
bl_info = {
"name": "Viewport & Automation Master",
"author": "Your Name",
"version": (2, 8),
"blender": (5, 0, 0),
"location": "View3D > Sidebar (Nパネル)",
"description": "画面中央化、ビュー詳細情報取得、グリッド・背景色設定、枠額縁・3軸矢印作成、各種リンク",
"category": "3D View",
}
# 【作成日】 2026年7月11日 12:44 (統合版)
# ===================================
# 【初期設定・定数定義】 (1行ずつ定義)
# ===================================
# 元アドオン用
PREFIX = "front_tools"
TAB_NAME = " back color "
GRID_DEFAULT_1 = 10.0
GRID_DEFAULT_2 = 100.0
LINK_NAME_1 = "基本アドオン設定 20260711b"
LINK_URL_1 = "<https://app.notion.com/p/20260711-39af5dacaf438027811dcd877db7c630>"
LINK_NAME_2 = "posfie"
LINK_URL_2 = "<https://posfie.com/@timekagura/t/zionad2022?sort=0>"
LINK_NAME_3 = "zionadchat"
LINK_URL_3 = "<https://x.com/zionadchat>"
# 追加アドオン(額縁&矢印作成)用
PREFIX_WA = "windows_axes"
INIT_COLL_MAIN = "枠額縁"
INIT_OBJ_FLOOR = "床面枠"
INIT_OBJ_WINDOW = "窓平面枠"
INIT_OBJ_X_PERS = "遠近法 x"
# 額縁のパラメータ初期値 (4角を±30にするためサイズは60)
INIT_FRAME_SIZE = 60.0
INIT_FRAME_THICKNESS = 2.0 # 太さ初期値 2.0
INIT_COLOR_FLOOR = (0.0, 0.0, 1.0, 1.0) # 床面枠: Blue (透明度1.0)
INIT_COLOR_WINDOW = (0.0, 0.4, 0.0, 1.0) # 窓平面枠: Green (透明度1.0)
INIT_COLOR_X_PERS = (1.0, 0.0, 0.3, 1.0) # x軸遠近法 額縁: Red (透明度1.0)
# 矢印パラメータ初期値
INIT_ARROW_LENGTH = 40.0
INIT_ARROW_THICKNESS = 1.0
INIT_CONE_RADIUS = 2.0
INIT_CONE_HEIGHT = 10.0
INIT_ARROW_CENTER = True # 矢印中心を000にする設定 (デフォルト: True)
# 矢印カラー初期値 (CGのデファクトスタンダード基準)
INIT_ARROW_COLOR_X = (1.0, 0.0, 0.0, 0.5) # X軸: Red (透明度0.5)
INIT_ARROW_COLOR_Y = (0.1, 0.9, 0.1, 0.5) # Y軸: Green (透明度0.5)
INIT_ARROW_COLOR_Z = (0.1, 0.4, 1.0, 0.5) # Z軸: Blue (透明度0.5)
import bpy
import math
import mathutils
import webbrowser
# ===================================
# 【ビュー情報取得 関数】
# ===================================
def get_rv3d(context):
for a in context.window.screen.areas:
if a.type == 'VIEW_3D':
return a.spaces.active.region_3d
return None
def get_view_info_data(context):
rv3d = None
area = None
space = None
for a in context.window.screen.areas:
if a.type == 'VIEW_3D':
rv3d = a.spaces.active.region_3d
area = a
space = a.spaces.active
break
if not rv3d or not area or not space: return None
mode = rv3d.view_perspective
target_pos = rv3d.view_location
view_dist = rv3d.view_distance
cam_pos = rv3d.view_matrix.inverted().translation
view_dir = rv3d.view_rotation @ mathutils.Vector((0.0, 0.0, -1.0))
aspect = area.height / area.width if area.width > 0 else 1.0
sensor = 32.0
if mode == 'PERSP':
proj_text = "透視投影"
is_persp = True
elif mode == 'ORTHO':
proj_text = "平行投影"
is_persp = False
elif mode == 'CAMERA':
proj_text = "カメラビュー"
is_persp = True
else:
proj_text = "不明"
is_persp = False
if is_persp:
fov_h = 2.0 * math.atan(sensor / (2.0 * space.lens))
w = 2.0 * view_dist * math.tan(fov_h / 2.0)
h = w * aspect
else:
w = view_dist * (sensor / space.lens)
h = w * aspect
return {
'proj_text': proj_text,
'cam_pos': cam_pos,
'view_dir': view_dir,
'target_pos': target_pos,
'dist': view_dist,
'w': w,
'h': h,
