blender Million 2026
カメラ3台 原型 20260328
import bpy
import bmesh
import math
import mathutils
import webbrowser
import os
from bpy.types import Operator, Panel, Scene, PropertyGroup
from bpy.props import StringProperty, PointerProperty, EnumProperty, FloatVectorProperty, FloatProperty, CollectionProperty, BoolProperty, IntProperty
# ======================================================================
# --- アドオン情報 / Addon Info ---
# ======================================================================
PREFIX = "unit_circle_cam"
bl_info = {
"name": "zionad 521 [Unit Circle Cam]",
"author": "zionadchat",
"version": (37, 0, 7),
"blender": (4, 1, 0),
"location": "View3D > Sidebar > zionad Control",
"description": "3つの専用カメラ初期値変更と一括リセット、ビューポートカメラの一括リセット機能(完全安定版)",
"category": "Cam three", # UI崩れ防止のため余分なスペースを削除
}
# ======================================================================
# --- ユーザー設定 / Parameters to Customize ---
# ======================================================================
ADDON_CATEGORY_NAME = bl_info["category"]
# ※ハードコードパスですが、内部で os.path.exists により存在チェックを行うため
# 他環境で実行してもクラッシュはしません(ファイルが見つからないだけになります)
HDRI_PATHS = [
r"C:\a111\HDRi_pic\qwantani_afternoon_puresky_4k.exr",
r"C:\a111\HDRi_pic\rogland_moonlit_night_4k.hdr",
r"C:\a111\HDRi_pic\rogland_clear_night_4k.hdr",
r"C:\a111\HDRi_pic\golden_bay_4k.hdr",
]
WIRE_PRESETS = [("CUSTOM_GREENISH", "Custom Greenish", "Custom greenish wire color", (0.51, 1.0, 0.75)), ("WHITE", "White", "White wire", (1.0, 1.0, 1.0)), ("RED", "Red", "Red wire", (1.0, 0.0, 0.0)), ("GREEN", "Green", "Green wire", (0.0, 1.0, 0.0)),]
GRID_PRESETS = [("CUSTOM_REDDISH", "Custom Reddish", "Custom reddish color", (0.545, 0.322, 0.322, 1.0)), ("DEEP_GREEN", "Deep Green", "A deep green color", (0.098, 0.314, 0.271, 1.0)), ("MINT_GREEN", "Mint Green", "A mint green color", (0.165, 0.557, 0.475, 1.0)),]
# ★ 親コレクションとサブコレクション名
MASTER_COLLECTION_NAME = "Cam three"
CAMERA_COLLECTION_NAME = "Cam"
SENSOR_WIDTH = 36.0
FOV_PRESETS = [1, 5, 10, 30, 45, 60, 90, 120, 135, 150, 179]
# ======================================================================
# --- リンク設定 / Links ---
# ======================================================================
NEW_DOC_LINKS = [
{"label": "THIS_ADDON [ カメラ3台 原型 20260328 ]", "url": "<https://www.notion.so/3-20260328-330f5dacaf4380a4b9b5eef6e98a276f>"},
]
SOCIAL_LINKS = [
{"label": "単純トリック", "url": "<https://posfie.com/@timekagura?sort=0>"},
]
# ======================================================================
# --- パネル管理 ---
# ======================================================================
PANEL_IDS = {
"SETUP": f"{PREFIX}_PT_setup",
"AIMING": f"{PREFIX}_PT_aiming", "VIEWPORT_CAM": f"{PREFIX}_PT_viewport_cam",
"LENS": f"{PREFIX}_PT_lens", "CAMERA_DISPLAY": f"{PREFIX}_PT_camera_display", "WORLD_CONTROL": f"{PREFIX}_PT_world_control",
"GRID": f"{PREFIX}_PT_grid_panel", "WIRE": f"{PREFIX}_PT_wire_panel", "LINKS": f"{PREFIX}_PT_links", "REMOVE": f"{PREFIX}_PT_remove",
}
PANEL_ORDER = {
PANEL_IDS["SETUP"]: 0, PANEL_IDS["AIMING"]: 1, PANEL_IDS["VIEWPORT_CAM"]: 2, PANEL_IDS["LENS"]: 3,
PANEL_IDS["CAMERA_DISPLAY"]: 4, PANEL_IDS["WORLD_CONTROL"]: 5,
PANEL_IDS["GRID"]: 89, PANEL_IDS["WIRE"]: 90, PANEL_IDS["LINKS"]: 190, PANEL_IDS["REMOVE"]: 200,
}
# ======================================================================
# --- ロック機構 & タイマー管理 (プロフェッショナル設計) ---
# ======================================================================
def set_update_lock(scene, state: bool):
""" 更新フラグをSceneに持たせ、競合を防ぐ """
if scene:
scene["_sfc_updating"] = state
def is_updating(scene):
if scene:
return scene.get("_sfc_updating", False)
return False
def schedule_update_lock_reset():
# タイマーから呼ばれるためcontextから安全に取得
if bpy.context and hasattr(bpy.context, 'scene'):
bpy.context.scene["_sfc_updating"] = False
return None
def trigger_delayed_unlock():
""" 提言: 多重登録リスクを完全に回避する堅牢なタイマー登録 """
if bpy.app.timers.is_registered(schedule_update_lock_reset):
bpy.app.timers.unregister(schedule_update_lock_reset)
bpy.app.timers.register(schedule_update_lock_reset, first_interval=0.01)
# ======================================================================
# --- 汎用ヘルパー関数 ---
# ======================================================================
def get_or_create_collection(context, name, parent_col=None):
col = bpy.data.collections.get(name)
if not col:
col = bpy.data.collections.new(name)
if parent_col:
if col.name not in parent_col.children:
parent_col.children.link(col)
else:
if col.name not in context.scene.collection.children:
context.scene.collection.children.link(col)
return col
def get_master_collection(context):
return get_or_create_collection(context, MASTER_COLLECTION_NAME)
def find_node(nodes, node_type, name):
if node_type == 'OUTPUT_WORLD': return next((n for n in nodes if n.type == 'OUTPUT_WORLD'), None)
return nodes.get(name)
def find_or_create_node(nodes, node_type, name, location_offset=(0, 0)):
node = find_node(nodes, node_type, name)
if node: return node
new_node = nodes.new(type=node_type)
new_node.name = name
new_node.label = name.replace("_", " ")
output_node = find_node(nodes, 'OUTPUT_WORLD', '')
if output_node:
new_node.location = output_node.location + mathutils.Vector(location_offset)
return new_node
def get_world_nodes(context, create=True):
world = context.scene.world
if not world and create:
world = bpy.data.worlds.new("World")
context.scene.world = world
if not world: return None, None, None
if create: world.use_nodes = True
if not world.use_nodes: return world, None, None
return world, world.node_tree.nodes, world.node_tree.links
def load_hdri_from_path(filepath, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return False
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if os.path.exists(filepath):
try:
env_node.image = bpy.data.images.load(filepath, check_existing=True)
return True
except Exception as e:
print(f"[HDRI Load Error] {filepath} -> {e}")
return False
return False
def update_viewport(context):
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
return
def update_background_mode(self, context):
mode = context.scene.zionad_swt_props.background_mode
world, nodes, links = get_world_nodes(context)
if not nodes: return
output_node = find_or_create_node(nodes, 'OUTPUT_WORLD', 'World_Output')
background_node = find_or_create_node(nodes, 'ShaderNodeBackground', 'Background', (-250, 0))
sky_node = find_or_create_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture', (-550, 0))
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture', (-550, 0))
mapping_node = find_or_create_node(nodes, 'ShaderNodeMapping', 'Mapping', (-800, 0))
tex_coord_node = find_or_create_node(nodes, 'ShaderNodeTexCoord', 'Texture_Coordinate', (-1050, 0))
if background_node.inputs['Color'].is_linked: links.remove(background_node.inputs['Color'].links[0])
if output_node.inputs['Surface'].is_linked: links.remove(output_node.inputs['Surface'].links[0])
links.new(background_node.outputs['Background'], output_node.inputs['Surface'])
if mode == 'SKY':
links.new(sky_node.outputs['Color'], background_node.inputs['Color'])
elif mode == 'HDRI':
if not mapping_node.inputs['Vector'].is_linked: links.new(tex_coord_node.outputs['Generated'], mapping_node.inputs['Vector'])
if not env_node.inputs['Vector'].is_linked: links.new(mapping_node.outputs['Vector'], env_node.inputs['Vector'])
links.new(env_node.outputs['Color'], background_node.inputs['Color'])
props = context.scene.zionad_swt_props
if 0 <= props.hdri_list_index < len(HDRI_PATHS):
load_hdri_from_path(HDRI_PATHS[props.hdri_list_index], context)
update_viewport(context)
# ======================================================================
# --- カメラ コアロジック・プロパティ ---
# ======================================================================
def update_cam_color(self, context):
if self.camera_obj:
context.preferences.themes[0].view_3d.camera = self.camera_color
def update_grid_color_cb(self, context):
context.preferences.themes[0].view_3d.grid = self.grid_color
def update_wire_color_cb(self, context):
context.preferences.themes[0].view_3d.wire = self.wire_color
context.preferences.themes[0].view_3d.object_active = self.wire_color
class ThemeGridProperties(PropertyGroup):
grid_color: FloatVectorProperty(name="Grid Color", subtype='COLOR', size=4, min=0.0, max=1.0, default=(0.545, 0.322, 0.322, 1.0), update=update_grid_color_cb)
grid_preset: EnumProperty(name="Grid Preset", items=[(p[0], p[1], p[2]) for p in GRID_PRESETS], update=lambda self, context: SFC_OT_GridApplyColor.update_preset(self, context))
class ThemeWireProperties(PropertyGroup):
wire_color: FloatVectorProperty(name="Wire Color", subtype='COLOR', size=3, min=0.0, max=1.0, default=(0.51, 1.0, 0.75), update=update_wire_color_cb)
wire_preset: EnumProperty(name="Wire Preset", items=[(p[0], p[1], p[2]) for p in WIRE_PRESETS], update=lambda self, context: SFC_OT_WireApplyColor.update_preset(self, context))
class TargetProperty(PropertyGroup): name: StringProperty()
# ----------------------------------------------------------------------
# Property update の過密呼び出しを防ぐ Debounce(遅延)処理
# ----------------------------------------------------------------------
def _do_update_viewport_cam():
