Add Chromium-only Blender WebEngine parity work

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mes123456
2026-08-12 04:47:48 -04:00
commit 9fd26010f6
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interface WebEngineWasmModule {
_malloc: (size: number) => number;
_free: (pointer: number) => void;
_web_engine_create: () => number;
_web_engine_destroy: (handle: number) => void;
_web_engine_get_live_handles: () => number;
_web_engine_get_allocated_bytes: () => number;
_web_engine_open_blend: (handle: number, data: number, length: number) => number;
_web_engine_apply_command: (handle: number, data: number, length: number) => number;
_web_engine_undo: (handle: number) => number;
_web_engine_redo: (handle: number) => number;
_web_engine_get_scene_snapshot: (handle: number, data: number, length: number) => number;
_web_engine_get_scene_metadata: (handle: number, data: number, length: number) => number;
_web_engine_get_scene_geometry: (handle: number, data: number, length: number) => number;
_web_engine_get_scene_delta: (handle: number, data: number, length: number) => number;
_web_engine_get_packed_asset: (handle: number, assetId: number, assetIdLength: number, data: number, length: number) => number;
_web_engine_evaluate_depsgraph: (handle: number, data: number, length: number) => number;
_web_engine_save_blend: (handle: number, data: number, length: number) => number;
_web_engine_decimate_apply: (
positions: number,
vertexCount: number,
indices: number,
triangleCount: number,
mode: number,
ratio: number,
iterations: number,
angleLimit: number,
delimit: number,
useDissolveBoundaries: number,
triangulate: number,
symmetryAxis: number,
symmetryEpsilon: number,
vertexWeights: number,
vertexGroupFactor: number,
vertexGroupInvert: number,
uvs: number,
colors: number,
materialIndices: number,
positionsOut: number,
positionsCapacity: number,
positionsCount: number,
indicesOut: number,
indicesCapacity: number,
indicesCount: number,
uvsOut: number,
uvsCapacity: number,
uvsCount: number,
colorsOut: number,
colorsCapacity: number,
colorsCount: number,
materialIndicesOut: number,
materialIndicesCapacity: number,
materialIndicesCount: number,
faceCount: number,
) => number;
_web_engine_free_buffer: (data: number) => void;
_web_engine_last_error_code: () => number;
_web_engine_last_error_message: () => number;
UTF8ToString: (pointer: number) => string;
HEAPU8: Uint8Array;
HEAPU32: Uint32Array;
}
declare const factory: (options: { wasmBinary: ArrayBuffer }) => Promise<WebEngineWasmModule>;
export default factory;

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web/app/src/vendor/blender/web_engine.wasm vendored Executable file