'is_persp': is_persp
}
# ===================================
# 【枠額縁 作成用ヘルパー関数】
# ===================================
def create_frame(context, frame_type):
props = getattr(context.scene, f"{PREFIX_WA}_props")
size = props.frame_size
thickness = props.frame_thickness
# メインコレクションの取得または新規作成
if INIT_COLL_MAIN in bpy.data.collections:
main_col = bpy.data.collections[INIT_COLL_MAIN]
else:
main_col = bpy.data.collections.new(INIT_COLL_MAIN)
context.scene.collection.children.link(main_col)
# サイズ値を文字列に整形
size_str = str(int(size)) if size.is_integer() else f"{size:.1f}"
if frame_type == 'FLOOR':
base_name = INIT_OBJ_FLOOR
mat_name = f"{INIT_OBJ_FLOOR}_{size_str}_半透明マテリアル"
color = props.floor_color
# Z=0 (XY平面)
rot_matrix = mathutils.Matrix.Rotation(math.radians(45), 4, 'Z')
elif frame_type == 'WINDOW':
base_name = INIT_OBJ_WINDOW
mat_name = f"{INIT_OBJ_WINDOW}_{size_str}_半透明マテリアル"
color = props.window_color
# Y=0 (ZX平面) : 床面枠をX軸に90度回転
rot_z = mathutils.Matrix.Rotation(math.radians(45), 4, 'Z')
rot_x = mathutils.Matrix.Rotation(math.radians(90), 4, 'X')
rot_matrix = rot_x @ rot_z
elif frame_type == 'X_PERS':
base_name = INIT_OBJ_X_PERS
mat_name = f"{INIT_OBJ_X_PERS}_{size_str}_半透明マテリアル"
color = props.x_pers_color
# X=0 (YZ平面) : 床面枠をY軸に90度回転
rot_z = mathutils.Matrix.Rotation(math.radians(45), 4, 'Z')
rot_y = mathutils.Matrix.Rotation(math.radians(90), 4, 'Y')
rot_matrix = rot_y @ rot_z
else:
return
name = f"{base_name}_{size_str}"
# 1つ1つ完全に独立した新規マテリアルを生成
mat = bpy.data.materials.new(name=mat_name)
mat.use_nodes = True
if mat.use_nodes:
nodes = mat.node_tree.nodes
principled = next((n for n in nodes if n.type == 'BSDF_PRINCIPLED'), None)
if principled:
principled.inputs['Base Color'].default_value = (color[0], color[1], color[2], 1.0)
if 'Alpha' in principled.inputs:
principled.inputs['Alpha'].default_value = color[3]
# Blender 5.0 (EEVEE-Next) 対応
if hasattr(mat, "surface_render_method"):
mat.surface_render_method = 'BLENDED'
else:
mat.blend_method = 'BLEND'
major_r = (size / 2.0) * math.sqrt(2)
minor_r = thickness / 2.0
# 事前に選択を解除
bpy.ops.object.select_all(action='DESELECT')
# トーラスを生成
bpy.ops.mesh.primitive_torus_add(
align='WORLD',
location=(0.0, 0.0, 0.0),
rotation=(0.0, 0.0, 0.0),
major_radius=major_r,
minor_radius=minor_r,
major_segments=4,
minor_segments=16
)
obj = context.active_object
obj.name = name
# 回転行列を直接適用
obj.rotation_mode = 'XYZ'
obj.matrix_world = rot_matrix
# マテリアル割り当て
obj.data.materials.append(mat)
# コレクション整理 (メインコレクション「枠額縁」の直下に格納)
if main_col.name not in [c.name for c in obj.users_collection]:
main_col.objects.link(obj)
for c in list(obj.users_collection):
if c != main_col:
c.objects.unlink(obj)
context.view_layer.update()
# ===================================
# 【矢印 作成用ヘルパー関数】
# ===================================
def create_arrow(context, axis_type):
props = getattr(context.scene, f"{PREFIX_WA}_props")
length = props.arrow_length
thickness = props.arrow_thickness