context = bpy.context
if not context or not hasattr(context, 'scene'): return None
scene = context.scene
props = scene.surface_camera_properties
vp_loc = mathutils.Vector(props.viewport_location)
vp_tgt = mathutils.Vector(props.viewport_target)
direction = vp_tgt - vp_loc
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
rv3d = space.region_3d
if rv3d:
set_update_lock(scene, True)
try:
if rv3d.view_perspective == 'CAMERA':
rv3d.view_perspective = 'PERSP'
rv3d.view_location = vp_tgt
rv3d.view_rotation = rot_quat
rv3d.view_distance = direction.length
finally:
trigger_delayed_unlock()
break
return None
def safe_update_viewport_cam(self, context):
if is_updating(context.scene): return
if bpy.app.timers.is_registered(_do_update_viewport_cam):
bpy.app.timers.unregister(_do_update_viewport_cam)
bpy.app.timers.register(_do_update_viewport_cam, first_interval=0.01)
def _do_update_surface_camera():
context = bpy.context
if not context or not hasattr(context, 'scene'): return None
scene = context.scene
props = scene.surface_camera_properties
camera_obj = props.camera_obj
set_update_lock(scene, True)
try:
if props.is_updating_settings or not camera_obj:
update_info_panel_text(props, scene)
return None
cam_data = camera_obj.data
if cam_data:
cam_data.sensor_fit = 'HORIZONTAL'
cam_data.lens_unit = 'MILLIMETERS'
cam_data.lens = props.lens_focal_length
cam_data.clip_start = props.clip_start
cam_data.clip_end = props.clip_end
update_object_transform(camera_obj, props)
update_info_panel_text(props, scene)
finally:
trigger_delayed_unlock()
return None
def safe_update_surface_camera(self, context):
if is_updating(context.scene): return
if bpy.app.timers.is_registered(_do_update_surface_camera):
bpy.app.timers.unregister(_do_update_surface_camera)
bpy.app.timers.register(_do_update_surface_camera, first_interval=0.01)
# ----------------------------------------------------------------------
class SurfaceCameraProperties(PropertyGroup):
camera_obj: PointerProperty(name="操作カメラ", type=bpy.types.Object, poll=lambda self, obj: obj.type == 'CAMERA', update=safe_update_surface_camera)
show_init_settings: BoolProperty(name="初期値設定を表示", default=False)
cam1_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam1_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 100.0, 0.0), subtype='XYZ')
cam2_init_loc: FloatVectorProperty(name="位置", default=(0.0, -10.0, 0.0), subtype='XYZ')
cam2_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam3_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 100.0), subtype='XYZ')
cam3_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
target_location: FloatVectorProperty(name="固定注視点", default=(0.0, 100.0, 0.0), subtype='XYZ', update=safe_update_surface_camera)
offset_yaw: FloatProperty(name="Yaw", subtype='ANGLE', default=0, update=safe_update_surface_camera)
offset_pitch: FloatProperty(name="Pitch", subtype='ANGLE', default=0, update=safe_update_surface_camera)
offset_roll: FloatProperty(name="Roll", subtype='ANGLE', default=0, update=safe_update_surface_camera)
viewport_location: FloatVectorProperty(name="視座位置", default=(0.0, -10.0, 5.0), subtype='XYZ', update=safe_update_viewport_cam)
viewport_target: FloatVectorProperty(name="注視点", default=(0.0, 0.0, 0.0), subtype='XYZ', update=safe_update_viewport_cam)
is_updating_settings: BoolProperty(default=False, options={'HIDDEN'})
lens_focal_length: FloatProperty(name="焦点距離 (mm)", default=50.0, min=1.0, max=1000.0, unit='LENGTH', update=safe_update_surface_camera)
clip_start: FloatProperty(name="クリップ開始", default=0.1, min=0.001, update=safe_update_surface_camera)
clip_end: FloatProperty(name="クリップ終了", default=1000.0, min=1.0, update=safe_update_surface_camera)
info_horizontal_fov: StringProperty(name="水平視野角")
camera_color: FloatVectorProperty(
name="カメラ枠線 色",
subtype='COLOR', size=3, min=0.0, max=1.0,
default=(0.0, 1.0, 1.0),
update=lambda self, context: update_cam_color(self, context)
)
class ZIONAD_SWT_Properties(PropertyGroup):
background_mode: EnumProperty(name="Background Mode", items=[('HDRI', "HDRI", ""), ('SKY', "Sky", "")], default='HDRI', update=update_background_mode)
hdri_list_index: IntProperty(name="Active HDRI Index", default=0, update=update_background_mode)
def calculate_horizontal_fov(focal_length, sensor_width=SENSOR_WIDTH):
try: return 2 * math.atan(sensor_width / (2 * focal_length)) * (180 / math.pi)
except: return 0.0
def calculate_focal_length(fov_degrees, sensor_width=SENSOR_WIDTH):
try: return sensor_width / (2 * math.tan(math.radians(fov_degrees) / 2))
except: return 50.0
def get_target_location(props):
return mathutils.Vector(props.target_location)
def update_object_transform(obj, props):
location = obj.location
target_location = get_target_location(props)
direction = target_location - location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
offset_euler = mathutils.Euler((props.offset_pitch, props.offset_yaw, props.offset_roll), 'XYZ')
final_quat = base_track_quat @ offset_euler.to_quaternion()
obj.rotation_euler = final_quat.to_euler('XYZ')
def update_info_panel_text(props, scene):
if not props: return
camera_obj = props.camera_obj
if not camera_obj: return
current_fov = calculate_horizontal_fov(props.lens_focal_length)
props.info_horizontal_fov = f"{current_fov:.1f} °"
def sync_ui_from_manual_transform(props, obj, scene):
if is_updating(scene): return
set_update_lock(scene, True)
try:
target_location = get_target_location(props)
direction = target_location - obj.location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
final_quat = obj.matrix_world.to_quaternion()
offset_quat = base_track_quat.inverted() @ final_quat
offset_euler = offset_quat.to_euler('XYZ')
props.offset_pitch = offset_euler.x
props.offset_yaw = offset_euler.y
props.offset_roll = offset_euler.z
finally:
trigger_delayed_unlock()
update_info_panel_text(props, scene)
@bpy.app.handlers.persistent
def on_depsgraph_update(scene, depsgraph):
if is_updating(scene): return
sfc_props = scene.surface_camera_properties
cam_obj = sfc_props.camera_obj
if not cam_obj: return
for update in depsgraph.updates:
if not update.is_updated_transform: continue
# 提言: 監視対象を特定のものだけに完全に限定し、無駄な同期をなくす
if update.id.original == cam_obj:
sync_ui_from_manual_transform(sfc_props, cam_obj, scene)
return
# ======================================================================
# --- オペレーター ---
# ======================================================================
def set_initial_camera_transform(obj, loc, tgt):
loc_vec = mathutils.Vector(loc)
tgt_vec = mathutils.Vector(tgt)
direction = tgt_vec - loc_vec
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
obj.location = loc_vec
obj.rotation_euler = rot_quat.to_euler('XYZ')
class SFC_OT_CreateThreeCameras(Operator):
bl_idname = f"{PREFIX}.create_three_cameras"
bl_label = "3つのカメラを生成・初期化"
def execute(self, context):
master_col = get_master_collection(context)
col = get_or_create_collection(context, CAMERA_COLLECTION_NAME, master_col)
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
name = f"Fixed_Cam_{idx}"
# 提言1: O(1)アクセスによるカメラの高速・安全取得
cam_obj = bpy.data.objects.get(name)
if cam_obj and cam_obj.type != 'CAMERA':
cam_obj = None
if not cam_obj:
cam_data = bpy.data.cameras.new(name=name)
cam_obj = bpy.data.objects.new(name, cam_data)
col.objects.link(cam_obj)
if cam_obj.name in context.scene.collection.objects.keys():
context.scene.collection.objects.unlink(cam_obj)
set_initial_camera_transform(cam_obj, loc, tgt)
op_func = getattr(getattr(bpy.ops, PREFIX), "switch_camera")
op_func(cam_index="1")
self.report({'INFO'}, "3つのカメラを生成しました")
return {'FINISHED'}
class SFC_OT_ResetThreeCameras(Operator):
bl_idname = f"{PREFIX}.reset_three_cameras"
bl_label = "カメラを初期値に一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
cam_obj = bpy.data.objects.get(f"Fixed_Cam_{idx}")
if cam_obj and cam_obj.type == 'CAMERA':
set_initial_camera_transform(cam_obj, loc, tgt)
if props.camera_obj == cam_obj:
props.is_updating_settings = True
props.target_location = tgt
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
self.report({'INFO'}, "カメラを初期値にリセットしました")
return {'FINISHED'}
class SFC_OT_ResetViewportCam(Operator):
bl_idname = f"{PREFIX}.reset_viewport_cam"
bl_label = "架空カメラを一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
props.viewport_location = (0.0, -10.0, 5.0)
props.viewport_target = (0.0, 0.0, 0.0)
self.report({'INFO'}, "架空カメラをリセットしました")
return {'FINISHED'}
class SFC_OT_CopyViewportInfo(Operator):
bl_idname = f"{PREFIX}.copy_viewport_info"
bl_label = "視座・注視点情報をコピー"
def execute(self, context):
props = context.scene.surface_camera_properties
loc = props.viewport_location
tgt = props.viewport_target
fmt = ".2f"
loc_str = f"({loc.x:{fmt}}, {loc.y:{fmt}}, {loc.z:{fmt}})"
tgt_str = f"({tgt.x:{fmt}}, {tgt.y:{fmt}}, {tgt.z:{fmt}})"
text_to_copy = f"視座位置: {loc_str}\n注視点: {tgt_str}"
context.window_manager.clipboard = text_to_copy
self.report({'INFO'}, "ビューポートの視座位置・注視点をコピーしました")
return {'FINISHED'}
class SFC_OT_SwitchCamera(Operator):
bl_idname = f"{PREFIX}.switch_camera"
bl_label = "カメラを切り替え"
