@volter/editor-blender 0.1.150 → 0.1.152

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Files changed (93) hide show
  1. package/LICENSE +18 -9
  2. package/README.md +5 -5
  3. package/contributions/blender-animation-editors.tsx +17 -69
  4. package/contributions/blender-display-settings.ts +36 -0
  5. package/contributions/blender-export-gltf.ts +228 -0
  6. package/contributions/blender-export.verbs.ts +39 -0
  7. package/contributions/blender-gltf-export.verbs.ts +312 -0
  8. package/contributions/blender-header-menus.tsx +37 -133
  9. package/contributions/blender-icon-trace.mjs +8 -98
  10. package/contributions/blender-icons.source.mjs +96 -860
  11. package/contributions/blender-mixer-pose.ts +369 -0
  12. package/contributions/blender-model-opening.tsx +26 -56
  13. package/contributions/blender-node-editor.document.tsx +30 -181
  14. package/contributions/blender-node-geometry.ts +44 -230
  15. package/contributions/blender-node-panels.source.mjs +7 -121
  16. package/contributions/blender-outliner-authoring.ts +61 -415
  17. package/contributions/blender-outliner-model.ts +15 -112
  18. package/contributions/blender-play-area.tsx +99 -0
  19. package/contributions/blender-playback-movie.ts +409 -0
  20. package/contributions/blender-pose.ts +18 -368
  21. package/contributions/blender-properties-context.ts +1 -1
  22. package/contributions/blender-properties-model.ts +59 -91
  23. package/contributions/blender-properties-tab.tsx +3 -50
  24. package/contributions/blender-properties-view.tsx +39 -181
  25. package/contributions/blender-remedy.ts +14 -0
  26. package/contributions/blender-runtime-skin.ts +103 -99
  27. package/contributions/blender-runtime.document.tsx +170 -618
  28. package/contributions/blender-scene-mixer.ts +51 -0
  29. package/contributions/blender-screenshot.service.ts +28 -0
  30. package/contributions/blender-timeline-geometry.ts +16 -136
  31. package/contributions/blender-timeline.document.tsx +145 -333
  32. package/contributions/blender-uv-editor.document.tsx +48 -112
  33. package/contributions/blender-uv-geometry.ts +14 -179
  34. package/contributions/blender-version.status.tsx +45 -31
  35. package/contributions/blender.environment.ts +2 -2
  36. package/contributions/blender.icons.json +0 -9
  37. package/contributions/blender.keymap.ts +9 -51
  38. package/contributions/blender.node-panels.json +4 -13
  39. package/contributions/blender.page.ts +64 -0
  40. package/contributions/blender.status.tsx +8 -150
  41. package/contributions/blender.style.ts +25 -152
  42. package/contributions/blender.verbs.ts +52 -0
  43. package/contributions/model.layout.ts +2 -34
  44. package/contributions/models.finder.ts +3 -30
  45. package/contributions/properties-bone-constraints.inspector.tsx +1 -16
  46. package/contributions/properties-bone.inspector.tsx +2 -31
  47. package/contributions/properties-collection.inspector.tsx +1 -34
  48. package/contributions/properties-constraints.inspector.tsx +1 -21
  49. package/contributions/properties-data.inspector.tsx +2 -39
  50. package/contributions/properties-material.inspector.tsx +2 -33
  51. package/contributions/properties-modifiers.inspector.tsx +2 -30
  52. package/contributions/properties-object.inspector.tsx +2 -44
  53. package/contributions/properties-output.inspector.tsx +1 -27
  54. package/contributions/properties-particles.inspector.tsx +2 -46
  55. package/contributions/properties-physics.inspector.tsx +2 -41
  56. package/contributions/properties-render.inspector.tsx +1 -45
  57. package/contributions/properties-scene.inspector.tsx +1 -35
  58. package/contributions/properties-texture.inspector.tsx +1 -49
  59. package/contributions/properties-view-layer.inspector.tsx +1 -29
  60. package/contributions/properties-world.inspector.tsx +2 -39
  61. package/contributions/shading.layout.ts +3 -78
  62. package/contributions/uv-editing.layout.ts +3 -70
  63. package/dist-node/serving.mjs +13 -32
  64. package/host/blender-runtime-host.ts +795 -412
  65. package/host/scene-sound.ts +143 -0
  66. package/node/blender-mcp.ts +52 -95
  67. package/package.json +1221 -46
  68. package/producticons/blender-icons.otf +0 -0
  69. package/producticons/blender-product-icon-theme.json +129 -0
  70. package/serving/blender-routes.ts +9 -48
  71. package/serving/blender-wasm-artifact.ts +29 -166
  72. package/serving/index.ts +1 -1
  73. package/src/api.ts +9 -0
  74. package/src/layouts.tsx +1 -17
  75. package/src/looks.ts +1 -12
  76. package/src/model-document-saving.ts +25 -0
  77. package/src/node-view-state.ts +3 -25
  78. package/src/play-mode.ts +13 -42
  79. package/src/play-tool.ts +44 -0
  80. package/src/presentation.ts +6 -18
  81. package/src/regions.ts +3 -43
  82. package/src/start-document.ts +15 -0
  83. package/src/timeline-view-state.ts +4 -39
  84. package/src/uv-view-state.ts +4 -20
  85. package/themes/blender.json +299 -0
  86. package/view/blender-view-routes.ts +1 -1
  87. package/contributions/blender-game-panel.tsx +0 -809
  88. package/contributions/blender-palette.source.mjs +0 -350
  89. package/contributions/blender-play-skin.ts +0 -508
  90. package/contributions/blender-screenshot.menu.ts +0 -32
  91. package/contributions/blender.command.ts +0 -109
  92. package/contributions/blender.palette.json +0 -102
  93. package/src/play-live.ts +0 -27
@@ -1,32 +1,4 @@
1
- /**
2
- * BLENDER'S MODIFIERS TAB, as a Properties section (WORK.md §Blender in the
3
- * tab is Blender, "Inspection parity", I2): the STACK, each modifier its own
4
- * panel with its own settings, with the generic view beneath under "All
5
- * properties".