cone_r = props.arrow_cone_radius
cone_h = props.arrow_cone_height
center_at_origin = props.arrow_center_at_origin
# メインコレクションの取得または新規作成
if INIT_COLL_MAIN in bpy.data.collections:
main_col = bpy.data.collections[INIT_COLL_MAIN]
else:
main_col = bpy.data.collections.new(INIT_COLL_MAIN)
context.scene.collection.children.link(main_col)
if axis_type == 'X':
name = "X軸矢印"
color = props.arrow_color_x
# X軸方向への回転行列 (Y軸周り90度)
rot_matrix = mathutils.Matrix.Rotation(math.radians(90), 4, 'Y')
elif axis_type == 'Y':
name = "Y軸矢印"
color = props.arrow_color_y
# Y軸方向への回転行列 (X軸周り-90度)
rot_matrix = mathutils.Matrix.Rotation(math.radians(-90), 4, 'X')
elif axis_type == 'Z':
name = "Z軸矢印"
color = props.arrow_color_z
# Z軸方向 (回転なし)
rot_matrix = mathutils.Matrix.Identity(4)
else:
return
# 完全に独立した新規マテリアルを作成
mat_name = f"{name}_半透明マテリアル"
mat = bpy.data.materials.new(name=mat_name)
mat.use_nodes = True
if mat.use_nodes:
nodes = mat.node_tree.nodes
principled = next((n for n in nodes if n.type == 'BSDF_PRINCIPLED'), None)
if principled:
principled.inputs['Base Color'].default_value = (color[0], color[1], color[2], 1.0)
if 'Alpha' in principled.inputs:
principled.inputs['Alpha'].default_value = color[3]
if hasattr(mat, "surface_render_method"):
mat.surface_render_method = 'BLENDED'
else:
mat.blend_method = 'BLEND'
# 干渉防止のために全選択解除
bpy.ops.object.select_all(action='DESELECT')
# 1. 円柱作成 (Z軸方向に伸びるように配置)
bpy.ops.mesh.primitive_cylinder_add(
radius=thickness / 2.0,
depth=length,
location=(0.0, 0.0, length / 2.0)
)
cylinder = context.active_object
cylinder.select_set(False)
# 2. 円錐作成 (円柱の先端に配置)
bpy.ops.mesh.primitive_cone_add(
radius1=cone_r,
depth=cone_h,
location=(0.0, 0.0, length + cone_h / 2.0)
)
cone = context.active_object
# 3. 結合 (円錐と円柱を一体化)
cylinder.select_set(True)
cone.select_set(True)
context.view_layer.objects.active = cylinder
bpy.ops.object.join()
arrow_obj = cylinder
arrow_obj.name = name
# 中心点調整オフセット
dz = -(length + cone_h) / 2.0 if center_at_origin else 0.0
translation_matrix = mathutils.Matrix.Translation((0.0, 0.0, dz))
# 各軸方向にマトリクスで回転移動
arrow_obj.rotation_mode = 'XYZ'
arrow_obj.matrix_world = rot_matrix @ translation_matrix
# マテリアル適用
arrow_obj.data.materials.append(mat)
# コレクション整理 (メインコレクション「枠額縁」の直下に格納)
if main_col.name not in [c.name for c in arrow_obj.users_collection]:
main_col.objects.link(arrow_obj)
for c in list(arrow_obj.users_collection):
if c != main_col:
c.objects.unlink(arrow_obj)
context.view_layer.update()
# ===================================
# 【オペレーター】
# ===================================
class VGM_OT_reset_view(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX}_reset_view"
bl_label = "選択オブジェクトを画面中央にする"
def execute(self, context):
rv3d = get_rv3d(context)
if not rv3d: return {'CANCELLED'}
target = context.active_object
rv3d.view_location = target.matrix_world.to_translation() if target else rv3d.view_location.copy()
rv3d.view_distance = max(target.dimensions.length * 1.5, 10.0) if target else 30.0