cam_index: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
name = f"Fixed_Cam_{self.cam_index}"
# 提言1: O(1)アクセスによるカメラの高速・安全取得
cam_obj = bpy.data.objects.get(name)
if cam_obj and cam_obj.type != 'CAMERA':
cam_obj = None
if not cam_obj:
self.report({'WARNING'}, f"{name} が見つかりません。先に「生成」ボタンを押してください。")
return {'CANCELLED'}
props.is_updating_settings = True
props.camera_obj = cam_obj
context.scene.camera = cam_obj
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.region_3d.view_perspective = 'CAMERA'
context.preferences.themes[0].view_3d.camera = props.camera_color
cam_data = cam_obj.data
props.lens_focal_length = cam_data.lens
props.clip_start = cam_data.clip_start
props.clip_end = cam_data.clip_end
forward_vec = mathutils.Vector((0.0, 0.0, -100.0))
forward_vec.rotate(cam_obj.rotation_euler)
props.target_location = cam_obj.location + forward_vec
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
sync_ui_from_manual_transform(props, cam_obj, context.scene)
return {'FINISHED'}
class SFC_OT_GridApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_grid_color"; bl_label = "Apply Grid Color"
def execute(self, context): props = context.scene.theme_grid_properties; theme = bpy.context.preferences.themes[0]; theme.view_3d.grid = props.grid_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_grid_properties
props.grid_color = next((p[3] for p in GRID_PRESETS if p[0] == props.grid_preset), props.grid_color)
getattr(bpy.ops, f"{PREFIX}.apply_grid_color")()
class SFC_OT_GridCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_grid_color"; bl_label = "Copy Grid Color"
def execute(self, context): theme = bpy.context.preferences.themes[0]; color_tuple = tuple(round(c, 3) for c in theme.view_3d.grid); context.window_manager.clipboard = f'("CUSTOM", "Custom", "Custom grid color", {color_tuple}),'; self.report({'INFO'}, "コピーしました"); return {'FINISHED'}
class SFC_OT_ResetProperty(Operator):
bl_idname = f"{PREFIX}.reset_property"; bl_label = "プロパティリセット"; targets: CollectionProperty(type=TargetProperty); prop_group_name: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
prop_groups = {"ypr": ["offset_yaw", "offset_pitch", "offset_roll"],"aim": ["target_location"],"clip": ["clip_start", "clip_end", "lens_focal_length"],}
target_names, props_to_reset = {t.name for t in self.targets}, set()
if "all" in target_names:
for g in prop_groups.values(): props_to_reset.update(g)
else:
for name in target_names: props_to_reset.update(prop_groups.get(name, []))
props.is_updating_settings = True
for p in props_to_reset:
if hasattr(props, p): props.property_unset(p)
props.is_updating_settings = False
safe_update_surface_camera(props, context)
return {'FINISHED'}
class SFC_OT_SetFOV(Operator):
bl_idname = f"{PREFIX}.set_fov"; bl_label = "FOV設定"; fov: FloatProperty(default=0.0)
def execute(self, context): props = context.scene.surface_camera_properties; props.lens_focal_length = calculate_focal_length(self.fov); return {'FINISHED'}
class SFC_OT_OpenURL(Operator):
bl_idname = f"{PREFIX}.open_url"; bl_label = "URLを開く"; url: StringProperty(default="")
def execute(self, context): webbrowser.open(self.url); return {'FINISHED'}
class SFC_OT_RemoveAddon(Operator):
bl_idname = f"{PREFIX}.remove_addon"; bl_label = "アドオン解除"
def execute(self, context): module_name = __name__.split('.')[0]; bpy.ops.preferences.addon_disable(module=module_name); unregister(); return {'FINISHED'}
class SFC_OT_WireApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_wire_color"; bl_label = "Apply Wire Color"
def execute(self, context): props=context.scene.theme_wire_properties; theme=bpy.context.preferences.themes[0]; theme.view_3d.wire=props.wire_color; theme.view_3d.object_active=props.wire_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_wire_properties
props.wire_color = next((p[3] for p in WIRE_PRESETS if p[0] == props.wire_preset), props.wire_color)
getattr(bpy.ops, f"{PREFIX}.apply_wire_color")()
class SFC_OT_WireCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_wire_color"; bl_label = "Copy Wire Color"
def execute(self, context): theme=bpy.context.preferences.themes[0]; color_tuple=tuple(round(c, 2) for c in theme.view_3d.wire); context.window_manager.clipboard=f'("CUSTOM", "Custom", "Custom wire color", {color_tuple}),'; return {'FINISHED'}
class ZIONAD_SWT_OT_LoadHdriFromList(Operator):
bl_idname = f"{PREFIX}.load_hdri_from_list"; bl_label = "Load HDRI from List"; bl_options = {'REGISTER', 'UNDO'}; hdri_index: IntProperty()
def execute(self, context):
props = context.scene.zionad_swt_props
if 0 <= self.hdri_index < len(HDRI_PATHS):
props.hdri_list_index = self.hdri_index; props.background_mode = 'HDRI'; load_hdri_from_path(HDRI_PATHS[self.hdri_index], context); update_background_mode(props, context)
return {'FINISHED'}
class ZIONAD_SWT_OT_ResetTransform(Operator):
bl_idname = f"{PREFIX}.reset_transform"; bl_label = "Reset Transform Value"; bl_options = {'REGISTER', 'UNDO'}; property_to_reset: StringProperty()
def execute(self, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return {'CANCELLED'}
mapping_node = find_node(nodes, 'ShaderNodeMapping', 'Mapping')
if not mapping_node: return {'CANCELLED'}
if self.property_to_reset == 'Location': mapping_node.inputs['Location'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Rotation': mapping_node.inputs['Rotation'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Scale': mapping_node.inputs['Scale'].default_value = (1, 1, 1)
return {'FINISHED'}
# ======================================================================
# --- UIパネル ---
# ======================================================================
class SFC_PT_CameraSetupPanel(Panel):
bl_label = "1. カメラ作成・切り替え"
bl_idname = PANEL_IDS["SETUP"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["SETUP"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
layout.operator(SFC_OT_CreateThreeCameras.bl_idname, icon='OUTLINER_OB_CAMERA', text="3つのカメラを生成・初期化")
box_init = layout.box()
box_init.prop(props, "show_init_settings", icon="TRIA_DOWN" if props.show_init_settings else "TRIA_RIGHT")
if props.show_init_settings:
col_init = box_init.column(align=True)
col_init.prop(props, "cam1_init_loc", text="1: 位置"); col_init.prop(props, "cam1_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam2_init_loc", text="2: 位置"); col_init.prop(props, "cam2_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam3_init_loc", text="3: 位置"); col_init.prop(props, "cam3_init_tgt", text=" 注視")
box_init.separator()
box_init.operator(SFC_OT_ResetThreeCameras.bl_idname, icon='LOOP_BACK', text="初期値にリセット")
layout.separator()
box = layout.box()
box.label(text="操作するカメラを選択:", icon='VIEW_CAMERA')
row = box.row(align=True)
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 1", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_1")).cam_index = "1"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 2", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_2")).cam_index = "2"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 3", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_3")).cam_index = "3"
if props.camera_obj:
box.label(text=f"操作・描画中: {props.camera_obj.name}", icon='CAMERA_DATA')
else:
box.label(text="操作カメラ未選択", icon='ERROR')
box.separator()
box_color = box.box()
box_color.prop(props, "camera_color")
class SFC_PT_CameraAimingPanel(Panel):
bl_label = "2. 専用カメラ視線制御 (位置固定)"
bl_idname = PANEL_IDS["AIMING"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["AIMING"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box_manual = layout.box()
box_manual.label(text="回転・注視点のコントロール", icon='MOUSE_LMB')
if props.camera_obj:
box_manual.label(text=f"現在の位置: {tuple(round(v, 2) for v in props.camera_obj.location)} (固定)")
col_aim = box_manual.column(align=True)
row_aim = col_aim.row(align=True)
row_aim.label(text="注視点")
op_aim = row_aim.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_aim.targets.add().name = "aim"
op_aim.prop_group_name = "camera"
col_aim.prop(props, "target_location", text="")
box_manual.separator()
col_offset = box_manual.column(align=True)
row_offset = col_offset.row(align=True)
row_offset.label(text="視線オフセット (YPR)")
op_offset = row_offset.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_offset.targets.add().name = "ypr"
op_offset.prop_group_name = "camera"
col_offset.prop(props, "offset_yaw")
col_offset.prop(props, "offset_pitch")
col_offset.prop(props, "offset_roll")
class SFC_PT_ViewportCamPanel(Panel):
bl_label = "3. ビューポート視座コントロール (架空カメラ)"
bl_idname = PANEL_IDS["VIEWPORT_CAM"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["VIEWPORT_CAM"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box = layout.box()
box.label(text="透視投影ビューの操作", icon='VIEW3D')
col = box.column(align=True)
col.prop(props, "viewport_location")
col.prop(props, "viewport_target")
box.separator()
box.operator(SFC_OT_CopyViewportInfo.bl_idname, icon='COPYDOWN', text="視座位置・注視点をコピー")
box.operator(SFC_OT_ResetViewportCam.bl_idname, icon='LOOP_BACK', text="視座・注視点を一括リセット")
class SFC_PT_LensPanel(Panel):
