feat(web): add scene multiview authoring
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@@ -947,6 +947,7 @@ function Properties({ snapshot, selectedFaceIndices, selectedVertexIndices, grea
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{activeScene?.compositorSettings ? <div className="property-section" data-testid="scene-compositor-settings-workbench"><h3>Compositor Execution</h3><output>Device {activeScene.compositorSettings.device} · Precision {activeScene.compositorSettings.precision} · Denoise {activeScene.compositorSettings.denoiseDevice} · Quality {activeScene.compositorSettings.previewQuality}/{activeScene.compositorSettings.finalQuality}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneCompositorSettings(activeScene.id, { device: activeScene.compositorSettings!.device === 0 ? 1 : 0 }))}>切换设备</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneCompositorSettings(activeScene.id, { precision: activeScene.compositorSettings!.precision === 0 ? 1 : 0 }))}>切换精度</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneCompositorSettings(activeScene.id, { denoiseDevice: ((activeScene.compositorSettings!.denoiseDevice + 1) % 3) as 0 | 1 | 2 }))}>切换降噪设备</button></div></div> : null}
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{activeScene?.performanceSettings ? <div className="property-section" data-testid="scene-performance-settings-workbench"><h3>Render Performance</h3><output>{activeScene.performanceSettings.fixedThreads ? `${activeScene.performanceSettings.threads} fixed threads` : "Automatic threads"} · {activeScene.performanceSettings.persistentData ? "Persistent data" : "Transient data"} · {activeScene.performanceSettings.highQualityNormals ? "HQ normals" : "Standard normals"}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setScenePerformanceSettings(activeScene.id, { fixedThreads: !activeScene.performanceSettings!.fixedThreads }))}>切换线程模式</button><button type="button" onClick={() => onCommand(animationRenderCommands.setScenePerformanceSettings(activeScene.id, { threads: Math.min(1024, activeScene.performanceSettings!.threads + 1) }))}>增加线程</button><button type="button" onClick={() => onCommand(animationRenderCommands.setScenePerformanceSettings(activeScene.id, { persistentData: !activeScene.performanceSettings!.persistentData }))}>切换持久数据</button></div></div> : null}
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{activeScene?.samplingSettings ? <div className="property-section" data-testid="scene-sampling-settings-workbench"><h3>Image Sampling</h3><output>Pixel aspect {activeScene.samplingSettings.pixelAspectX.toFixed(3)} × {activeScene.samplingSettings.pixelAspectY.toFixed(3)} · Filter {activeScene.samplingSettings.filterSize.toFixed(3)} · Dither {activeScene.samplingSettings.dither.toFixed(3)}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneSamplingSettings(activeScene.id, { filterSize: Math.min(100, activeScene.samplingSettings!.filterSize + 0.1) }))}>增加滤镜</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneSamplingSettings(activeScene.id, { dither: Math.min(100, activeScene.samplingSettings!.dither + 0.1) }))}>增加抖动</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneSamplingSettings(activeScene.id, { pixelAspectX: activeScene.samplingSettings!.pixelAspectX === 1 ? 2 : 1 }))}>切换像素宽高比</button></div></div> : null}
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{activeScene?.multiviewSettings ? <div className="property-section" data-testid="scene-multiview-settings-workbench"><h3>Multiview</h3><output>{activeScene.multiviewSettings.enabled ? "Enabled" : "Disabled"} · Views {activeScene.multiviewSettings.viewsFormat} · Output {activeScene.multiviewSettings.imageViewsFormat} · Stereo {activeScene.multiviewSettings.stereoDisplayMode}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMultiviewSettings(activeScene.id, { enabled: !activeScene.multiviewSettings!.enabled }))}>{activeScene.multiviewSettings.enabled ? "关闭多视图" : "启用多视图"}</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMultiviewSettings(activeScene.id, { viewsFormat: activeScene.multiviewSettings!.viewsFormat === 0 ? 1 : 0 }))}>切换视图模式</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMultiviewSettings(activeScene.id, { stereoDisplayMode: ((activeScene.multiviewSettings!.stereoDisplayMode + 1) % 5) as 0 | 1 | 2 | 3 | 4 }))}>切换立体显示</button></div></div> : null}
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{activeScene?.renderSettings ? <div className="property-section" data-testid="scene-render-settings-workbench"><h3>Render Output</h3><output>{activeScene.renderSettings.resolutionX} × {activeScene.renderSettings.resolutionY} @ {activeScene.renderSettings.resolutionPercentage}%</output><output>Frames {activeScene.renderSettings.frameStart} - {activeScene.renderSettings.frameEnd} · {activeScene.renderSettings.outputPath}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneRenderSettings(activeScene.id, { resolutionX: Math.min(65536, activeScene.renderSettings!.resolutionX + 64), resolutionY: Math.min(65536, activeScene.renderSettings!.resolutionY + 64) }))}>增加分辨率</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneRenderSettings(activeScene.id, { resolutionPercentage: Math.min(1000, activeScene.renderSettings!.resolutionPercentage + 10) }))}>增加百分比</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneRenderSettings(activeScene.id, { frameEnd: Math.min(1000000, activeScene.renderSettings!.frameEnd + 1) }))}>延长帧范围</button></div></div> : null}