rv3d.view_perspective = 'PERSP'
context.view_layer.update()
return {'FINISHED'}
class VGM_OT_update_info(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX}_update_info"
bl_label = "情報を更新"
def execute(self, context):
for area in context.screen.areas:
if area.type == 'VIEW_3D': area.tag_redraw()
return {'FINISHED'}
class VGM_OT_copy_info(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX}_copy_info"
bl_label = "情報をコピー"
def execute(self, context):
info = get_view_info_data(context)
if not info: return {'CANCELLED'}
lines = []
lines.append(f"投影モード: {info['proj_text']}")
if info['is_persp']:
lines.append(f"架空の視座位置 X: {info['cam_pos'].x:.1f}, Y: {info['cam_pos'].y:.1f}, Z: {info['cam_pos'].z:.1f}")
lines.append(f"画面中央への視線方向 X: {info['view_dir'].x:.1f}, Y: {info['view_dir'].y:.1f}, Z: {info['view_dir'].z:.1f}")
lines.append(f"画面中央位置 X: {info['target_pos'].x:.1f}, Y: {info['target_pos'].y:.1f}, Z: {info['target_pos'].z:.1f}")
lines.append(f"画面水平の大きさ: {info['w']:.1f}")
lines.append(f"画面上下の大きさ: {info['h']:.1f}")
if info['is_persp']:
lines.append(f"視座からの距離: {info['dist']:.1f}")
context.window_manager.clipboard = "\n".join(lines)
self.report({'INFO'}, "ビュー情報をクリップボードにコピーしました")
return {'FINISHED'}
class VGM_OT_set_grid_scale(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX}_set_grid_scale"
bl_label = "Grid間隔を設定"
scale_val: bpy.props.FloatProperty(name="Scale")
use_custom: bpy.props.BoolProperty(name="カスタム値", default=False)
def execute(self, context):
props = getattr(context.scene, f"{PREFIX}_props")
val = props.custom_grid_scale if self.use_custom else self.scale_val
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D': space.overlay.grid_scale = val
return {'FINISHED'}
class VGM_OT_open_url(bpy.types.Operator):
bl_idname = f"wm.{PREFIX}_open_url"
bl_label = "リンクを開く"
url: bpy.props.StringProperty()
def execute(self, context):
if self.url:
webbrowser.open(self.url)
return {'FINISHED'}
class VGM_OT_remove_addon(bpy.types.Operator):
bl_idname = f"wm.{PREFIX}_remove_addon"
bl_label = "アドオン削除"
def execute(self, context): unregister(); return {'FINISHED'}
# --- 追加されたオペレーター ---
class WA_OT_create_frame_floor(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_frame_floor"
bl_label = "床面枠を作成"
def execute(self, context):
create_frame(context, 'FLOOR')
return {'FINISHED'}
class WA_OT_create_frame_window(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_frame_window"
bl_label = "窓平面枠を作成"
def execute(self, context):
create_frame(context, 'WINDOW')
return {'FINISHED'}
class WA_OT_create_frame_x_pers(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_frame_x_pers"
bl_label = "x軸遠近法 額縁を作成"
def execute(self, context):
create_frame(context, 'X_PERS')
return {'FINISHED'}
class WA_OT_create_arrow_x(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_arrow_x"
bl_label = "X軸矢印を作成"
def execute(self, context):
create_arrow(context, 'X')
return {'FINISHED'}