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- *
7
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_data_modifier.py` at
8
- * the engine's pin, and reading it is what decided the shape here. That file
9
- * is barely a panel list at all: `DATA_PT_modifiers.draw` is `Add Modifier`
10
- * plus `layout.template_modifiers()`, and the per-modifier panels are built in
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- * C from each type's own RNA (`MOD_*.cc`'s `panel_draw`). There is no Python
12
- * table of sixty modifier types to transcribe — and transcribing one would be
13
- * a COPY of Blender's layout, which the ruling forbids, and would go stale the
14
- * first time a modifier gained a property.
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- *
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- * So the stack is derived instead: each member of `ob.modifiers` is a panel
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- * headed by the four toggles every modifier has (`ModifierData`'s own
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- * `show_viewport` / `show_render` / `show_in_editmode` / `show_on_cage`,
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- * which is the header row `template_modifiers` draws), followed by every
20
- * property THIS MODIFIER'S OWN struct declares — `andDeclared`, which reads
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- * `BlenderRnaRow.group`, RNA's own answer to "which struct declares this".
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- * For a Subdivision modifier that is exactly `SubsurfModifier`'s levels,
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- * render_levels, quality, uv_smooth and the rest, in RNA's order.
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- *
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- * The ACTIVE modifier (`buttons_context_path_modifier`, which the door reports
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- * as `activeModifier`) is marked, the way Blender outlines the active panel.
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- *
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- * It stands when: the object's type is in `buttons_context.cc`'s modifier set.
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- */
1
+ /** Blender’s Modifiers Properties tab follows scripts/startup/bl_ui/properties_data_modifier.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
30
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
31
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  import type { BlenderCuratedPanel } from './blender-properties-view';
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4
 
@@ -37,7 +9,7 @@ const CURATED: readonly BlenderCuratedPanel[] = [
37
9
  collection: true,
38
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  active: 'activeModifier',
39
11
  // `ModifierData`'s own, in the order `template_modifiers` heads a panel
40
- // with them; everything after these is the type's own (see the header).
12
+ // with them; everything after these is the type's own.
41
13
  properties: [
42
14
  'name',
43
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  'type',
@@ -1,34 +1,4 @@
1
- /**
2
- * BLENDER'S OBJECT TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). The body is Blender's own panels, in
4
- * Blender's own order, over the RNA door; the generic view of every property
5
- * the object has stays beneath them under "All properties".
6
- *
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- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_object.py`, read at
8
- * the engine's pin. Its `classes` tuple at the foot of the file is the panel
9
- * ORDER, each class's `bl_label` the title, each `layout.prop(ob, "x")` an
10
- * entry below in the order the draw function lists it, and `bl_options =
11
- * {'DEFAULT_CLOSED'}` a `closed: true`. Blender's UI layer is never run,
12
- * ported or recorded — the Python is read as a statement of WHICH properties
13
- * this tab shows, and our widgets draw them from the door's rows.
14
- *
15
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS:
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- * - type-only `poll`/`if` branches. `show_all_edges` is mesh-only in Python; here
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- * it is simply not on a Camera's RNA, so it does not draw. Same outcome,
18
- * from the datablock rather than from a copy of Blender's conditions.
19
- * Rotation mode is a value on every object, so its draw branch is retained.
20
- * - `OBJECT_PT_context_object` (`bl_label = ""`) — the breadcrumb row, which
21
- * is the host's identity row here.
22
- * - the four panels whose datablock is NOT the object: Motion Paths reads
23
- * `ob.animation_visualization` and `ob.motion_path`, Light/Shadow Linking
24
- * their collections. The context door names the object, so those are
25
- * reached by drilling their POINTER row in the generic view beneath — a
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- * curated panel addresses one of the TAB's own datablocks, and inventing a
27
- * second addressing scheme to reach a sub-struct is the kind of machinery
28
- * the generic view exists to make unnecessary.