bl_label = "4. レンズ設定"; bl_idname = PANEL_IDS["LENS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LENS"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
if props.camera_obj and props.camera_obj.data:
cam_data = props.camera_obj.data
box_type = layout.box()
box_type.prop(cam_data, "type", text="投影タイプ (透視/平行)")
box = layout.box()
col = box.column(align=True)
row = col.row(align=True)
row.label(text="レンズとクリップ")
op = row.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op.targets.add().name = "clip"
op.prop_group_name = "camera"
col.prop(props, "lens_focal_length")
row = col.row(align=True)
row.label(text="水平視野角:"); row.label(text=props.info_horizontal_fov)
col.label(text="FOVプリセット:")
row = col.row(align=True)
col1, col2 = row.column(align=True), row.column(align=True)
for i, fov in enumerate(FOV_PRESETS):
op = (col1 if i % 2 == 0 else col2).operator(f"{PREFIX}.set_fov", text=f"{fov}°")
op.fov = fov
col.separator()
row = col.row(align=True)
row.prop(props, "clip_start")
row.prop(props, "clip_end")
class SFC_PT_CameraDisplayPanel(Panel):
bl_label = "Camera Display & Render"; bl_idname = PANEL_IDS["CAMERA_DISPLAY"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["CAMERA_DISPLAY"]]
def draw(self, context):
layout, scene, cam = self.layout, context.scene, context.scene.camera
box_render = layout.box(); box_render.label(text="Render Engine", icon='SCENE'); box_render.prop(scene.render, "engine", expand=True); layout.separator()
if not cam or not isinstance(cam.data, bpy.types.Camera): layout.box().label(text="シーンにアクティブなカメラがありません", icon='ERROR'); return
cam_data = cam.data; overlay = context.space_data.overlay if context.space_data and hasattr(context.space_data, 'overlay') else None
layout.label(text="Active Camera: " + cam.name, icon='CAMERA_DATA')
box_passepartout = layout.box(); box_passepartout.label(text="Passepartout", icon='MOD_MASK'); col_passepartout = box_passepartout.column(align=True); col_passepartout.prop(cam_data, "show_passepartout", text="Enable"); row_passepartout = col_passepartout.row(); row_passepartout.enabled = cam_data.show_passepartout; row_passepartout.prop(cam_data, "passepartout_alpha", text="Opacity")
layout.separator(); box_display = layout.box(); box_display.label(text="Viewport Display", icon='OVERLAY')
if not overlay: return
box_display.prop(overlay, "show_overlays", text="Viewport Overlays"); col_overlay_options = box_display.column(); col_overlay_options.enabled = overlay.show_overlays; col_overlay_options.prop(overlay, "show_extras", text="Extras")
col_details = col_overlay_options.column(); col_details.enabled = overlay.show_extras; col_details.prop(overlay, "show_text", text="Text Info"); col_details.prop(cam_data, "show_name", text="Name"); col_details.prop(cam_data, "show_limits", text="Limits")
class ZIONAD_SWT_PT_WorldControlPanel(Panel):
bl_label = "World Control"; bl_idname = PANEL_IDS["WORLD_CONTROL"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WORLD_CONTROL"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout, scene, props = self.layout, context.scene, context.scene.zionad_swt_props; world, nodes, _ = get_world_nodes(context, create=False)
if not world or not world.use_nodes or not nodes: return
box_mode = layout.box(); box_mode.label(text="Background Mode", icon='WORLD'); box_mode.prop(props, "background_mode", expand=True); layout.separator()
if props.background_mode == 'HDRI':
box_env = layout.box(); box_env.label(text="Environment Texture (HDRI)", icon='IMAGE_DATA'); col_list = box_env.column(align=True)
for i, path in enumerate(HDRI_PATHS): op = col_list.operator(f"{PREFIX}.load_hdri_from_list", text=os.path.basename(path), depress=(props.hdri_list_index == i)); op.hdri_index = i
box_env.separator(); env_node = find_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if env_node: box_env.template_ID(env_node, "image", open="image.open", text="Select HDRI")
elif props.background_mode == 'SKY':
box_sky = layout.box(); sky_node = find_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture')
if sky_node: box_sky.prop(sky_node, "sky_type", text="Sky Type")
class SFC_PT_GridPanel(Panel):
bl_label = "Grid Color"; bl_idname = PANEL_IDS["GRID"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["GRID"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_grid_properties; layout.prop(props, "grid_preset"); layout.prop(props, "grid_color"); layout.operator(f"{PREFIX}.apply_grid_color", text="Apply Grid Color")
class SFC_PT_WirePanel(Panel):
bl_label = "Wire Color"; bl_idname = PANEL_IDS["WIRE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WIRE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_wire_properties; layout.prop(props, "wire_preset"); layout.prop(props, "wire_color"); layout.operator(f"{PREFIX}.apply_wire_color", text="Apply Wire Color")
class SFC_PT_LinksPanel(Panel):
bl_label = "リンク"; bl_idname = PANEL_IDS["LINKS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LINKS"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
box1 = layout.box()
box1.label(text="ドキュメント", icon='HELP')
for link in NEW_DOC_LINKS:
op = box1.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
box2 = layout.box()
box2.label(text="ソーシャル", icon='WORLD_DATA')
for link in SOCIAL_LINKS:
op = box2.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
class SFC_PT_RemovePanel(Panel):
bl_label = "アドオン削除"; bl_idname = PANEL_IDS["REMOVE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["REMOVE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): self.layout.operator(f"{PREFIX}.remove_addon", text="このアドオンを解除", icon='CANCEL')
# ======================================================================
# --- World Tools 初期化 ---
# ======================================================================
def initial_setup():
context = bpy.context
if not context.window_manager:
return 0.1
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
area.show_region_ui = True
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
if context.scene.world and context.scene.world.use_nodes:
props = context.scene.zionad_swt_props
nodes = context.scene.world.node_tree.nodes
background_node = find_node(nodes, 'ShaderNodeBackground', 'Background')
if background_node and background_node.inputs['Color'].is_linked:
source_node = background_node.inputs['Color'].links[0].from_node
if source_node.type == 'TEX_SKY': props.background_mode = 'SKY'
else: props.background_mode = 'HDRI'
update_background_mode(props, context)
return None
# ======================================================================
# --- 登録/解除 ---
# ======================================================================
classes = (
ThemeGridProperties, ThemeWireProperties, TargetProperty, SurfaceCameraProperties, ZIONAD_SWT_Properties,
SFC_OT_GridApplyColor, SFC_OT_GridCopyColor,
SFC_OT_CreateThreeCameras, SFC_OT_ResetThreeCameras, SFC_OT_ResetViewportCam, SFC_OT_SwitchCamera, SFC_OT_ResetProperty, SFC_OT_SetFOV,
SFC_OT_CopyViewportInfo, SFC_OT_OpenURL, SFC_OT_RemoveAddon,
ZIONAD_SWT_OT_LoadHdriFromList, ZIONAD_SWT_OT_ResetTransform,
SFC_PT_CameraSetupPanel, SFC_PT_CameraAimingPanel, SFC_PT_ViewportCamPanel, SFC_PT_LensPanel, SFC_PT_CameraDisplayPanel,
ZIONAD_SWT_PT_WorldControlPanel, SFC_PT_GridPanel, SFC_PT_WirePanel, SFC_PT_LinksPanel,
SFC_PT_RemovePanel,
)
_registered_classes = []
def register():
global _registered_classes
_registered_classes.clear()
for cls in classes:
try:
bpy.utils.register_class(cls)
_registered_classes.append(cls)
except Exception as e:
print(f"[REGISTER ERROR] {cls.__name__}: {e}")
bpy.types.Scene.surface_camera_properties = PointerProperty(type=SurfaceCameraProperties)
bpy.types.Scene.theme_grid_properties = PointerProperty(type=ThemeGridProperties)
bpy.types.Scene.theme_wire_properties = PointerProperty(type=ThemeWireProperties)
bpy.types.Scene.zionad_swt_props = PointerProperty(type=ZIONAD_SWT_Properties)
if on_depsgraph_update not in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update)
if not bpy.app.timers.is_registered(initial_setup):
bpy.app.timers.register(initial_setup, first_interval=0.1)
def unregister():
global _registered_classes
if on_depsgraph_update in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.remove(on_depsgraph_update)
if bpy.app.timers.is_registered(schedule_update_lock_reset):
bpy.app.timers.unregister(schedule_update_lock_reset)
if bpy.app.timers.is_registered(_do_update_surface_camera):
bpy.app.timers.unregister(_do_update_surface_camera)
if bpy.app.timers.is_registered(_do_update_viewport_cam):
bpy.app.timers.unregister(_do_update_viewport_cam)
if bpy.app.timers.is_registered(initial_setup):
bpy.app.timers.unregister(initial_setup)
for prop_name in ['surface_camera_properties', 'theme_grid_properties', 'theme_wire_properties', 'zionad_swt_props']:
if prop_name in bpy.types.Scene.__dict__:
try: delattr(bpy.types.Scene, prop_name)
except Exception as e: print(f"[UNREGISTER ERROR] delattr {prop_name}: {e}")
for cls in reversed(_registered_classes):
try:
bpy.utils.unregister_class(cls)
except Exception as e:
print(f"[UNREGISTER ERROR] {cls.__name__}: {e}")
_registered_classes.clear()
if __name__ == "__main__":
try: unregister()
except: pass
register()
import bpy