class WA_OT_create_arrow_y(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_arrow_y"
bl_label = "Y軸矢印を作成"
def execute(self, context):
create_arrow(context, 'Y')
return {'FINISHED'}
class WA_OT_create_arrow_z(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_arrow_z"
bl_label = "Z軸矢印を作成"
def execute(self, context):
create_arrow(context, 'Z')
return {'FINISHED'}
class WA_OT_create_arrow_all(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_create_arrow_all"
bl_label = "3軸の矢印を一括作成"
def execute(self, context):
create_arrow(context, 'X')
create_arrow(context, 'Y')
create_arrow(context, 'Z')
self.report({'INFO'}, "X, Y, Z軸の矢印を作成しました")
return {'FINISHED'}
class WA_OT_copy_params(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_copy_params"
bl_label = "現在の設定を初期設定コードとしてコピー"
bl_description = "現在の設定値を、アドオンコード上部の初期設定(定数定義)に直接ペーストできるテキスト形式でコピーします"
def execute(self, context):
props = getattr(context.scene, f"{PREFIX_WA}_props")
# 色のフォーマット整形関数 (RGBA)
def fmt_color(col):
return f"({col[0]:.1f}, {col[1]:.1f}, {col[2]:.1f}, {col[3]:.1f})"
lines = []
lines.append("# 額縁のパラメータ初期値 (4角を±30にするためサイズは60)")
lines.append(f"INIT_FRAME_SIZE = {props.frame_size:.1f}")
lines.append(f"INIT_FRAME_THICKNESS = {props.frame_thickness:.1f} # 太さ初期値 {props.frame_thickness:.1f}")
lines.append(f"INIT_COLOR_FLOOR = {fmt_color(props.floor_color)} # 床面枠: Blue (透明度{props.floor_color[3]:.1f})")
lines.append(f"INIT_COLOR_WINDOW = {fmt_color(props.window_color)} # 窓平面枠: Green (透明度{props.window_color[3]:.1f})")
lines.append(f"INIT_COLOR_X_PERS = {fmt_color(props.x_pers_color)} # x軸遠近法 額縁: Red (透明度{props.x_pers_color[3]:.1f})")
lines.append("")
lines.append("# 矢印パラメータ初期値")
lines.append(f"INIT_ARROW_LENGTH = {props.arrow_length:.1f}")
lines.append(f"INIT_ARROW_THICKNESS = {props.arrow_thickness:.1f}")
lines.append(f"INIT_CONE_RADIUS = {props.arrow_cone_radius:.1f}")
lines.append(f"INIT_CONE_HEIGHT = {props.arrow_cone_height:.1f}")
lines.append(f"INIT_ARROW_CENTER = {props.arrow_center_at_origin} # 矢印中心を000にする設定 (デフォルト: {props.arrow_center_at_origin})")
lines.append("")
lines.append("# 矢印カラー初期値 (CGのデファクトスタンダード基準)")
lines.append(f"INIT_ARROW_COLOR_X = {fmt_color(props.arrow_color_x)} # X軸: Red (透明度{props.arrow_color_x[3]:.1f})")
lines.append(f"INIT_ARROW_COLOR_Y = {fmt_color(props.arrow_color_y)} # Y軸: Green (透明度{props.arrow_color_y[3]:.1f})")
lines.append(f"INIT_ARROW_COLOR_Z = {fmt_color(props.arrow_color_z)} # Z軸: Blue (透明度{props.arrow_color_z[3]:.1f})")
# クリップボードへ格納
context.window_manager.clipboard = "\n".join(lines)
self.report({'INFO'}, "現在のパラメータ設定コードをクリップボードにコピーしました")
return {'FINISHED'}
class WA_OT_reset_frame_props(bpy.types.Operator):
bl_idname = f"view3d.{PREFIX_WA}_reset_frame_props"
bl_label = "作成設定を初期値に戻す"
def execute(self, context):
props = getattr(context.scene, f"{PREFIX_WA}_props")
# 額縁リセット
props.frame_size = INIT_FRAME_SIZE
props.frame_thickness = INIT_FRAME_THICKNESS