29
- *
30
- * It stands when: `buttons_context_path_object` — there is an active object.
31
- */
1
+ /** Blender’s Object Properties tab follows scripts/startup/bl_ui/properties_object.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
32
2
 
33
3
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
34
4
  import type { BlenderCuratedPanel } from './blender-properties-view';
@@ -196,19 +166,7 @@ export const order = 70;
196
166
  * object group (Object … Material), then Texture. The presentation draws a
197
167
  * separator wherever this changes. */
198
168
  export const railGroup = 'object';
199
- /** THE TAB THE RAIL OPENS ON. Blender's Properties editor stores its context
200
- * per screen in the startup file, and at factory settings the Layout
201
- * workspace's is OBJECT:
202
- *
203
- * bpy.data.screens['Layout'].areas[PROPERTIES].spaces[0].context -> 'OBJECT'
204
- *
205
- * (measured against Blender 5.2.0 LTS at `--factory-startup`, walk 5 parity
206
- * row 3; the other screens read OBJECT, MODIFIER, WORLD, DATA, TOOL, OUTPUT
207
- * and RENDER, so a per-workspace default is the next fidelity step and this
208
- * one declaration is the Layout/Model answer). Without it the rail opened on
209
- * Render — the first tab in `ED_buttons_tabs_list`'s order — and a person
210
- * selecting the cube got Sampling and Light Paths where Blender shows
211
- * Transform. */
169
+ /** The Model Properties rail opens on Object, matching the factory Layout workspace’s context. */
212
170
  export const railDefault = true;
213
171
  export const match = blenderPropertiesTabMatch(TAB);
214
172
  export default blenderPropertiesTabSection(TAB);
@@ -1,30 +1,4 @@
1
- /**
2
- * BLENDER'S OUTPUT TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_output.py` at the
7
- * engine's pin — `classes` (`:728-748`) is the panel order, `bl_label` the
8
- * title, each `layout.prop(rd, "x")` an entry in the order the draw function
9
- * lists it. Blender's UI layer is never run, ported or recorded.
10
- *
11
- * THE TAB'S DATABLOCK IS `scene.render`, and three panels reach past it: Frame
12
- * Range is the SCENE's own `frame_start`/`frame_end`/`frame_step` (`:151`),
13
- * Output's Color Management is `rd.image_settings` (`:371`), and Encoding is
14
- * `rd.ffmpeg` (`:499`). The context door names each beside the render
15
- * settings as one of this tab's paths and the rows say which they come from
16
- * ({@link BlenderCuratedProperty}).
17
- *
18
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS:
19
- * - the preset menus (`RENDER_PT_format_presets` `:15`,
20
- * `RENDER_MT_framerate_presets` `:28`, `RENDER_PT_ffmpeg_presets` `:22`)
21
- * and `template_image_settings`/`template_image_views` — operator and
22
- * template widgets. Inspection parity, not editing parity.
23
- * - `RENDER_PT_output_pixel_density` (`:396`), whose body is a preset menu
24
- * plus two properties behind it; the two are named here.
25
- *
26
- * It stands when: `buttons_context_path_scene` — the same path as Render.
27
- */
1
+ /** Blender’s Output Properties tab follows scripts/startup/bl_ui/properties_output.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
28
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
29
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
30
4
 
@@ -1,48 +1,4 @@
1
- /**
2
- * BLENDER'S PARTICLES TAB, as a Properties section (WORK.md §Blender in the
3
- * tab is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_particle.py` at the
7
- * engine's pin — `classes` (`:2248-2302`) is the panel order, `bl_label` the
8
- * title, each `layout.prop(part, "x")` an entry. Blender's UI layer is never
9
- * run, ported or recorded.
10
- *
11
- * NEARLY EVERY PANEL DRAWS `psys.settings`, NOT THE SYSTEM. `part` in these
12
- * draw functions is `particle_get_settings(context)` (`:40-46`), which is the
13
- * active system's ParticleSettings — a datablock of its own. The system
14
- * itself carries only a handful (`seed`, `parent`, `child_seed`, the
15
- * vertex-group names, `use_hair_dynamics`). The context door names both, plus
16
- * the hair-dynamics cloth settings, as this tab's paths, and each row says
17
- * which it comes from.
18
- *
19
- * THE TYPE POLLS ARE READ, and this tab is why `when` exists. Blender gates
20
- * these panels on values rather than on structure: `settings.type == 'HAIR'`
21
- * (Hair Dynamics `:362`, Hair Shape `:2205`), `settings.physics_type` in
22
- * NEWTON/FLUID or == BOIDS (`:1161`, `:1195`, `:1222`, `:934`),
23
- * `settings.render_type` (`:1449`, `:1507`, `:1536`), `settings.child_type`
24
- * (`:1743`, `:1778`), `settings.is_fluid` (`:272`). Every one of those
25
- * properties is on the same struct under every mode, so RNA cannot answer the
26
- * poll and the condition is read from the ENGINE's live value instead — a copy
27
- * of Blender's test, never of its branching.