import bmesh
import math
import mathutils
import webbrowser
import os
from bpy.types import Operator, Panel, Scene, PropertyGroup
from bpy.props import StringProperty, PointerProperty, EnumProperty, FloatVectorProperty, FloatProperty, CollectionProperty, BoolProperty, IntProperty
# ======================================================================
# --- アドオン情報 / Addon Info ---
# ======================================================================
# UI増殖バグを防ぐため、PREFIXは固定化(提言10)
PREFIX = "unit_circle_cam"
bl_info = {
"name": "zionad 521 [Unit Circle Cam]",
"author": "zionadchat",
"version": (37, 0, 6),
"blender": (4, 1, 0),
"location": "View3D > Sidebar > zionad Control",
"description": "3つの専用カメラ初期値変更と一括リセット、ビューポートカメラの一括リセット機能(完全安定版)",
"category": " [ Cam three ] ",
}
# ======================================================================
# --- ユーザー設定 / Parameters to Customize ---
# ======================================================================
ADDON_CATEGORY_NAME = bl_info["category"]
HDRI_PATHS = [
r"C:\a111\HDRi_pic\qwantani_afternoon_puresky_4k.exr",
r"C:\a111\HDRi_pic\rogland_moonlit_night_4k.hdr",
r"C:\a111\HDRi_pic\rogland_clear_night_4k.hdr",
r"C:\a111\HDRi_pic\golden_bay_4k.hdr",
]
WIRE_PRESETS = [("CUSTOM_GREENISH", "Custom Greenish", "Custom greenish wire color", (0.51, 1.0, 0.75)), ("WHITE", "White", "White wire", (1.0, 1.0, 1.0)), ("RED", "Red", "Red wire", (1.0, 0.0, 0.0)), ("GREEN", "Green", "Green wire", (0.0, 1.0, 0.0)),]
GRID_PRESETS = [("CUSTOM_REDDISH", "Custom Reddish", "Custom reddish color", (0.545, 0.322, 0.322, 1.0)), ("DEEP_GREEN", "Deep Green", "A deep green color", (0.098, 0.314, 0.271, 1.0)), ("MINT_GREEN", "Mint Green", "A mint green color", (0.165, 0.557, 0.475, 1.0)),]
# ★ 親コレクションとサブコレクション名
MASTER_COLLECTION_NAME = " Cam three "
CAMERA_COLLECTION_NAME = "Cam"
SENSOR_WIDTH = 36.0
FOV_PRESETS = [1, 5, 10, 30, 45, 60, 90, 120, 135, 150, 179]
# ======================================================================
# --- リンク設定 / Links ---
# ======================================================================
NEW_DOC_LINKS = [
{"label": "THIS_ADDON [ カメラ3台 原型 20260328 ]", "url": "<https://www.notion.so/3-20260328-330f5dacaf4380a4b9b5eef6e98a276f>"},
]
SOCIAL_LINKS = [
{"label": "単純トリック", "url": "<https://posfie.com/@timekagura?sort=0>"},
]
# ======================================================================
# --- パネル管理 ---
# ======================================================================
PANEL_IDS = {
"SETUP": f"{PREFIX}_PT_setup",
"AIMING": f"{PREFIX}_PT_aiming", "VIEWPORT_CAM": f"{PREFIX}_PT_viewport_cam",
"LENS": f"{PREFIX}_PT_lens", "CAMERA_DISPLAY": f"{PREFIX}_PT_camera_display", "WORLD_CONTROL": f"{PREFIX}_PT_world_control",
"GRID": f"{PREFIX}_PT_grid_panel", "WIRE": f"{PREFIX}_PT_wire_panel", "LINKS": f"{PREFIX}_PT_links", "REMOVE": f"{PREFIX}_PT_remove",
}
PANEL_ORDER = {
PANEL_IDS["SETUP"]: 0, PANEL_IDS["AIMING"]: 1, PANEL_IDS["VIEWPORT_CAM"]: 2, PANEL_IDS["LENS"]: 3,
PANEL_IDS["CAMERA_DISPLAY"]: 4, PANEL_IDS["WORLD_CONTROL"]: 5,
PANEL_IDS["GRID"]: 89, PANEL_IDS["WIRE"]: 90, PANEL_IDS["LINKS"]: 190, PANEL_IDS["REMOVE"]: 200,
}
# ======================================================================
# --- ロック機構 (UIの無限ループ防止) ---
# ======================================================================
def set_update_lock(context, state: bool):
""" 更新フラグをSceneに持たせ、競合を防ぐ(提言2) """
if context and hasattr(context, 'scene'):
context.scene["_sfc_updating"] = state
def is_updating(context):
if context and hasattr(context, 'scene'):
return context.scene.get("_sfc_updating", False)
return False
# 遅延ロック解除用タイマー関数
def schedule_update_lock_reset():
if bpy.context and hasattr(bpy.context, 'scene'):
bpy.context.scene["_sfc_updating"] = False
return None
def trigger_delayed_unlock():
if not bpy.app.timers.is_registered(schedule_update_lock_reset):
bpy.app.timers.register(schedule_update_lock_reset, first_interval=0.01)
# ======================================================================
# --- 汎用ヘルパー関数 ---
# ======================================================================
def get_or_create_collection(context, name, parent_col=None):
col = bpy.data.collections.get(name)
if not col:
col = bpy.data.collections.new(name)
if parent_col:
if col.name not in parent_col.children:
parent_col.children.link(col)
else:
if col.name not in context.scene.collection.children:
context.scene.collection.children.link(col)
return col
def get_master_collection(context):
return get_or_create_collection(context, MASTER_COLLECTION_NAME)
def find_node(nodes, node_type, name):
if node_type == 'OUTPUT_WORLD': return next((n for n in nodes if n.type == 'OUTPUT_WORLD'), None)
return nodes.get(name)
def find_or_create_node(nodes, node_type, name, location_offset=(0, 0)):
node = find_node(nodes, node_type, name)
if node: return node
new_node = nodes.new(type=node_type)
new_node.name = name
new_node.label = name.replace("_", " ")
output_node = find_node(nodes, 'OUTPUT_WORLD', '')
if output_node:
new_node.location = output_node.location + mathutils.Vector(location_offset)
return new_node
def get_world_nodes(context, create=True):
world = context.scene.world
if not world and create:
world = bpy.data.worlds.new("World")
context.scene.world = world
if not world: return None, None, None
if create: world.use_nodes = True
if not world.use_nodes: return world, None, None
return world, world.node_tree.nodes, world.node_tree.links
def load_hdri_from_path(filepath, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return False
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if os.path.exists(filepath):
try:
env_node.image = bpy.data.images.load(filepath, check_existing=True)
return True
except Exception as e:
print(f"[HDRI Load Error] {filepath} -> {e}") # 提言6: ファイル破損時のクラッシュ回避とログ出力
return False
return False
def update_viewport(context):
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
return
def update_background_mode(self, context):
mode = context.scene.zionad_swt_props.background_mode
world, nodes, links = get_world_nodes(context)
if not nodes: return
output_node = find_or_create_node(nodes, 'OUTPUT_WORLD', 'World_Output')
background_node = find_or_create_node(nodes, 'ShaderNodeBackground', 'Background', (-250, 0))
sky_node = find_or_create_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture', (-550, 0))
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture', (-550, 0))
mapping_node = find_or_create_node(nodes, 'ShaderNodeMapping', 'Mapping', (-800, 0))
tex_coord_node = find_or_create_node(nodes, 'ShaderNodeTexCoord', 'Texture_Coordinate', (-1050, 0))
if background_node.inputs['Color'].is_linked: links.remove(background_node.inputs['Color'].links[0])
if output_node.inputs['Surface'].is_linked: links.remove(output_node.inputs['Surface'].links[0])
links.new(background_node.outputs['Background'], output_node.inputs['Surface'])
if mode == 'SKY':
links.new(sky_node.outputs['Color'], background_node.inputs['Color'])
elif mode == 'HDRI':
if not mapping_node.inputs['Vector'].is_linked: links.new(tex_coord_node.outputs['Generated'], mapping_node.inputs['Vector'])
if not env_node.inputs['Vector'].is_linked: links.new(mapping_node.outputs['Vector'], env_node.inputs['Vector'])
links.new(env_node.outputs['Color'], background_node.inputs['Color'])
props = context.scene.zionad_swt_props
if 0 <= props.hdri_list_index < len(HDRI_PATHS):
load_hdri_from_path(HDRI_PATHS[props.hdri_list_index], context)
update_viewport(context)
# ======================================================================
# --- カメラ コアロジック・プロパティ ---
# ======================================================================
def update_cam_color(self, context):
if self.camera_obj:
context.preferences.themes[0].view_3d.camera = self.camera_color
def update_grid_color_cb(self, context):
context.preferences.themes[0].view_3d.grid = self.grid_color
def update_wire_color_cb(self, context):
context.preferences.themes[0].view_3d.wire = self.wire_color
context.preferences.themes[0].view_3d.object_active = self.wire_color
class ThemeGridProperties(PropertyGroup):
grid_color: FloatVectorProperty(name="Grid Color", subtype='COLOR', size=4, min=0.0, max=1.0, default=(0.545, 0.322, 0.322, 1.0), update=update_grid_color_cb)
grid_preset: EnumProperty(name="Grid Preset", items=[(p[0], p[1], p[2]) for p in GRID_PRESETS], update=lambda self, context: SFC_OT_GridApplyColor.update_preset(self, context))
class ThemeWireProperties(PropertyGroup):
wire_color: FloatVectorProperty(name="Wire Color", subtype='COLOR', size=3, min=0.0, max=1.0, default=(0.51, 1.0, 0.75), update=update_wire_color_cb)
wire_preset: EnumProperty(name="Wire Preset", items=[(p[0], p[1], p[2]) for p in WIRE_PRESETS], update=lambda self, context: SFC_OT_WireApplyColor.update_preset(self, context))
class TargetProperty(PropertyGroup): name: StringProperty()
def update_viewport_cam(self, context):
if is_updating(context): return
vp_loc = mathutils.Vector(self.viewport_location)
vp_tgt = mathutils.Vector(self.viewport_target)
direction = vp_tgt - vp_loc
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
