feat(web): add scene hair display authoring
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@@ -943,6 +943,7 @@ function Properties({ snapshot, selectedFaceIndices, selectedVertexIndices, grea
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{activeScene?.colorManagement ? <div className="property-section" data-testid="scene-color-management-workbench"><h3>Color Management</h3><output>{activeScene.colorManagement.displayDevice} · {activeScene.colorManagement.temperature?.toFixed(0) ?? "-"} K · Tint {activeScene.colorManagement.tint?.toFixed(2) ?? "-"}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneColorManagement(activeScene.id, { temperature: Math.min(20000, (activeScene.colorManagement!.temperature ?? 6500) + 250) }))}>升高色温</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneColorManagement(activeScene.id, { tint: Math.max(-100, Math.min(100, (activeScene.colorManagement!.tint ?? 0) + 1)) }))}>调整 Tint</button></div></div> : null}
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{activeScene?.imageFormatSettings ? <div className="property-section" data-testid="scene-image-format-workbench"><h3>Output Format</h3><output>{activeScene.imageFormatSettings.fileType} · {activeScene.imageFormatSettings.colorMode}-channel · {activeScene.imageFormatSettings.depth}-bit · Quality {activeScene.imageFormatSettings.quality}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneImageFormat(activeScene.id, { fileType: activeScene.imageFormatSettings!.fileType === "PNG" ? "OPEN_EXR" : "PNG" }))}>切换格式</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneImageFormat(activeScene.id, { colorMode: activeScene.imageFormatSettings!.colorMode === 32 ? 24 : 32 }))}>切换通道</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneImageFormat(activeScene.id, { quality: Math.min(100, activeScene.imageFormatSettings!.quality + 5) }))}>提高质量</button></div></div> : null}
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{activeScene?.motionBlurSettings ? <div className="property-section" data-testid="scene-motion-blur-workbench"><h3>Motion Blur</h3><output>{activeScene.motionBlurSettings.enabled ? "Enabled" : "Disabled"} · Shutter {activeScene.motionBlurSettings.shutter.toFixed(3)} · Position {activeScene.motionBlurSettings.position}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMotionBlur(activeScene.id, { enabled: !activeScene.motionBlurSettings!.enabled }))}>{activeScene.motionBlurSettings.enabled ? "关闭运动模糊" : "启用运动模糊"}</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMotionBlur(activeScene.id, { shutter: Math.min(10, activeScene.motionBlurSettings!.shutter + 0.05) }))}>增加快门</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneMotionBlur(activeScene.id, { position: ((activeScene.motionBlurSettings!.position + 1) % 3) as 0 | 1 | 2 }))}>切换位置</button></div></div> : null}
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{activeScene?.hairSettings ? <div className="property-section" data-testid="scene-hair-settings-workbench"><h3>Hair Display</h3><output>Type {activeScene.hairSettings.type} · Subdivisions {activeScene.hairSettings.subdivisions}</output><div className="property-actions"><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneHairSettings(activeScene.id, { type: ((activeScene.hairSettings!.type + 1) % 3) as 0 | 1 | 2 }))}>切换发丝类型</button><button type="button" onClick={() => onCommand(animationRenderCommands.setSceneHairSettings(activeScene.id, { subdivisions: Math.min(32, activeScene.hairSettings!.subdivisions + 1) }))}>增加细分</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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@@ -743,6 +743,14 @@ function assertFutureCapability(payload: Extract<WebEngineRequest["command"], {
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if (properties.position !== undefined && ![0, 1, 2].includes(properties.position)) throw report("RENDER_PROPERTY_INVALID", "Scene motion blur position is unsupported");
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return;
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}
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case "setSceneHairSettings": {
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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, ["type", "subdivisions"])) throw report("RENDER_PROPERTY_INVALID", "Scene hair target or properties are invalid");
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if (properties.type !== undefined && ![0, 1, 2].includes(properties.type)) throw report("RENDER_PROPERTY_INVALID", "Scene hair type is unsupported");
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if (properties.subdivisions !== undefined && (!Number.isSafeInteger(properties.subdivisions) || properties.subdivisions < 0 || properties.subdivisions > 32)) throw report("RENDER_PROPERTY_INVALID", "Scene hair subdivisions are outside the bounded range");
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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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