utf-8")
data = f.read()
f.close()
# Would normally load the data here.
print(data)
return {'FINISHED'}
# ImportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class ImportSomeData(Operator, ImportHelper):
"""This appears in the tooltip of the operator and in the generated docs"""
bl_idname = "import_test.some_data" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Import Some Data"
# ImportHelper mix-in class uses this.
filename_ext = ".txt"
filter_glob: StringProperty(
default="*.txt",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_setting: BoolProperty(
name="Example Boolean",
description="Example Tooltip",
default=True,
)
type: EnumProperty(
name="Example Enum",
description="Choose between two items",
items=(
('OPT_A', "First Option", "Description one"),
('OPT_B', "Second Option", "Description two"),
),
default='OPT_A',
)
def execute(self, context):
return read_some_data(context, self.filepath, self.use_setting)
# Only needed if you want to add into a dynamic menu.
def menu_func_import(self, context):
self.layout.operator(ImportSomeData.bl_idname, text="Text Import Operator")
# Register and add to the "file selector" menu (required to use F3 search "Text Import Operator" for quick access).
def register():
bpy.utils.register_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister():
bpy.utils.unregister_class(ImportSomeData)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.import_test.some_data('INVOKE_DEFAULT')

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import bpy
import bmesh
from bpy_extras.object_utils import AddObjectHelper
from bpy.props import (
FloatProperty,
)
def add_box(width, height, depth):
"""
This function takes inputs and returns vertex and face arrays.
no actual mesh data creation is done here.
"""
verts = [
(+1.0, +1.0, -1.0),
(+1.0, -1.0, -1.0),
(-1.0, -1.0, -1.0),
(-1.0, +1.0, -1.0),
(+1.0, +1.0, +1.0),
(+1.0, -1.0, +1.0),
(-1.0, -1.0, +1.0),
(-1.0, +1.0, +1.0),
]
faces = [
(0, 1, 2, 3),
(4, 7, 6, 5),
(0, 4, 5, 1),
(1, 5, 6, 2),
(2, 6, 7, 3),
(4, 0, 3, 7),
]
# Apply size.
for i, v in enumerate(verts):
verts[i] = v[0] * width, v[1] * depth, v[2] * height
return verts, faces
class AddBox(bpy.types.Operator, AddObjectHelper):
"""Add a simple box mesh"""
bl_idname = "mesh.primitive_box_add"
bl_label = "Add Box"
bl_options = {'REGISTER', 'UNDO'}
width: FloatProperty(
name="Width",
description="Box Width",
min=0.01, max=100.0,
default=1.0,
)
height: FloatProperty(
name="Height",
description="Box Height",
min=0.01, max=100.0,
default=1.0,
)
depth: FloatProperty(
name="Depth",
description="Box Depth",
min=0.01, max=100.0,
default=1.0,
)
def execute(self, context):
verts_loc, faces = add_box(
self.width,
self.height,
self.depth,
)
mesh = bpy.data.meshes.new("Box")
bm = bmesh.new()
for v_co in verts_loc:
bm.verts.new(v_co)
bm.verts.ensure_lookup_table()
for f_idx in faces:
bm.faces.new([bm.verts[i] for i in f_idx])
bm.to_mesh(mesh)
mesh.update()
# Add the mesh as an object into the scene with this utility module.
from bpy_extras import object_utils
object_utils.object_data_add(context, mesh, operator=self)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(AddBox.bl_idname, icon='MESH_CUBE')
# Register and add to the "add mesh" menu (required to use F3 search "Add Box" for quick access).
def register():
bpy.utils.register_class(AddBox)
bpy.types.VIEW3D_MT_mesh_add.append(menu_func)
def unregister():
bpy.utils.unregister_class(AddBox)
bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.mesh.primitive_box_add()

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import bpy
import bmesh
def main(context):
obj = context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
# Adjust UV coordinates.
for face in bm.faces:
for loop in face.loops:
loop_uv = loop[uv_layer]
# Use XY position of the vertex as a uv coordinate.
loop_uv.uv = loop.vert.co.xy
bmesh.update_edit_mesh(me)
class UvOperator(bpy.types.Operator):
"""UV Operator description"""
bl_idname = "uv.simple_operator"
bl_label = "Simple UV Operator"
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == 'MESH' and obj.mode == 'EDIT'
def execute(self, context):
main(context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(UvOperator.bl_idname, text="Simple UV Operator")
# Register and add to the "UV" menu (required to also use F3 search "Simple UV Operator" for quick access).
def register():
bpy.utils.register_class(UvOperator)
bpy.types.IMAGE_MT_uvs.append(menu_func)
def unregister():
bpy.utils.unregister_class(UvOperator)
bpy.types.IMAGE_MT_uvs.remove(menu_func)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.uv.simple_operator()