props.floor_color = INIT_COLOR_FLOOR
props.window_color = INIT_COLOR_WINDOW
props.x_pers_color = INIT_COLOR_X_PERS
# 矢印リセット
props.arrow_length = INIT_ARROW_LENGTH
props.arrow_thickness = INIT_ARROW_THICKNESS
props.arrow_cone_radius = INIT_CONE_RADIUS
props.arrow_cone_height = INIT_CONE_HEIGHT
props.arrow_center_at_origin = INIT_ARROW_CENTER
props.arrow_color_x = INIT_ARROW_COLOR_X
props.arrow_color_y = INIT_ARROW_COLOR_Y
props.arrow_color_z = INIT_ARROW_COLOR_Z
self.report({'INFO'}, "設定をコードの初期値に戻しました")
return {'FINISHED'}
# ===================================
# 【プロパティ定義】
# ===================================
class VGM_Properties(bpy.types.PropertyGroup):
custom_grid_scale: bpy.props.FloatProperty(name="指定値", default=50.0, min=0.001)
# 追加された枠額縁・矢印用のプロパティクラス
class WA_Properties(bpy.types.PropertyGroup):
# 額縁プロパティ
frame_size: bpy.props.FloatProperty(name="1辺の長さ", default=INIT_FRAME_SIZE, min=0.01)
frame_thickness: bpy.props.FloatProperty(name="太さ", default=INIT_FRAME_THICKNESS, min=0.01)
floor_color: bpy.props.FloatVectorProperty(name="床面枠の色", subtype='COLOR', default=INIT_COLOR_FLOOR, size=4, min=0.0, max=1.0)
window_color: bpy.props.FloatVectorProperty(name="窓平面枠の色", subtype='COLOR', default=INIT_COLOR_WINDOW, size=4, min=0.0, max=1.0)
x_pers_color: bpy.props.FloatVectorProperty(name="x軸遠近法の色", subtype='COLOR', default=INIT_COLOR_X_PERS, size=4, min=0.0, max=1.0)
# 矢印プロパティ
arrow_length: bpy.props.FloatProperty(name="矢印 長さ", default=INIT_ARROW_LENGTH, min=0.01)
arrow_thickness: bpy.props.FloatProperty(name="矢印 太さ", default=INIT_ARROW_THICKNESS, min=0.01)
arrow_cone_radius: bpy.props.FloatProperty(name="円錐 太さ(半径)", default=INIT_CONE_RADIUS, min=0.01)
arrow_cone_height: bpy.props.FloatProperty(name="円錐 高さ", default=INIT_CONE_HEIGHT, min=0.01)
arrow_center_at_origin: bpy.props.BoolProperty(name="矢印中心を000にする", default=INIT_ARROW_CENTER)
arrow_color_x: bpy.props.FloatVectorProperty(name="X軸の色", subtype='COLOR', default=INIT_ARROW_COLOR_X, size=4, min=0.0, max=1.0)
arrow_color_y: bpy.props.FloatVectorProperty(name="Y軸の色", subtype='COLOR', default=INIT_ARROW_COLOR_Y, size=4, min=0.0, max=1.0)
arrow_color_z: bpy.props.FloatVectorProperty(name="Z軸の色", subtype='COLOR', default=INIT_ARROW_COLOR_Z, size=4, min=0.0, max=1.0)
# ===================================
# 【UIパネル】
# ===================================
# 1. 元メインパネル
class VGM_PT_main_panel(bpy.types.Panel):
bl_idname = f"{PREFIX.upper()}_PT_main_panel"
bl_label = "Viewport & Grid Master"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = TAB_NAME
def draw(self, context):
layout = self.layout
props = getattr(context.scene, f"{PREFIX}_props")
info = get_view_info_data(context)
# --- 1. ビュー操作 (先頭) ---
layout.operator(f"view3d.{PREFIX}_reset_view", text="選択オブジェクトを画面中央にする", icon='ZOOM_ALL')
layout.separator(factor=1.5)
# --- 2. ビュー情報 ---
box_info = layout.box()
row_info = box_info.row(align=True)
row_info.label(text=f"情報: [{info['proj_text'] if info else '不明'}]", icon='INFO')