28
- *
29
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS:
30
- * - `PARTICLE_PT_context_particles` (`:156`, `bl_label = ""`) — the systems
31
- * list plus the settings ID template. The list itself is the first panel
32
- * here, as a collection with the active system marked; the `template_ID`
33
- * row is an editing widget.
34
- * - the Boids panels (`:931`-`:1045`) and the fluid-spring panels
35
- * (`:835`-`:928`): both read sub-structs of the settings (`part.boids`,
36
- * `part.fluid`), which stand as POINTER rows in the Physics panel and
37
- * drill. Naming a fourth and fifth datablock on this tab to reach a mode
38
- * almost nothing uses is the machinery the generic view exists to avoid.
39
- * - `PARTICLE_PT_boidbrain` (`:1254`) — a rules list with per-rule operators.
40
- * - `template_curve_mapping` (the clump and roughness curves) — a curve
41
- * widget this view does not draw.
42
- * - `PARTICLE_PT_custom_props` (`:2243`), IDProperties rather than RNA.
43
- *
44
- * It stands when: `buttons_context_path_particle` — `ob->type == OB_MESH`.
45
- */
1
+ /** Blender’s Particles Properties tab follows scripts/startup/bl_ui/properties_particle.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
46
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
47
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
48
4
 
@@ -193,7 +149,7 @@ const CURATED: readonly BlenderCuratedPanel[] = [
193
149
  },
194
150
  {
195
151
  // PARTICLE_PT_physics, :730. `boids` and `fluid` are the two mode
196
- // sub-structs whose own panels are one drill away (see the header).
152
+ // sub-structs whose own panels are one drill away.
197
153
  title: 'Physics',
198
154
  closed: true,
199
155
  from: 'Settings',
@@ -1,42 +1,4 @@
1
- /**
2
- * BLENDER'S PHYSICS TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS SEVEN FILES, not one: `properties_physics_common.py`
7
- * carries the tab's own header block, and `properties_physics_rigidbody.py`,
8
- * `_rigidbody_constraint.py`, `_cloth.py`, `_softbody.py`, `_field.py`
9
- * (Force Fields AND Collision), `_fluid.py` and `_dynamicpaint.py` each carry
10
- * one simulation. Each panel below cites its file and line. Blender's UI
11
- * layer is never run, ported or recorded.
12
- *
13
- * THE "ENABLE BUTTONS" ROW IS NOT DRAWN, AND WHAT IT SAYS STILL IS.
14
- * `PHYSICS_PT_add` (`properties_physics_common.py:55`) is a grid of
15
- * `object.modifier_add` / `rigidbody.object_add` OPERATORS — editing, not
16
- * inspection (ARCHITECTURE-CORE §Blender north star), and this view draws
17
- * properties. What that row COMMUNICATES is which simulations the object has,
18
- * and that is exactly which panels stand here: the context door resolves a
19
- * path per simulation the way `physics_add`/`physics_add_special` test for
20
- * one — the data for `obj.rigid_body`, `obj.rigid_body_constraint`,
21
- * `obj.soft_body`, `obj.collision` and `obj.field`, and a MODIFIER of the
22
- * right type for cloth, fluid and dynamic paint (Blender's `context.cloth` is
23
- * the ClothModifier, and the panels read its `settings` structs). An absent
24
- * simulation is an absent path and its panels do not draw.
25
- *
26
- * FLUID AND DYNAMIC PAINT STOP AT THEIR TYPE. Both are a modifier whose whole
27
- * panel set is per-`fluid_type` / per-`ui_type` — domain, flow and effector
28
- * are three different property surfaces, and dynamic paint's canvas splits
29
- * again per surface. What stands here is the modifier's type row and the
30
- * pointer to the settings struct the type selects, which drills into the
31
- * generic view; transcribing three or four alternative panel sets each is the
32
- * machinery the generic view exists to make unnecessary. Stated, not
33
- * silently partial.
34
- *
35
- * It stands when: `buttons_context_path_object` — Physics shares Object's
36
- * path, so the engine grants it whenever it grants Object. It is
37
- * context-gated rather than standing because the Properties editor follows
38
- * the ACTIVE OBJECT, not the row that was clicked.
39
- */
1
+
40
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
41
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
42
4
 
@@ -578,8 +540,7 @@ const CURATED: readonly BlenderCuratedPanel[] = [
578
540
  ],
579
541
  },
580
542
  {
581
- // properties_physics_fluid.py — see the header for why this stops at the
582
- // type and the settings pointer.
543
+ // properties_physics_fluid.py: show the type and settings pointers; each pointer drills into its properties.
583
544
  title: 'Fluid',
584
545
  from: 'Fluid',
585
546
  properties: ['fluid_type', 'domain_settings', 'flow_settings', 'effector_settings'],
@@ -1,48 +1,4 @@
1
- /**
2
- * BLENDER'S RENDER TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_render.py` at the
7
- * engine's pin — `classes` (`:1186-1236`) is the panel order, `bl_label` the
8
- * title, each `layout.prop(…)` an entry, `bl_parent_id` a `sub`. Blender's UI
9
- * layer is never run, ported or recorded.