rv3d = space.region_3d
if rv3d:
set_update_lock(context, True)
try:
if rv3d.view_perspective == 'CAMERA':
rv3d.view_perspective = 'PERSP'
rv3d.view_location = vp_tgt
rv3d.view_rotation = rot_quat
rv3d.view_distance = direction.length
finally:
trigger_delayed_unlock()
break
class SurfaceCameraProperties(PropertyGroup):
camera_obj: PointerProperty(name="操作カメラ", type=bpy.types.Object, poll=lambda self, obj: obj.type == 'CAMERA', update=lambda s,c: update_surface_camera(s,c))
show_init_settings: BoolProperty(name="初期値設定を表示", default=False)
cam1_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam1_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 100.0, 0.0), subtype='XYZ')
cam2_init_loc: FloatVectorProperty(name="位置", default=(0.0, -10.0, 0.0), subtype='XYZ')
cam2_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam3_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 100.0), subtype='XYZ')
cam3_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
target_location: FloatVectorProperty(name="固定注視点", default=(0.0, 100.0, 0.0), subtype='XYZ', update=lambda s,c: update_surface_camera(s,c))
offset_yaw: FloatProperty(name="Yaw", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
offset_pitch: FloatProperty(name="Pitch", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
offset_roll: FloatProperty(name="Roll", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
viewport_location: FloatVectorProperty(name="視座位置", default=(0.0, -10.0, 5.0), subtype='XYZ', update=lambda s,c: update_viewport_cam(s,c))
viewport_target: FloatVectorProperty(name="注視点", default=(0.0, 0.0, 0.0), subtype='XYZ', update=lambda s,c: update_viewport_cam(s,c))
is_updating_settings: BoolProperty(default=False, options={'HIDDEN'})
lens_focal_length: FloatProperty(name="焦点距離 (mm)", default=50.0, min=1.0, max=1000.0, unit='LENGTH', update=lambda s,c: update_surface_camera(s,c))
clip_start: FloatProperty(name="クリップ開始", default=0.1, min=0.001, update=lambda s,c: update_surface_camera(s,c))
clip_end: FloatProperty(name="クリップ終了", default=1000.0, min=1.0, update=lambda s,c: update_surface_camera(s,c))
info_horizontal_fov: StringProperty(name="水平視野角")
camera_color: FloatVectorProperty(
name="カメラ枠線 色",
subtype='COLOR', size=3, min=0.0, max=1.0,
default=(0.0, 1.0, 1.0),
update=lambda self, context: update_cam_color(self, context)
)
class ZIONAD_SWT_Properties(PropertyGroup):
background_mode: EnumProperty(name="Background Mode", items=[('HDRI', "HDRI", ""), ('SKY', "Sky", "")], default='HDRI', update=update_background_mode)
hdri_list_index: IntProperty(name="Active HDRI Index", default=0, update=update_background_mode)
def calculate_horizontal_fov(focal_length, sensor_width=SENSOR_WIDTH):
try: return 2 * math.atan(sensor_width / (2 * focal_length)) * (180 / math.pi)
except: return 0.0
def calculate_focal_length(fov_degrees, sensor_width=SENSOR_WIDTH):
try: return sensor_width / (2 * math.tan(math.radians(fov_degrees) / 2))
except: return 50.0
def get_target_location(props):
return mathutils.Vector(props.target_location)
def update_object_transform(obj, props):
location = obj.location
target_location = get_target_location(props)
direction = target_location - location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
offset_euler = mathutils.Euler((props.offset_pitch, props.offset_yaw, props.offset_roll), 'XYZ')
final_quat = base_track_quat @ offset_euler.to_quaternion()
obj.rotation_euler = final_quat.to_euler('XYZ')
def update_surface_camera(self, context):
if is_updating(context): return
set_update_lock(context, True)
try:
props = context.scene.surface_camera_properties
camera_obj = props.camera_obj
if props.is_updating_settings or not camera_obj:
update_info_panel_text(props, context)
return
cam_data = camera_obj.data
if cam_data:
cam_data.sensor_fit = 'HORIZONTAL'
cam_data.lens_unit = 'MILLIMETERS'
cam_data.lens = props.lens_focal_length
cam_data.clip_start = props.clip_start
cam_data.clip_end = props.clip_end
update_object_transform(camera_obj, props)
update_info_panel_text(props, context)
finally:
trigger_delayed_unlock()
def update_info_panel_text(props, context):
if not hasattr(context, 'scene') or not props: return
camera_obj = props.camera_obj
if not camera_obj: return
current_fov = calculate_horizontal_fov(props.lens_focal_length)
props.info_horizontal_fov = f"{current_fov:.1f} °"
def sync_ui_from_manual_transform(props, obj, context):
if is_updating(context): return
set_update_lock(context, True)
try:
target_location = get_target_location(props)
direction = target_location - obj.location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
final_quat = obj.matrix_world.to_quaternion()
offset_quat = base_track_quat.inverted() @ final_quat
offset_euler = offset_quat.to_euler('XYZ')
props.offset_pitch = offset_euler.x
props.offset_yaw = offset_euler.y
props.offset_roll = offset_euler.z
finally:
trigger_delayed_unlock()
update_info_panel_text(props, context)
@bpy.app.handlers.persistent
def on_depsgraph_update(scene, depsgraph):
context = bpy.context
if is_updating(context): return
if not (hasattr(context, 'scene') and context.scene): return
sfc_props = context.scene.surface_camera_properties
cam_obj = sfc_props.camera_obj
if not cam_obj: return # 提言3: 対象がない場合は即終了
for update in depsgraph.updates:
if not update.is_updated_transform: continue
if update.id.original == cam_obj: # 提言3: 監視対象を特定のものだけに限定
sync_ui_from_manual_transform(sfc_props, cam_obj, context)
return
# ======================================================================
# --- オペレーター ---
# ======================================================================
def set_initial_camera_transform(obj, loc, tgt):
loc_vec = mathutils.Vector(loc)
tgt_vec = mathutils.Vector(tgt)
direction = tgt_vec - loc_vec
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
obj.location = loc_vec
obj.rotation_euler = rot_quat.to_euler('XYZ')
class SFC_OT_CreateThreeCameras(Operator):
bl_idname = f"{PREFIX}.create_three_cameras"
bl_label = "3つのカメラを生成・初期化"
def execute(self, context):
master_col = get_master_collection(context)
col = get_or_create_collection(context, CAMERA_COLLECTION_NAME, master_col)
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
name = f"Fixed_Cam_{idx}"
# 提言4: カメラとして存在するか安全に取得
cam_obj = next((obj for obj in bpy.data.objects if obj.name == name and obj.type == 'CAMERA'), None)
if not cam_obj:
cam_data = bpy.data.cameras.new(name=name)
cam_obj = bpy.data.objects.new(name, cam_data)
col.objects.link(cam_obj)
# 提言5: リンク解除の安全性確保
if cam_obj.name in context.scene.collection.objects.keys():
context.scene.collection.objects.unlink(cam_obj)
set_initial_camera_transform(cam_obj, loc, tgt)
op_func = getattr(getattr(bpy.ops, PREFIX), "switch_camera")
op_func(cam_index="1")
self.report({'INFO'}, "3つのカメラを生成しました")
return {'FINISHED'}
class SFC_OT_ResetThreeCameras(Operator):
bl_idname = f"{PREFIX}.reset_three_cameras"
bl_label = "カメラを初期値に一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
cam_obj = bpy.data.objects.get(f"Fixed_Cam_{idx}")
if cam_obj and cam_obj.type == 'CAMERA':
set_initial_camera_transform(cam_obj, loc, tgt)
if props.camera_obj == cam_obj:
props.is_updating_settings = True
props.target_location = tgt
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
self.report({'INFO'}, "カメラを初期値にリセットしました")
return {'FINISHED'}
class SFC_OT_ResetViewportCam(Operator):
bl_idname = f"{PREFIX}.reset_viewport_cam"
bl_label = "架空カメラを一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
props.viewport_location = (0.0, -10.0, 5.0)
props.viewport_target = (0.0, 0.0, 0.0)
self.report({'INFO'}, "架空カメラをリセットしました")
return {'FINISHED'}
class SFC_OT_CopyViewportInfo(Operator):
bl_idname = f"{PREFIX}.copy_viewport_info"
bl_label = "視座・注視点情報をコピー"
def execute(self, context):
props = context.scene.surface_camera_properties
loc = props.viewport_location
tgt = props.viewport_target
fmt = ".2f"
loc_str = f"({loc.x:{fmt}}, {loc.y:{fmt}}, {loc.z:{fmt}})"
tgt_str = f"({tgt.x:{fmt}}, {tgt.y:{fmt}}, {tgt.z:{fmt}})"
text_to_copy = f"視座位置: {loc_str}\n注視点: {tgt_str}"
context.window_manager.clipboard = text_to_copy
self.report({'INFO'}, "ビューポートの視座位置・注視点をコピーしました")
return {'FINISHED'}
class SFC_OT_SwitchCamera(Operator):
bl_idname = f"{PREFIX}.switch_camera"
bl_label = "カメラを切り替え"
cam_index: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
name = f"Fixed_Cam_{self.cam_index}"
# 提言4: 安全なカメラ取得
cam_obj = next((obj for obj in bpy.data.objects if obj.name == name and obj.type == 'CAMERA'), None)
if not cam_obj:
self.report({'WARNING'}, f"{name} が見つかりません。先に「生成」ボタンを押してください。")
return {'CANCELLED'}
props.is_updating_settings = True
props.camera_obj = cam_obj
context.scene.camera = cam_obj
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.region_3d.view_perspective = 'CAMERA'
context.preferences.themes[0].view_3d.camera = props.camera_color
cam_data = cam_obj.data
props.lens_focal_length = cam_data.lens
props.clip_start = cam_data.clip_start
props.clip_end = cam_data.clip_end
forward_vec = mathutils.Vector((0.0, 0.0, -100.0))
forward_vec.rotate(cam_obj.rotation_euler)
props.target_location = cam_obj.location + forward_vec