row_info.operator(f"view3d.{PREFIX}_update_info", text="更新", icon='FILE_REFRESH')
if info:
col_info = box_info.column(align=True)
col_info.label(text="画面中央位置:")
col_info.label(text=f" X: {info['target_pos'].x:.1f}, Y: {info['target_pos'].y:.1f}, Z: {info['target_pos'].z:.1f}")
col_info.separator()
col_info.label(text="画面中央への視線方向:")
col_info.label(text=f" X: {info['view_dir'].x:.1f}, Y: {info['view_dir'].y:.1f}, Z: {info['view_dir'].z:.1f}")
col_info.separator()
col_info.label(text=f"画面水平の大きさ: {info['w']:.1f}")
col_info.label(text=f"画面上下の大きさ: {info['h']:.1f}")
if info['is_persp']:
col_info.separator()
col_info.label(text=f"視座からの距離: {info['dist']:.1f}")
box_info.separator()
box_info.operator(f"view3d.{PREFIX}_copy_info", text="情報をコピー (1行ずつペースト)", icon='COPYDOWN')
else:
box_info.label(text="3Dビューが見つかりません")
layout.separator(factor=1.5)
# --- 3. Grid / 背景 設定 ---
box_grid = layout.box()
box_grid.label(text="Grid / 背景 設定", icon='GRID')
row_preset = box_grid.row(align=True)
row_preset.operator(f"view3d.{PREFIX}_set_grid_scale", text=f"間隔 {GRID_DEFAULT_1}").scale_val = GRID_DEFAULT_1
row_preset.operator(f"view3d.{PREFIX}_set_grid_scale", text=f"間隔 {GRID_DEFAULT_2}").scale_val = GRID_DEFAULT_2
row_custom = box_grid.row(align=True)
row_custom.prop(props, "custom_grid_scale")
row_custom.operator(f"view3d.{PREFIX}_set_grid_scale", text="指定値にする").use_custom = True
box_grid.separator()
prefs = context.preferences
if len(prefs.themes) > 0:
theme_view3d = prefs.themes[0].view_3d
col_theme = box_grid.column(align=True)
col_theme.prop(theme_view3d, "grid", text="Grid 色変更")
col_theme.separator()
col_theme.prop(theme_view3d.space.gradients, "high_gradient", text="背景色 (上)")
col_theme.prop(theme_view3d.space.gradients, "low_gradient", text="背景色 (下)")
layout.separator(factor=1.5)
# --- 4. リンク / アドオン削除 ---
box_sys = layout.box()
box_sys.label(text="システム / リンク", icon='PREFERENCES')
op1 = box_sys.operator(f"wm.{PREFIX}_open_url", text=LINK_NAME_1, icon='URL')
op1.url = LINK_URL_1
op2 = box_sys.operator(f"wm.{PREFIX}_open_url", text=LINK_NAME_2, icon='URL')
op2.url = LINK_URL_2
op3 = box_sys.operator(f"wm.{PREFIX}_open_url", text=LINK_NAME_3, icon='URL')
op3.url = LINK_URL_3
box_sys.separator()
box_sys.operator(f"wm.{PREFIX}_remove_addon", text="アドオンの登録を解除", icon='CANCEL')
# 2. 追加された 枠額縁作成設定パネル (bl_categoryはTAB_NAMEに統一)
class WA_PT_frame_panel(bpy.types.Panel):
bl_idname = f"{PREFIX_WA.upper()}_PT_frame_panel"
bl_label = "枠額縁 作成設定"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = TAB_NAME
def draw(self, context):
layout = self.layout
props = getattr(context.scene, f"{PREFIX_WA}_props")
box = layout.box()
box.label(text="額縁の寸法・色", icon='MODIFIER')
box.prop(props, "frame_size")
box.prop(props, "frame_thickness")
box.separator()
box.prop(props, "floor_color", text="床面枠の色 (Z=0)")
box.prop(props, "window_color", text="窓平面枠の色 (Y=0)")
box.prop(props, "x_pers_color", text="x軸遠近法の色 (X=0)")