10
- *
11
- * THIS TAB IS WHERE THE ENGINE POLLS BECOME REAL, and it is the ONE `poll`
12
- * this transcription reads. Every other condition is dropped because RNA
13
- * already answers it — a property a datablock does not carry does not draw.
14
- * `COMPAT_ENGINES` is different in kind: `scene.eevee` and `scene.display`
15
- * exist under every engine, so nothing about the datablock says whether
16
- * Blender would draw the panel. Each panel below carries Blender's own LIST
17
- * (`COMPAT_ENGINES`, once per class) and it is checked against the ENGINE's
18
- * live answer — `rna_context`'s `engine`, which is `scene.render.engine`,
19
- * which is what `context.engine` is. The three ids a script can name here are
20
- * CYCLES, BLENDER_EEVEE and BLENDER_WORKBENCH (`session.py::_register_engine`);
21
- * the factory engine is BLENDER_EEVEE (`wasm/BUNDLE.json`), so the EEVEE
22
- * panels are what a fresh file draws. Cycles' own panels are the add-on's, not
23
- * `bl_ui`'s, and are therefore not in this file's specification.
24
- *
25
- * SEVERAL PANELS DRAW TWO DATABLOCKS IN ONE LIST — `RENDER_PT_eevee_film`
26
- * (`:757`) takes `filter_size` and `film_transparent` off `scene.render` and
27
- * `use_overscan`/`overscan_size` off `scene.eevee`, in that order. The
28
- * qualified property form keeps the row in Blender's position while naming
29
- * the datablock it comes from (`BlenderCuratedProperty`); the context door
30
- * names every one of them as this tab's own paths.
31
- *
32
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS:
33
- * - every operator and preset menu: `RENDER_PT_format_presets`,
34
- * `RENDER_PT_eevee_raytracing_presets` (`:380`), the light-probe bake
35
- * buttons. Inspection parity, not editing parity.
36
- * - `template_curve_mapping` (the motion-blur shutter curve `:283`, the
37
- * colour-management curves `:185`) and `template_colormanaged_view_settings`
38
- * — curve widgets, which this view does not draw; the datablock is one
39
- * drill away in the generic view beneath.
40
- * - `RENDER_PT_hydra_debug` (`:1165`): its engine is HYDRA_STORM, which this
41
- * build does not register, and its poll also wants a developer-UI
42
- * preference.
43
- *
44
- * It stands when: `buttons_context_path_scene` — a scene always resolves.
45
- */
1
+ /** Blender’s Render Properties tab follows scripts/startup/bl_ui/properties_render.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
46
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
47
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
48
4
 
@@ -1,38 +1,4 @@
1
- /**
2
- * BLENDER'S SCENE TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_scene.py` at the
7
- * engine's pin — its `classes` tuple (`:471-488`) is the panel order,
8
- * `bl_label` the title, each `layout.prop(scene, "x")` an entry in the order
9
- * the draw function lists it, `bl_options = {'DEFAULT_CLOSED'}` a `closed`
10
- * and `bl_parent_id` a `sub`. Blender's UI layer is never run, ported or
11
- * recorded.
12
- *
13
- * SEVERAL OF THESE PANELS DRAW A SUB-STRUCT RATHER THAN THE SCENE: Units is
14
- * `scene.unit_settings`, Rigid Body World is `scene.rigidbody_world`, Light
15
- * Probes is `scene.eevee`. The context door names each of those beside the
16
- * scene as one of this tab's own datablocks (`session.py::rna_context`), the
17
- * way it already named the Output tab's `image_settings`, and each panel says
18
- * which it reads with `from`. An absent one — a file with no rigid body world
19
- * — is an absent path, and the panel does not draw: the same answer
20
- * `RigidBodySubPanel.poll` gives (`:361-367`), from the door rather than from
21
- * a copy of its condition.
22
- *
23
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS:
24
- * - `SCENE_PT_context_scene` (`:37`, `bl_label = ""`) — the scene ID
25
- * template, which is the host's identity row here.
26
- * - the operator rows: `rigidbody.world_add`/`_remove` (`:357-359`), the
27
- * keying-set list's add/remove, `object.lightprobe_cache_bake` (`:447`).
28
- * Inspection parity, not editing parity (ARCHITECTURE-CORE §Blender north
29
- * star) — an operator is not a property and this view draws properties.
30
- * - `SCENE_PT_custom_props` (`:467`). Custom properties are IDProperties;
31
- * they are not in `bl_rna.properties` and the door answers RNA. Same
32
- * reading as the Object tab's.
33
- *
34
- * It stands when: `buttons_context_path_scene` — a scene always resolves.
35
- */
1
+
36
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
37
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
38
4
  import { resolveBlenderSubject } from './blender-properties-model';
@@ -1,52 +1,4 @@
1
- /**
2
- * BLENDER'S TEXTURE TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_texture.py` at the
7
- * engine's pin — `classes` (`:958-986`) is the panel order and `bl_label` the
8
- * title — AND `space_buttons/buttons_texture.cc`, which is the only thing
9
- * that can say WHICH texture this tab is about. Blender's UI layer is never
10
- * run, ported or recorded.