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import bpy
from bpy.props import IntProperty, FloatProperty
class ModalOperator(bpy.types.Operator):
"""Move an object with the mouse, example"""
bl_idname = "object.modal_operator"
bl_label = "Simple Modal Operator"
first_mouse_x: IntProperty()
first_value: FloatProperty()
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
delta = self.first_mouse_x - event.mouse_x
context.object.location.x = self.first_value + delta * 0.01
elif event.type == 'LEFTMOUSE':
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
context.object.location.x = self.first_value
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.object:
self.first_mouse_x = event.mouse_x
self.first_value = context.object.location.x
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "No active object, could not finish")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ModalOperator.bl_idname, text=ModalOperator.bl_label)
# Register and add to the "view" menu (required to also use F3 search "Simple Modal Operator" for quick access).
def register():
bpy.utils.register_class(ModalOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)
def unregister():
bpy.utils.unregister_class(ModalOperator)
bpy.types.VIEW3D_MT_object.remove(menu_func)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.object.modal_operator('INVOKE_DEFAULT')

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import bpy
import blf
import gpu
from gpu_extras.batch import batch_for_shader
def draw_callback_px(self, context):
print("mouse points", len(self.mouse_path))
font_id = 0 # XXX, need to find out how best to get this.
# draw some text
blf.position(font_id, 15, 30, 0)
blf.size(font_id, 20.0)
blf.draw(font_id, "Hello Word " + str(len(self.mouse_path)))
# 50% alpha, 2 pixel width line
gpu.state.blend_set('ALPHA')
shader = gpu.shader.from_builtin('POLYLINE_UNIFORM_COLOR')
shader.uniform_float("color", (0.0, 0.0, 0.0, 0.5))
shader.uniform_float("viewportSize", (context.area.width, context.area.height))
shader.uniform_float('lineWidth', 2.0)
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": self.mouse_path})
batch.draw(shader)
# restore gpu defaults
gpu.state.blend_set('NONE')
class ModalDrawOperator(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "view3d.modal_draw_operator"
bl_label = "Simple Modal View3D Operator"
def modal(self, context, event):
context.area.tag_redraw()
if event.type == 'MOUSEMOVE':
self.mouse_path.append((event.mouse_region_x, event.mouse_region_y))
elif event.type == 'LEFTMOUSE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
# The arguments we pass the callback.
args = (self, context)
# Add the region OpenGL drawing callback draw in view space with `POST_VIEW` and `PRE_VIEW`.
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
self.mouse_path = []
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ModalDrawOperator.bl_idname, text="Modal Draw Operator")
# Register and add to the "view" menu (required to also use F3 search "Modal Draw Operator" for quick access).
def register():
bpy.utils.register_class(ModalDrawOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ModalDrawOperator)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
class ModalTimerOperator(bpy.types.Operator):
"""Operator which runs itself from a timer"""
bl_idname = "wm.modal_timer_operator"
bl_label = "Modal Timer Operator"
_timer = None
_theme = None
_original_color = None
def modal(self, context, event):
if event.type in {'RIGHTMOUSE', 'ESC'}:
self.cancel(context)
return {'CANCELLED'}
if event.type == 'TIMER':
# Change theme color, silly!
color = self._theme.view_3d.space.gradients.high_gradient
color.s = 1.0
color.h += 0.01
return {'PASS_THROUGH'}
def execute(self, context):
# Store the original color to avoid altering user settings
self._theme = context.preferences.themes[0]
color = self._theme.view_3d.space.gradients.high_gradient
self._original_color = color[:]
wm = context.window_manager
self._timer = wm.event_timer_add(0.1, window=context.window)
wm.modal_handler_add(self)
return {'RUNNING_MODAL'}
def cancel(self, context):
wm = context.window_manager
wm.event_timer_remove(self._timer)
self._theme.view_3d.space.gradients.high_gradient = self._original_color
def menu_func(self, context):
self.layout.operator(ModalTimerOperator.bl_idname, text=ModalTimerOperator.bl_label)
def register():
bpy.utils.register_class(ModalTimerOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)
# Register and add to the "view" menu (required to also use F3 search "Modal Timer Operator" for quick access).
def unregister():
bpy.utils.unregister_class(ModalTimerOperator)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.wm.modal_timer_operator()