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{activeScene?.audioSettings ? <div className="property-section" data-testid="scene-audio-settings-workbench"><h3>Scene Audio</h3><output>Volume {activeScene.audioSettings.volume.toFixed(2)} · Speed {activeScene.audioSettings.speedOfSound.toFixed(1)} · Doppler {activeScene.audioSettings.dopplerFactor.toFixed(2)}</output><output>Distance model {activeScene.audioSettings.distanceModel} · {activeScene.audioSettings.muted ? "Muted" : "Audible"} · {activeScene.audioSettings.sync ? "Synced" : "Free"}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneAudioSettings(activeScene.id, { volume: Math.min(10, activeScene.audioSettings!.volume + 0.1) }))}>增加音量</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneAudioSettings(activeScene.id, { muted: !activeScene.audioSettings!.muted }))}>{activeScene.audioSettings.muted ? "取消静音" : "静音"}</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneAudioSettings(activeScene.id, { sync: !activeScene.audioSettings!.sync }))}>切换同步</button></div></div> : null}
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{activeScene?.unitSettings ? <div className="property-section" data-testid="scene-unit-settings-workbench"><h3>Scene Units</h3><output>System {activeScene.unitSettings.system} · Scale {activeScene.unitSettings.scaleLength.toFixed(4)} · Rotation {activeScene.unitSettings.rotationSystem}</output><output>Length {activeScene.unitSettings.lengthUnit} · Mass {activeScene.unitSettings.massUnit} · Time {activeScene.unitSettings.timeUnit}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneUnitSettings(activeScene.id, { system: activeScene.unitSettings!.system === 1 ? 2 : 1 }))}>切换单位系统</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneUnitSettings(activeScene.id, { scaleLength: Math.min(1000000, Math.max(0.000001, activeScene.unitSettings!.scaleLength || 1) * 1.1) }))}>调整单位缩放</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneUnitSettings(activeScene.id, { rotationSystem: activeScene.unitSettings!.rotationSystem === 2 ? 0 : 2 }))}>切换旋转单位</button></div></div> : null}
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web/app/src/vendor/blender/web_engine.wasm
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web/app/src/vendor/blender/web_engine.wasm
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@@ -776,6 +776,17 @@ function assertFutureCapability(payload: Extract<WebEngineRequest["command"], {
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if (properties.dither !== undefined && !boundedNumber(properties.dither, 0, 100)) throw report("RENDER_PROPERTY_INVALID", "Scene sampling dither is outside the bounded range");
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return;
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}
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case "setSceneMultiviewSettings": {
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const scene = currentSnapshot?.scenes.find((candidate) => candidate.id === payload.dataId);
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const properties = payload.properties;
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if (!scene || !validPropertyKeys(properties, ["enabled", "viewsFormat", "imageViewsFormat", "stereoDisplayMode", "interlaceSwap", "sideBySideCrossed", "squeezedFrame"])) throw report("RENDER_PROPERTY_INVALID", "Scene multiview target or properties are invalid");
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if (properties.enabled !== undefined && typeof properties.enabled !== "boolean") throw report("RENDER_PROPERTY_INVALID", "Scene multiview enabled must be boolean");
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if (properties.viewsFormat !== undefined && ![0, 1].includes(properties.viewsFormat)) throw report("RENDER_PROPERTY_INVALID", "Scene viewsFormat is unsupported");
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if (properties.imageViewsFormat !== undefined && ![0, 1, 2].includes(properties.imageViewsFormat)) throw report("RENDER_PROPERTY_INVALID", "Scene imageViewsFormat is unsupported");
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if (properties.stereoDisplayMode !== undefined && ![0, 1, 2, 3, 4].includes(properties.stereoDisplayMode)) throw report("RENDER_PROPERTY_INVALID", "Scene stereoDisplayMode is unsupported");
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for (const field of ["interlaceSwap", "sideBySideCrossed", "squeezedFrame"] as const) if (properties[field] !== undefined && typeof properties[field] !== "boolean") throw report("RENDER_PROPERTY_INVALID", `Scene ${field} must be boolean`);
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return;
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}
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case "setGeometryNodeGraph": {
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const snapshot = currentSnapshot;
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const availableResourceIds = new Set([
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