11
- *
12
- * THIS TAB HAS NO DATABLOCK OF ITS OWN; IT HAS A USER.
13
- * `buttons_texture_users_from_context` (`buttons_texture.cc:244-366`) walks
14
- * the context for every struct holding a texture pointer, in this order: the
15
- * scene's compositing node tree ("Compositor"), the active line style's slots
16
- * and node tree ("Line Style"), the object's modifiers ("Modifiers"), the
17
- * ACTIVE particle system's `part.mtex[]` ("Particles"), the object's force
18
- * field when its type is TEXTURE ("Fields"), and the active paint brush's own
19
- * two slots ("Brush"). `buttons_texture_context_compute` (`:369`) then takes
20
- * user `ct->index` — 0 unless a person picks another from the menu — and the
21
- * texture it points at is `context.texture`. The door mirrors that walk in
22
- * the C's own order and names the resolved texture as this tab's first path,
23
- * the holder as its second, and `bpy.data.textures` as its third; the whole
24
- * user list is on the context as `textureUsers` for anything that wants it.
25
- *
26
- * A LIGHT IS NOT A TEXTURE USER AT THIS PIN, and it is worth saying because
27
- * older Blenders make it a reasonable guess: the C never looks at `ob->data`.
28
- * Lamp textures went with 2.8's renderer rewrite. Measured, not remembered.
29
- *
30
- * THE TYPE PANELS ARE THE `when` MECHANISM'S OTHER HOME. `TextureTypePanel`
31
- * (`:167`) is `tex.type == cls.tex_type and not tex.use_nodes`, once per type
32
- * — every one of those properties lives on the same `Texture` struct under
33
- * every type, so RNA cannot answer it and the condition is read from the
34
- * engine's live value.
35
- *
36
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS:
37
- * - `TEXTURE_PT_preview` (`:68`) and `TEXTURE_PT_context` (`:99`) — a
38
- * `template_preview` render and the user-picker/ID templates. The picker
39
- * is an editing widget; what it selects is the context door's answer here.
40
- * - `TEXTURE_PT_node` (`:143`), `template_node_view` over the active texture
41
- * node — the read-only node view is I5.
42
- * - `template_image` (`:404`) and `template_color_ramp` (`:910`) — an image
43
- * browser and a ramp widget; the `image` pointer and the `color_ramp`
44
- * pointer stand and drill.
45
- * - `TEXTURE_PT_custom_props` (`:953`), IDProperties rather than RNA.
46
- *
47
- * It stands when: the door's mirror of `buttons_texture_context_compute`
48
- * finds a user, or the file holds textures at all.
49
- */
1
+ /** Blender’s Texture Properties tab follows scripts/startup/bl_ui/properties_texture.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
50
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
51
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
52
4
 
@@ -1,32 +1,4 @@
1
- /**
2
- * BLENDER'S VIEW LAYER TAB, as a Properties section (WORK.md §Blender in the
3
- * tab is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_view_layer.py` at the
7
- * engine's pin — `classes` (`:345-360`) is the panel order, `bl_label` the
8
- * title, each `layout.prop(view_layer, "x")` an entry. Blender's UI layer is
9
- * never run, ported or recorded.
10
- *
11
- * THE PASSES PANEL IS TWO PANELS UNDER TWO ENGINES, and that is why this tab
12
- * reads `COMPAT_ENGINES`. `VIEWLAYER_PT_eevee_layer_passes_data` (`:111`) and
13
- * `VIEWLAYER_PT_workbench_layer_passes_data` (`:137`) carry the SAME
14
- * `bl_label` ("Data") and differ only by engine — Workbench shows three
15
- * passes where EEVEE shows seven, off the same `ViewLayer` datablock. Nothing
16
- * about the datablock could say which; `rna_context`'s `engine` does. The
17
- * Light panel (`:156`) is EEVEE-only for the same reason, and it also reads
18
- * `view_layer.eevee`, which the context door names beside the layer.
19
- *
20
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS: `VIEWLAYER_PT_context_layer`
21
- * (`:51`, `bl_label = ""`) — the layer search template, the host's identity
22
- * row here; `VIEWLAYER_PT_layer_custom_props` (`:340`), IDProperties rather
23
- * than RNA; and the AOV / light-group add-remove operators, which are
24
- * editing rather than inspection. The two lists themselves are here as their
25
- * collections.
26
- *
27
- * It stands when: `buttons_context_path_view_layer` — the window's view layer
28
- * always resolves.
29
- */
1
+ /** Blender’s View Layer Properties tab follows scripts/startup/bl_ui/properties_view_layer.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
30
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
31
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
32
4
 
@@ -1,48 +1,11 @@
1
- /**
2
- * BLENDER'S WORLD TAB, as a Properties section (WORK.md §Blender in the tab
3
- * is Blender, "Inspection parity", I2). Blender's own panels over the RNA
4
- * door, with the generic view beneath under "All properties".