layout.separator()
col_buttons = layout.column(align=True)
col_buttons.scale_y = 1.2
col_buttons.operator(f"view3d.{PREFIX_WA}_create_frame_floor", text="床面枠を作成 (Z=0平面)", icon='MESH_PLANE')
col_buttons.operator(f"view3d.{PREFIX_WA}_create_frame_window", text="窓平面枠を作成 (Y=0平面)", icon='GRID')
col_buttons.operator(f"view3d.{PREFIX_WA}_create_frame_x_pers", text="x軸遠近法 額縁を作成 (X=0平面)", icon='OUTLINER_OB_FORCE_FIELD')
# 3. 追加された 軸矢印作成設定パネル (bl_categoryはTAB_NAMEに統一)
class WA_PT_arrow_panel(bpy.types.Panel):
bl_idname = f"{PREFIX_WA.upper()}_PT_arrow_panel"
bl_label = "軸矢印 作成設定"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = TAB_NAME
def draw(self, context):
layout = self.layout
props = getattr(context.scene, f"{PREFIX_WA}_props")
box = layout.box()
box.label(text="矢印・円錐の寸法・色", icon='CONE')
box.prop(props, "arrow_length")
box.prop(props, "arrow_thickness")
box.prop(props, "arrow_cone_radius")
box.prop(props, "arrow_cone_height")
box.prop(props, "arrow_center_at_origin")
box.separator()
box.prop(props, "arrow_color_x", text="X軸 矢印の色")
box.prop(props, "arrow_color_y", text="Y軸 矢印の色")
box.prop(props, "arrow_color_z", text="Z軸 矢印の色")
layout.separator()
row = layout.row(align=True)
row.scale_y = 1.1
row.operator(f"view3d.{PREFIX_WA}_create_arrow_x", text="X軸矢印")
row.operator(f"view3d.{PREFIX_WA}_create_arrow_y", text="Y軸矢印")
row.operator(f"view3d.{PREFIX_WA}_create_arrow_z", text="Z軸矢印")
layout.operator(f"view3d.{PREFIX_WA}_create_arrow_all", text="3軸 of 矢印を一括作成", icon='FORCE_VORTEX')
layout.separator(factor=1.5)
col_sys = layout.column(align=True)
col_sys.operator(f"view3d.{PREFIX_WA}_copy_params", text="現在の設定を初期コードとしてコピー", icon='COPYDOWN')
col_sys.separator()
col_sys.operator(f"view3d.{PREFIX_WA}_reset_frame_props", text="すべてのパラメータを初期値に戻す", icon='LOOP_BACK')
# ===================================
# 【登録・削除処理】
# ===================================
classes = [
VGM_Properties,
WA_Properties,
VGM_OT_reset_view,
VGM_OT_update_info,
VGM_OT_copy_info,
VGM_OT_set_grid_scale,
VGM_OT_open_url,
VGM_OT_remove_addon,
WA_OT_create_frame_floor,
WA_OT_create_frame_window,
WA_OT_create_frame_x_pers,
WA_OT_create_arrow_x,
WA_OT_create_arrow_y,
WA_OT_create_arrow_z,
WA_OT_create_arrow_all,
WA_OT_copy_params,
WA_OT_reset_frame_props,
VGM_PT_main_panel,
WA_PT_frame_panel,
WA_PT_arrow_panel
]
def register():
for c in classes:
bpy.utils.register_class(c)
setattr(bpy.types.Scene, f"{PREFIX}_props", bpy.props.PointerProperty(type=VGM_Properties))
setattr(bpy.types.Scene, f"{PREFIX_WA}_props", bpy.props.PointerProperty(type=WA_Properties))
def unregister():
if hasattr(bpy.types.Scene, f"{PREFIX}_props"):
delattr(bpy.types.Scene, f"{PREFIX}_props")
if hasattr(bpy.types.Scene, f"{PREFIX_WA}_props"):
delattr(bpy.types.Scene, f"{PREFIX_WA}_props")
for c in reversed(classes):
try:
bpy.utils.unregister_class(c)
except:
pass
if __name__ == "__main__":
try: unregister()
except: pass
register()