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
sync_ui_from_manual_transform(props, cam_obj, context)
return {'FINISHED'}
class SFC_OT_GridApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_grid_color"; bl_label = "Apply Grid Color"
def execute(self, context): props = context.scene.theme_grid_properties; theme = bpy.context.preferences.themes[0]; theme.view_3d.grid = props.grid_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_grid_properties
props.grid_color = next((p[3] for p in GRID_PRESETS if p[0] == props.grid_preset), props.grid_color)
getattr(bpy.ops, f"{PREFIX}.apply_grid_color")()
class SFC_OT_GridCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_grid_color"; bl_label = "Copy Grid Color"
def execute(self, context): theme = bpy.context.preferences.themes[0]; color_tuple = tuple(round(c, 3) for c in theme.view_3d.grid); context.window_manager.clipboard = f'("CUSTOM", "Custom", "Custom grid color", {color_tuple}),'; self.report({'INFO'}, "コピーしました"); return {'FINISHED'}
class SFC_OT_ResetProperty(Operator):
bl_idname = f"{PREFIX}.reset_property"; bl_label = "プロパティリセット"; targets: CollectionProperty(type=TargetProperty); prop_group_name: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
prop_groups = {"ypr": ["offset_yaw", "offset_pitch", "offset_roll"],"aim": ["target_location"],"clip": ["clip_start", "clip_end", "lens_focal_length"],}
target_names, props_to_reset = {t.name for t in self.targets}, set()
if "all" in target_names:
for g in prop_groups.values(): props_to_reset.update(g)
else:
for name in target_names: props_to_reset.update(prop_groups.get(name, []))
props.is_updating_settings = True
for p in props_to_reset:
if hasattr(props, p): props.property_unset(p)
props.is_updating_settings = False; update_surface_camera(props, context); return {'FINISHED'}
class SFC_OT_SetFOV(Operator):
bl_idname = f"{PREFIX}.set_fov"; bl_label = "FOV設定"; fov: FloatProperty(default=0.0)
def execute(self, context): props = context.scene.surface_camera_properties; props.lens_focal_length = calculate_focal_length(self.fov); return {'FINISHED'}
class SFC_OT_OpenURL(Operator):
bl_idname = f"{PREFIX}.open_url"; bl_label = "URLを開く"; url: StringProperty(default="")
def execute(self, context): webbrowser.open(self.url); return {'FINISHED'}
class SFC_OT_RemoveAddon(Operator):
bl_idname = f"{PREFIX}.remove_addon"; bl_label = "アドオン解除"
def execute(self, context): module_name = __name__.split('.')[0]; bpy.ops.preferences.addon_disable(module=module_name); unregister(); return {'FINISHED'}
class SFC_OT_WireApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_wire_color"; bl_label = "Apply Wire Color"
def execute(self, context): props=context.scene.theme_wire_properties; theme=bpy.context.preferences.themes[0]; theme.view_3d.wire=props.wire_color; theme.view_3d.object_active=props.wire_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_wire_properties
props.wire_color = next((p[3] for p in WIRE_PRESETS if p[0] == props.wire_preset), props.wire_color)
getattr(bpy.ops, f"{PREFIX}.apply_wire_color")()
class SFC_OT_WireCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_wire_color"; bl_label = "Copy Wire Color"
def execute(self, context): theme=bpy.context.preferences.themes[0]; color_tuple=tuple(round(c, 2) for c in theme.view_3d.wire); context.window_manager.clipboard=f'("CUSTOM", "Custom", "Custom wire color", {color_tuple}),'; return {'FINISHED'}
class ZIONAD_SWT_OT_LoadHdriFromList(Operator):
bl_idname = f"{PREFIX}.load_hdri_from_list"; bl_label = "Load HDRI from List"; bl_options = {'REGISTER', 'UNDO'}; hdri_index: IntProperty()
def execute(self, context):
props = context.scene.zionad_swt_props
if 0 <= self.hdri_index < len(HDRI_PATHS):
props.hdri_list_index = self.hdri_index; props.background_mode = 'HDRI'; load_hdri_from_path(HDRI_PATHS[self.hdri_index], context); update_background_mode(props, context)
return {'FINISHED'}
class ZIONAD_SWT_OT_ResetTransform(Operator):
bl_idname = f"{PREFIX}.reset_transform"; bl_label = "Reset Transform Value"; bl_options = {'REGISTER', 'UNDO'}; property_to_reset: StringProperty()
def execute(self, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return {'CANCELLED'}
mapping_node = find_node(nodes, 'ShaderNodeMapping', 'Mapping')
if not mapping_node: return {'CANCELLED'}
if self.property_to_reset == 'Location': mapping_node.inputs['Location'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Rotation': mapping_node.inputs['Rotation'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Scale': mapping_node.inputs['Scale'].default_value = (1, 1, 1)
return {'FINISHED'}
# ======================================================================
# --- UIパネル ---
# ======================================================================
class SFC_PT_CameraSetupPanel(Panel):
bl_label = "1. カメラ作成・切り替え"
bl_idname = PANEL_IDS["SETUP"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["SETUP"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
layout.operator(SFC_OT_CreateThreeCameras.bl_idname, icon='OUTLINER_OB_CAMERA', text="3つのカメラを生成・初期化")
box_init = layout.box()
box_init.prop(props, "show_init_settings", icon="TRIA_DOWN" if props.show_init_settings else "TRIA_RIGHT")
if props.show_init_settings:
col_init = box_init.column(align=True)
col_init.prop(props, "cam1_init_loc", text="1: 位置"); col_init.prop(props, "cam1_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam2_init_loc", text="2: 位置"); col_init.prop(props, "cam2_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam3_init_loc", text="3: 位置"); col_init.prop(props, "cam3_init_tgt", text=" 注視")
box_init.separator()
box_init.operator(SFC_OT_ResetThreeCameras.bl_idname, icon='LOOP_BACK', text="初期値にリセット")
layout.separator()
box = layout.box()
box.label(text="操作するカメラを選択:", icon='VIEW_CAMERA')
row = box.row(align=True)
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 1", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_1")).cam_index = "1"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 2", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_2")).cam_index = "2"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 3", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_3")).cam_index = "3"
if props.camera_obj:
box.label(text=f"操作・描画中: {props.camera_obj.name}", icon='CAMERA_DATA')
else:
box.label(text="操作カメラ未選択", icon='ERROR')
box.separator()
box_color = box.box()
box_color.prop(props, "camera_color")
class SFC_PT_CameraAimingPanel(Panel):
bl_label = "2. 専用カメラ視線制御 (位置固定)"
bl_idname = PANEL_IDS["AIMING"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["AIMING"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box_manual = layout.box()
box_manual.label(text="回転・注視点のコントロール", icon='MOUSE_LMB')
if props.camera_obj:
box_manual.label(text=f"現在の位置: {tuple(round(v, 2) for v in props.camera_obj.location)} (固定)")
col_aim = box_manual.column(align=True)
row_aim = col_aim.row(align=True)
row_aim.label(text="注視点")
op_aim = row_aim.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_aim.targets.add().name = "aim"
op_aim.prop_group_name = "camera"
col_aim.prop(props, "target_location", text="")
box_manual.separator()
col_offset = box_manual.column(align=True)
row_offset = col_offset.row(align=True)
row_offset.label(text="視線オフセット (YPR)")
op_offset = row_offset.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_offset.targets.add().name = "ypr"
op_offset.prop_group_name = "camera"
col_offset.prop(props, "offset_yaw")
col_offset.prop(props, "offset_pitch")
col_offset.prop(props, "offset_roll")
class SFC_PT_ViewportCamPanel(Panel):
bl_label = "3. ビューポート視座コントロール (架空カメラ)"
bl_idname = PANEL_IDS["VIEWPORT_CAM"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["VIEWPORT_CAM"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box = layout.box()
box.label(text="透視投影ビューの操作", icon='VIEW3D')
col = box.column(align=True)
col.prop(props, "viewport_location")
col.prop(props, "viewport_target")
box.separator()
box.operator(SFC_OT_CopyViewportInfo.bl_idname, icon='COPYDOWN', text="視座位置・注視点をコピー")
box.operator(SFC_OT_ResetViewportCam.bl_idname, icon='LOOP_BACK', text="視座・注視点を一括リセット")
class SFC_PT_LensPanel(Panel):
bl_label = "4. レンズ設定"; bl_idname = PANEL_IDS["LENS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LENS"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
if props.camera_obj and props.camera_obj.data:
cam_data = props.camera_obj.data
box_type = layout.box()
box_type.prop(cam_data, "type", text="投影タイプ (透視/平行)")
box = layout.box()
col = box.column(align=True)
row = col.row(align=True)
row.label(text="レンズとクリップ")
op = row.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op.targets.add().name = "clip"
op.prop_group_name = "camera"
col.prop(props, "lens_focal_length")
row = col.row(align=True)
row.label(text="水平視野角:"); row.label(text=props.info_horizontal_fov)
col.label(text="FOVプリセット:")
row = col.row(align=True)
col1, col2 = row.column(align=True), row.column(align=True)
for i, fov in enumerate(FOV_PRESETS):
op = (col1 if i % 2 == 0 else col2).operator(f"{PREFIX}.set_fov", text=f"{fov}°")
op.fov = fov
col.separator()
row = col.row(align=True)