5
- *
6
- * THE SPECIFICATION IS `scripts/startup/bl_ui/properties_world.py` at the
7
- * engine's pin — `classes` (`:266-278`) is the panel order, `bl_label` the
8
- * title, each `layout.prop(world, "x")` an entry. Blender's UI layer is never
9
- * run, ported or recorded.
10
- *
11
- * SURFACE AND VOLUME ARE A NODE TREE, AND THIS IS NOT THE NODE VIEW.
12
- * `EEVEE_WORLD_PT_surface` (`:109`) asks the world's node tree for its EEVEE
13
- * output node and draws that node's `Surface` input with
14
- * `template_node_view`; Volume (`:140`) is the same call on the `Volume`
15
- * input. Reading those values as a flat list means walking the tree back
16
- * through its links, which is I5's read-only node view (§Inspection parity,
17
- * I5) — half of it here would be a second, worse implementation of the same
18
- * walk. Exactly the reading the Material tab already made for its own Surface
19
- * panel. What stands in these two panels is what the WORLD datablock itself
20
- * holds: `use_nodes` and the `node_tree` pointer, which drills into the
21
- * generic view, plus the volume flag Blender's own panel reads off the world
22
- * (`use_eevee_finite_volume`, `:159`).
23
- *
24
- * THE TAB'S TONE IS THE SHADING RED. `UI_icons.hh:193` declares WORLD under
25
- * `DEF_ICON_SHADING`, the same group as Material — corrected from a guess
26
- * during I2's first landing, and the reason the scene group is four tabs
27
- * rather than six.
28
- *
29
- * WHAT THE TRANSCRIPTION DELIBERATELY DROPS: `WORLD_PT_context_world`
30
- * (`:24`, `bl_label = ""`) — the world ID template, the host's identity row
31
- * here; the `world.convert_volume_to_mesh` operator (`:165`); and
32
- * `WORLD_PT_custom_props` (`:99`), IDProperties rather than RNA.
33
- *
34
- * It stands when: `buttons_context_path_world` returns true from the scene
35
- * alone, so the tab stands even when the scene holds no world — and then
36
- * every panel here finds no datablock and none of them draw.
37
- */
1
+ /** Blender’s World Properties tab follows scripts/startup/bl_ui/properties_world.py at the engine pin. Curated panels read the RNA context’s datablocks; the generic view remains under All properties. Match tab availability and engine-specific panels against the live context. */
38
2
  import { blenderPropertiesTabMatch, blenderPropertiesTabSection } from './blender-properties-tab';
39
3
  import type { BlenderCuratedPanel } from './blender-properties-view';
40
4
 
41
5
  /** `properties_world.py`, panel by panel. Line numbers are that file's. */
42
6
  const CURATED: readonly BlenderCuratedPanel[] = [
43
7
  {
44
- // EEVEE_WORLD_PT_surface, :109 — see the header for why this is the
45
- // world's own node properties rather than the shader's inputs.
8
+ // EEVEE_WORLD_PT_surface, :109. Read the world’s node properties; shader inputs belong to its node tree.
46
9
  title: 'Surface',
47
10
  engine: ['BLENDER_EEVEE'],
48
11
  properties: ['use_nodes', 'node_tree'],
@@ -1,56 +1,4 @@
1
- /**
2
- * The SHADING workspace — Blender's own: the 3D viewport over the Shader
3
- * Editor, with the Outliner above the Properties editor on the right.
4
- *
5
- * THE PROPORTIONS ARE BLENDER'S, MEASURED THROUGH bpy on the engine in the
6
- * tab (2026-09-19), not eyeballed from a screenshot:
7
- * `bpy.data.workspaces['Shading'].screens[0].areas` answers, in a 1920-wide
8
- * window, PROPERTIES `x1579 y23 w339 h839`, OUTLINER `x1579 y865 w339 h189`,
9
- * VIEW_3D `x294 y540 w1282 h514`, NODE_EDITOR `x294 y23 w1282 h514`,
10
- * FILE_BROWSER `x2 y540 w289 h514` and IMAGE_EDITOR `x2 y23 w289 h514`.
11
- *
12
- * AND THE ARRANGEMENT IS A LIVE CAPTURE, not a hand-derived one
13
- * (`workspace-preset-layouts.ts`: "Shipped defaults are authored by arranging
14
- * live and snapshotting `toJSON`" — never hand-written JSON). Hand-deriving it
15
- * from Model's cost exactly what that rule exists to prevent: sizes authored
16
- * against Model's 928-px grid were applied to an 824-px container, the dock
17
- * measured `grid 1920×802 in a 1920×824 container` and warned that it was
18
- * "forcing one relayout" (measured live, 2026-09-19 — and measured again on
19
- * three Model/Sculpt switches with no Shading in them, which raised nothing,
20
- * so the warning was this arrangement's own). What ships is the settled grid,
21
- * with two sizes set back to the measurement: the vertical split to an exact
22
- * 50/50 of the grid's own height, and the right column to Model's 306/173/755,
23
- * which is the same column and already carries Blender's 0.177/0.184.