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import bpy
from mathutils import Vector
from bpy.props import FloatVectorProperty
class ViewOperator(bpy.types.Operator):
"""Translate the view using mouse events"""
bl_idname = "view3d.modal_operator"
bl_label = "Simple View Operator"
offset: FloatVectorProperty(
name="Offset",
size=3,
)
def execute(self, context):
v3d = context.space_data
rv3d = v3d.region_3d
rv3d.view_location = self._initial_location + Vector(self.offset)
def modal(self, context, event):
v3d = context.space_data
rv3d = v3d.region_3d
if event.type == 'MOUSEMOVE':
self.offset = (self._initial_mouse - Vector((event.mouse_x, event.mouse_y, 0.0))) * 0.02
self.execute(context)
context.area.header_text_set("Offset {:.4f} {:.4f} {:.4f}".format(*self.offset))
elif event.type == 'LEFTMOUSE':
context.area.header_text_set(None)
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
rv3d.view_location = self._initial_location
context.area.header_text_set(None)
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
v3d = context.space_data
rv3d = v3d.region_3d
if rv3d.view_perspective == 'CAMERA':
rv3d.view_perspective = 'PERSP'
self._initial_mouse = Vector((event.mouse_x, event.mouse_y, 0.0))
self._initial_location = rv3d.view_location.copy()
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ViewOperator.bl_idname, text="Simple View Modal Operator")
# Register and add to the "view" menu (required to also use F3 search "Simple View Modal Operator" for quick access).
def register():
bpy.utils.register_class(ViewOperator)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ViewOperator)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
from bpy_extras import view3d_utils
def main(context, event):
"""Run this function on left mouse, execute the ray cast"""
# get the context arguments
scene = context.scene
region = context.region
rv3d = context.region_data
coord = event.mouse_region_x, event.mouse_region_y
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
ray_target = ray_origin + view_vector
def visible_objects_and_duplis():
"""Loop over (object, matrix) pairs (mesh only)"""
depsgraph = context.evaluated_depsgraph_get()
for dup in depsgraph.object_instances:
if dup.is_instance: # Real dupli instance
obj = dup.instance_object
yield (obj, dup.matrix_world.copy())
else: # Usual object
obj = dup.object
yield (obj, obj.matrix_world.copy())
def obj_ray_cast(obj, matrix):
"""Wrapper for ray casting that moves the ray into object space"""
# get the ray relative to the object
matrix_inv = matrix.inverted()
ray_origin_obj = matrix_inv @ ray_origin
ray_target_obj = matrix_inv @ ray_target
ray_direction_obj = ray_target_obj - ray_origin_obj
# cast the ray
success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)
if success:
return location, normal, face_index
else:
return None, None, None
# cast rays and find the closest object
best_length_squared = -1.0
best_obj = None
for obj, matrix in visible_objects_and_duplis():
if obj.type == 'MESH':
hit, normal, face_index = obj_ray_cast(obj, matrix)
if hit is not None:
hit_world = matrix @ hit
scene.cursor.location = hit_world
length_squared = (hit_world - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = obj
# now we have the object under the mouse cursor,
# we could do lots of stuff but for the example just select.
if best_obj is not None:
# for selection etc. we need the original object,
# evaluated objects are not in view-layer.
best_original = best_obj.original
best_original.select_set(True)
context.view_layer.objects.active = best_original
class ViewOperatorRayCast(bpy.types.Operator):
"""Modal object selection with a ray cast"""
bl_idname = "view3d.modal_operator_raycast"
bl_label = "Ray-cast View Operator"
def modal(self, context, event):
if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
# allow navigation
return {'PASS_THROUGH'}
elif event.type == 'LEFTMOUSE':
main(context, event)
return {'RUNNING_MODAL'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ViewOperatorRayCast.bl_idname, text="Raycast View Modal Operator")
# Register and add to the "view" menu (required to also use F3 search "Ray-cast View Modal Operator" for quick access).
def register():
bpy.utils.register_class(ViewOperatorRayCast)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ViewOperatorRayCast)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
def main(operator, context):
space = context.space_data
node_tree = space.node_tree
node_active = context.active_node
node_selected = context.selected_nodes
# now we have the context, perform a simple operation
if node_active in node_selected:
node_selected.remove(node_active)
if len(node_selected) != 1:
operator.report({'ERROR'}, "2 nodes must be selected")
return
node_other, = node_selected
# now we have 2 nodes to operate on
if not node_active.inputs:
operator.report({'ERROR'}, "Active node has no inputs")
return
if not node_other.outputs:
operator.report({'ERROR'}, "Selected node has no outputs")
return
socket_in = node_active.inputs[0]
socket_out = node_other.outputs[0]
# add a link between the two nodes
node_link = node_tree.links.new(socket_in, socket_out)
class NodeOperator(bpy.types.Operator):
"""Tooltip"""
bl_idname = "node.simple_operator"
bl_label = "Simple Node Operator"
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR'
def execute(self, context):
main(self, context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(NodeOperator.bl_idname, text=NodeOperator.bl_label)
# Register and add to the "Node" menu (required to also use F3 search "Simple Node Operator" for quick access).
def register():
bpy.utils.register_class(NodeOperator)
bpy.types.NODE_MT_node.append(menu_func)
def unregister():
bpy.utils.unregister_class(NodeOperator)
bpy.types.NODE_MT_node.remove(menu_func)
if __name__ == "__main__":
register()

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import bpy
def main(context):
for ob in context.scene.objects:
print(ob)
class SimpleOperator(bpy.types.Operator):
"""Tooltip"""
bl_idname = "object.simple_operator"
bl_label = "Simple Object Operator"
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
main(context)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(SimpleOperator.bl_idname, text=SimpleOperator.bl_label)
# Register and add to the "object" menu (required to also use F3 search "Simple Object Operator" for quick access).
def register():
bpy.utils.register_class(SimpleOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)
def unregister():
bpy.utils.unregister_class(SimpleOperator)
bpy.types.VIEW3D_MT_object.remove(menu_func)
if __name__ == "__main__":
register()
# Test call.
bpy.ops.object.simple_operator()