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web/app/src/vendor/three/LICENSE vendored Normal file
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The MIT License
Copyright © 2010-2026 three.js authors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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import { Camera, Controls, MOUSE, TOUCH, Vector3 } from "three";
export interface OrbitControlsEventMap {
/**
* Fires when the camera has been transformed by the controls.
*/
change: {};
/**
* Fires when an interaction was initiated.
*/
start: {};
/**
* Fires when an interaction has finished.
*/
end: {};
}
/**
* Orbit controls allow the camera to orbit around a target.
*/
declare class OrbitControls<TCamera extends Camera = Camera> extends Controls<OrbitControlsEventMap, TCamera> {
/**
* The focus point of the controls, the {@link .object} orbits around this. It can be updated manually at any point
* to change the focus of the controls.
*/
target: Vector3;
/**
* The focus point of the {@link .minTargetRadius} and {@link .maxTargetRadius} limits. It can be updated manually
* at any point to change the center of interest for the {@link .target}.
*/
cursor: Vector3;
/**
* How far you can dolly in ( {@link PerspectiveCamera} only ). Default is 0.
*/
minDistance: number;
/**
* How far you can dolly out ( {@link PerspectiveCamera} only ). Default is Infinity.
*/
maxDistance: number;
/**
* How far you can zoom in ( {@link OrthographicCamera} only ). Default is 0.
*/
minZoom: number;
/**
* How far you can zoom out ( {@link OrthographicCamera} only ). Default is Infinity.
*/
maxZoom: number;
/**
* How close you can get the target to the 3D {@link .cursor}. Default is 0.
*/
minTargetRadius: number;
/**
* How far you can move the target from the 3D {@link .cursor}. Default is Infinity.
*/
maxTargetRadius: number;
/**
* How far you can orbit vertically, lower limit. Range is 0 to Math.PI radians, and default is 0.
*/
minPolarAngle: number;
/**
* How far you can orbit vertically, upper limit. Range is 0 to Math.PI radians, and default is Math.PI.
*/
maxPolarAngle: number;
/**
* How far you can orbit horizontally, lower limit. If set, the interval [ min, max ] must be a sub-interval of
* [ - 2 PI, 2 PI ], with ( max - min < 2 PI ). Default is Infinity.
*/
minAzimuthAngle: number;
/**
* How far you can orbit horizontally, upper limit. If set, the interval [ min, max ] must be a sub-interval of
* [ - 2 PI, 2 PI ], with ( max - min < 2 PI ). Default is Infinity.
*/
maxAzimuthAngle: number;
/**
* Set to true to enable damping (inertia), which can be used to give a sense of weight to the controls. Default is
* false.
* Note that if this is enabled, you must call {@link .update}() in your animation loop.
*/
enableDamping: boolean;
/**
* The damping inertia used if .enableDamping is set to true. Default is `0.05`.
* Note that for this to work, you must call {@link .update}() in your animation loop.
*/
dampingFactor: number;
/**
* Enable or disable zooming (dollying) of the camera.
*/
enableZoom: boolean;
/**
* Speed of zooming / dollying. Default is 1.
*/
zoomSpeed: number;
/**
* Enable or disable horizontal and vertical rotation of the camera. Default is true.
* Note that it is possible to disable a single axis by setting the min and max of the
* [polar angle]{@link .minPolarAngle} or [azimuth angle]{@link .minAzimuthAngle} to the same value, which will
* cause the vertical or horizontal rotation to be fixed at that value.
*/
enableRotate: boolean;
/**
* Speed of rotation. Default is 1.
*/
rotateSpeed: number;
/**
* How fast to rotate the camera when the keyboard is used. Default is 1.
*/
keyRotateSpeed: number;
/**
* Enable or disable camera panning. Default is true.
*/
enablePan: boolean;
/**
* Speed of panning. Default is 1.
*/
panSpeed: number;
/**
* Defines how the camera's position is translated when panning. If true, the camera pans in screen space.
* Otherwise, the camera pans in the plane orthogonal to the camera's up direction. Default is `true`.
*/
screenSpacePanning: boolean;
/**
* How fast to pan the camera when the keyboard is used. Default is 7.0 pixels per keypress.
*/
keyPanSpeed: number;
/**
* Setting this property to `true` allows to zoom to the cursor's position. Default is `false`.
*/
zoomToCursor: boolean;
/**
* Set to true to automatically rotate around the target.
* Note that if this is enabled, you must call {@link .update}() in your animation loop. If you want the auto-rotate speed
* to be independent of the frame rate (the refresh rate of the display), you must pass the time `deltaTime`, in
* seconds, to {@link .update}().
*/
autoRotate: boolean;
/**
* How fast to rotate around the target if {@link .autoRotate} is true. Default is 2.0, which equates to 30 seconds
* per orbit at 60fps.
* Note that if {@link .autoRotate} is enabled, you must call {@link .update}() in your animation loop.
*/
autoRotateSpeed: number;
/**
* This object contains references to the keycodes for controlling camera panning. Default is the 4 arrow keys.
*/
keys: { LEFT: string; UP: string; RIGHT: string; BOTTOM: string };
/**
* This object contains references to the mouse actions used by the controls.
*/
mouseButtons: {
LEFT?: MOUSE | null | undefined;
MIDDLE?: MOUSE | null | undefined;
RIGHT?: MOUSE | null | undefined;
};
/**
* This object contains references to the touch actions used by the controls.
*/
touches: { ONE?: TOUCH | null | undefined; TWO?: TOUCH | null | undefined };
/**
* Used internally by the {@link .saveState} and {@link .reset} methods.
*/
target0: Vector3;
/**
* Used internally by the {@link .saveState} and {@link .reset} methods.
*/
position0: Vector3;
/**
* Used internally by the {@link .saveState} and {@link .reset} methods.
*/
zoom0: number;
/**
* @param object The camera to be controlled. The camera must not be a child of another object, unless that object
* is the scene itself.
* @param domElement The HTML element used for event listeners. (optional)
*/
constructor(object: TCamera, domElement?: HTMLElement | SVGElement | null);
set cursorStyle(type: "auto" | "grab");
get cursorStyle(): "auto" | "grab";
/**
* Get the current vertical rotation, in radians.
*/
getPolarAngle(): number;
/**
* Get the current horizontal rotation, in radians.
*/
getAzimuthalAngle(): number;
/**
* Returns the distance from the camera to the target.
*/
getDistance(): number;
/**
* Adds key event listeners to the given DOM element. `window` is a recommended argument for using this method.
* @param domElement
*/
listenToKeyEvents(domElement: HTMLElement | Window): void;
/**
* Removes the key event listener previously defined with {@link .listenToKeyEvents}().
*/
stopListenToKeyEvents(): void;
/**
* Save the current state of the controls. This can later be recovered with {@link .reset}.
*/
saveState(): void;
/**
* Reset the controls to their state from either the last time the {@link .saveState} was called, or the initial
* state.
*/
reset(): void;
/**
* Programmatically pan the camera.
*
* @param {number} deltaX - The horizontal pan amount in pixels.
* @param {number} deltaY - The vertical pan amount in pixels.
*/
pan(deltaX: number, deltaY: number): void;
/**
* Programmatically dolly in (zoom in for perspective camera).
*
* @param {number} dollyScale - The dolly scale factor.
*/
dollyIn(dollyScale: number): void;
/**
* Programmatically dolly out (zoom out for perspective camera).
*
* @param {number} dollyScale - The dolly scale factor.
*/
dollyOut(dollyScale: number): void;
/**
* Programmatically rotate the camera left (around the vertical axis).
*
* @param {number} angle - The rotation angle in radians.
*/
rotateLeft(angle: number): void;
/**
* Programmatically rotate the camera up (around the horizontal axis).
*
* @param {number} angle - The rotation angle in radians.
*/
rotateUp(angle: number): void;
/**
* Update the controls. Must be called after any manual changes to the camera's transform, or in the update loop if
* {@link .autoRotate} or {@link .enableDamping} are set. `deltaTime`, in seconds, is optional, and is only required
* if you want the auto-rotate speed to be independent of the frame rate (the refresh rate of the display).
*/
update(deltaTime?: number | null): boolean;
}
export { OrbitControls };

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export * from "three";

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