24
- *
25
- * Two readings out of that, and both are in `shading-arrangement.json`:
26
- * the right column is 339/1920 = 0.177 of the window with the Outliner taking
27
- * 189/1028 = 0.184 of it — the SAME column the Modeling workspace has, which
28
- * is why this arrangement is Model's with one change; and the centre column is
29
- * split EXACTLY 50/50, 514 over 514 of the 1031 px between the top bar and the
30
- * status bar. On the captured 928-px grid that is 464/464, which is the size
31
- * `volter:bottom-center` was already carrying at `"visible": false`.
32
- *
33
- * WHICH AREA THE SHADER EDITOR IS, AND WHAT IT IS MADE OF. Blender's node
34
- * editor is the area BELOW the viewport — and an AREA IS AN EDITOR GROUP
35
- * (orchestrator ruling 2026-09-19), not the bottom utility drawer. So Shading
36
- * declares it as an `areas` entry holding the `blender-node-editor.document`
37
- * contribution, the dock puts it in `volter:area:shader` below the centre at
38
- * Blender's own 50/50, and the frame's layout host puts the same document in
39
- * a second VS Code editor group. The drawer is `hidden` here, as it is in
40
- * Model: Blender's Shading screen has no utility strip.
41
- *
42
- * WHAT IS NOT REPRODUCED, named rather than silently dropped: Blender's
43
- * Shading workspace also carries a File Browser over an Image Editor in a
44
- * 289-px LEFT column (15.0 % of the window). Neither editor exists here yet —
45
- * the image/texture view is I5's Texture Paint unit and the asset browser is
46
- * a different surface — and §Editor chrome's rule is that a reserved panel
47
- * ships WITH its capability, never as empty chrome. The column arrives with
48
- * the editors that fill it.
49
- *
50
- * THE STRIP GROWS ONLY AS A VIEW LANDS (§Editor chrome; WORK.md I5). Shading
51
- * appears in the workspace strip because this contribution exists, and this
52
- * contribution exists because the node view does.
53
- */
1
+ /** The Shading workspace places the Shader Editor below the 3D view in equal halves, with Outliner over Properties at right. The arrangement is a captured dock layout. File Browser and Image Editor areas are omitted until their editors exist. */
54
2
 
55
3
  import type { WorkspaceLayoutContribution } from '@volter/sdk/looks';
56
4
  import { BLENDER_REGIONS } from '../src/regions';
@@ -71,32 +19,9 @@ export const layout: WorkspaceLayoutContribution = {
71
19
  header: 'shown',
72
20
  shelf: 'shown',
73
21
  inspector: 'properties',
74
- // THE SAME AS MODEL: no drawer. Blender's Shading screen has no fourth
75
- // area beyond the viewport, the node editor and the right column, and the
76
- // node editor is not a drawer utility — it is an AREA, which is an EDITOR
77
- // GROUP (the ruling below). Leaving the drawer `shown` would paint an
78
- // empty utility strip Blender's own screen does not have.
22
+ // Hide the utility drawer; the Shader Editor is a document area.
79
23
  drawer: 'hidden',
80
24
  },
81
- // THE NODE EDITOR IS AN EDITOR GROUP BELOW THE MODEL DOCUMENT.
82
- //
83
- // RULED 2026-09-19 (orchestrator): "A Blender editor AREA is an editor
84
- // group; the drawer holds utilities." Blender's Shading screen splits the
85
- // centre TOP AND BOTTOM — VIEW_3D `x294 y540 w1282 h514` over NODE_EDITOR
86
- // `x294 y23 w1282 h514`, measured through bpy on the engine — and both the
87
- // dock and the Code-OSS frame have exactly that shape in editor groups. So
88
- // the Shader Editor is a `workspace.document` this workspace opens into
89
- // `volter:area:shader`, not a `workspace.utility` in the drawer.
90
- //
91
- // AND THAT IS WHAT RETIRED THE DRAWER RACE BY CONSTRUCTION. Switching to UV
92
- // Editing kept opening the Shader Editor — and the cause was NOT the dock
93
- // ordering the previous landing named: `uv-editing-arrangement.json`'s
94
- // mechanical substitution had missed two of the seven occurrences (the
95
- // panel record's `params.utilityId` and its `title`), so the leaf carrying
96
- // the UV panel's id rendered the NODE editor and called itself "Shader
97
- // Editor". A view that is not in the drawer cannot have that defect at all.
98
- //
99
- // THE RATIO IS BLENDER'S OWN: 514 of the 1028 px the centre column spans,
100
- // an exact 0.5 to within the 1-px splitter.
25
+ // Open the Shader Editor in the bottom editor group at half the centre-column height.
101
26
  areas: [{ id: 'shader', document: 'blender-node-editor.document', place: 'below', ratio: 0.5 }],
102
27
  };