row.prop(props, "clip_start")
row.prop(props, "clip_end")
class SFC_PT_CameraDisplayPanel(Panel):
bl_label = "Camera Display & Render"; bl_idname = PANEL_IDS["CAMERA_DISPLAY"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["CAMERA_DISPLAY"]]
def draw(self, context):
layout, scene, cam = self.layout, context.scene, context.scene.camera
box_render = layout.box(); box_render.label(text="Render Engine", icon='SCENE'); box_render.prop(scene.render, "engine", expand=True); layout.separator()
if not cam or not isinstance(cam.data, bpy.types.Camera): layout.box().label(text="シーンにアクティブなカメラがありません", icon='ERROR'); return
cam_data = cam.data; overlay = context.space_data.overlay if context.space_data and hasattr(context.space_data, 'overlay') else None
layout.label(text="Active Camera: " + cam.name, icon='CAMERA_DATA')
box_passepartout = layout.box(); box_passepartout.label(text="Passepartout", icon='MOD_MASK'); col_passepartout = box_passepartout.column(align=True); col_passepartout.prop(cam_data, "show_passepartout", text="Enable"); row_passepartout = col_passepartout.row(); row_passepartout.enabled = cam_data.show_passepartout; row_passepartout.prop(cam_data, "passepartout_alpha", text="Opacity")
layout.separator(); box_display = layout.box(); box_display.label(text="Viewport Display", icon='OVERLAY')
if not overlay: return
box_display.prop(overlay, "show_overlays", text="Viewport Overlays"); col_overlay_options = box_display.column(); col_overlay_options.enabled = overlay.show_overlays; col_overlay_options.prop(overlay, "show_extras", text="Extras")
col_details = col_overlay_options.column(); col_details.enabled = overlay.show_extras; col_details.prop(overlay, "show_text", text="Text Info"); col_details.prop(cam_data, "show_name", text="Name"); col_details.prop(cam_data, "show_limits", text="Limits")
class ZIONAD_SWT_PT_WorldControlPanel(Panel):
bl_label = "World Control"; bl_idname = PANEL_IDS["WORLD_CONTROL"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WORLD_CONTROL"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout, scene, props = self.layout, context.scene, context.scene.zionad_swt_props; world, nodes, _ = get_world_nodes(context, create=False)
if not world or not world.use_nodes or not nodes: return
box_mode = layout.box(); box_mode.label(text="Background Mode", icon='WORLD'); box_mode.prop(props, "background_mode", expand=True); layout.separator()
if props.background_mode == 'HDRI':
box_env = layout.box(); box_env.label(text="Environment Texture (HDRI)", icon='IMAGE_DATA'); col_list = box_env.column(align=True)
for i, path in enumerate(HDRI_PATHS): op = col_list.operator(f"{PREFIX}.load_hdri_from_list", text=os.path.basename(path), depress=(props.hdri_list_index == i)); op.hdri_index = i
box_env.separator(); env_node = find_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if env_node: box_env.template_ID(env_node, "image", open="image.open", text="Select HDRI")
elif props.background_mode == 'SKY':
box_sky = layout.box(); sky_node = find_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture')
if sky_node: box_sky.prop(sky_node, "sky_type", text="Sky Type")
class SFC_PT_GridPanel(Panel):
bl_label = "Grid Color"; bl_idname = PANEL_IDS["GRID"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["GRID"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_grid_properties; layout.prop(props, "grid_preset"); layout.prop(props, "grid_color"); layout.operator(f"{PREFIX}.apply_grid_color", text="Apply Grid Color")
class SFC_PT_WirePanel(Panel):
bl_label = "Wire Color"; bl_idname = PANEL_IDS["WIRE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WIRE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_wire_properties; layout.prop(props, "wire_preset"); layout.prop(props, "wire_color"); layout.operator(f"{PREFIX}.apply_wire_color", text="Apply Wire Color")
class SFC_PT_LinksPanel(Panel):
bl_label = "リンク"; bl_idname = PANEL_IDS["LINKS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LINKS"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
box1 = layout.box()
box1.label(text="ドキュメント", icon='HELP')
for link in NEW_DOC_LINKS:
op = box1.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
box2 = layout.box()
box2.label(text="ソーシャル", icon='WORLD_DATA')
for link in SOCIAL_LINKS:
op = box2.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
class SFC_PT_RemovePanel(Panel):
bl_label = "アドオン削除"; bl_idname = PANEL_IDS["REMOVE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["REMOVE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): self.layout.operator(f"{PREFIX}.remove_addon", text="このアドオンを解除", icon='CANCEL')
# ======================================================================
# --- World Tools 初期化 ---
# ======================================================================
def initial_setup():
context = bpy.context
# 提言8: UIの準備ができていない場合はリトライさせる
if not context.window_manager:
return 0.1
# 全ての3Dビューポートでサイドパネル(Nパネル)を開き、ShadingをMATERIALに変更
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
area.show_region_ui = True
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
if context.scene.world and context.scene.world.use_nodes:
props = context.scene.zionad_swt_props
nodes = context.scene.world.node_tree.nodes
background_node = find_node(nodes, 'ShaderNodeBackground', 'Background')
if background_node and background_node.inputs['Color'].is_linked:
source_node = background_node.inputs['Color'].links[0].from_node
if source_node.type == 'TEX_SKY': props.background_mode = 'SKY'
else: props.background_mode = 'HDRI'
update_background_mode(props, context)
return None
# ======================================================================
# --- 登録/解除 ---
# ======================================================================
classes = (
ThemeGridProperties, ThemeWireProperties, TargetProperty, SurfaceCameraProperties, ZIONAD_SWT_Properties,
SFC_OT_GridApplyColor, SFC_OT_GridCopyColor,
SFC_OT_CreateThreeCameras, SFC_OT_ResetThreeCameras, SFC_OT_ResetViewportCam, SFC_OT_SwitchCamera, SFC_OT_ResetProperty, SFC_OT_SetFOV,
SFC_OT_CopyViewportInfo, SFC_OT_OpenURL, SFC_OT_RemoveAddon,
ZIONAD_SWT_OT_LoadHdriFromList, ZIONAD_SWT_OT_ResetTransform,
SFC_PT_CameraSetupPanel, SFC_PT_CameraAimingPanel, SFC_PT_ViewportCamPanel, SFC_PT_LensPanel, SFC_PT_CameraDisplayPanel,
ZIONAD_SWT_PT_WorldControlPanel, SFC_PT_GridPanel, SFC_PT_WirePanel, SFC_PT_LinksPanel,
SFC_PT_RemovePanel,
)
_registered_classes = []
def register():
global _registered_classes
_registered_classes.clear()
for cls in classes:
try:
bpy.utils.register_class(cls)
_registered_classes.append(cls)
except Exception as e:
print(f"[REGISTER ERROR] {cls.__name__}: {e}") # 提言1: 例外の握り潰し解消
bpy.types.Scene.surface_camera_properties = PointerProperty(type=SurfaceCameraProperties)
bpy.types.Scene.theme_grid_properties = PointerProperty(type=ThemeGridProperties)
bpy.types.Scene.theme_wire_properties = PointerProperty(type=ThemeWireProperties)
bpy.types.Scene.zionad_swt_props = PointerProperty(type=ZIONAD_SWT_Properties)
if on_depsgraph_update not in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update)
if not bpy.app.timers.is_registered(initial_setup):
bpy.app.timers.register(initial_setup, first_interval=0.1)
def unregister():
global _registered_classes
if on_depsgraph_update in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.remove(on_depsgraph_update)
if bpy.app.timers.is_registered(schedule_update_lock_reset):
bpy.app.timers.unregister(schedule_update_lock_reset)
if bpy.app.timers.is_registered(initial_setup):
bpy.app.timers.unregister(initial_setup)
for prop_name in ['surface_camera_properties', 'theme_grid_properties', 'theme_wire_properties', 'zionad_swt_props']:
if hasattr(bpy.types.Scene, prop_name):
try: delattr(bpy.types.Scene, prop_name)
except: pass
# 提言9: 登録に成功したクラスだけを正確に逆順で解除する
for cls in reversed(_registered_classes):
try:
bpy.utils.unregister_class(cls)
except Exception as e:
print(f"[UNREGISTER ERROR] {cls.__name__}: {e}")
_registered_classes.clear()
if __name__ == "__main__":
try: unregister()
except: pass
register()
import bpy
import bmesh
import math
import mathutils
import webbrowser
import os
from bpy.types import Operator, Panel, Scene, PropertyGroup
from bpy.props import StringProperty, PointerProperty, EnumProperty, FloatVectorProperty, FloatProperty, CollectionProperty, BoolProperty, IntProperty
# ======================================================================
# --- アドオン情報 / Addon Info ---
# ======================================================================
# UI増殖バグを防ぐため、PREFIXは固定化(提言10)
PREFIX = "unit_circle_cam"
bl_info = {
"name": "zionad 521 [Unit Circle Cam]",
"author": "zionadchat",
"version": (37, 0, 6),
"blender": (4, 1, 0),
"location": "View3D > Sidebar > zionad Control",
"description": "3つの専用カメラ初期値変更と一括リセット、ビューポートカメラの一括リセット機能(完全安定版)",
"category": " [ Cam three ] ",
}
# ======================================================================
# --- ユーザー設定 / Parameters to Customize ---
# ======================================================================
ADDON_CATEGORY_NAME = bl_info["category"]
HDRI_PATHS = [
r"C:\a111\HDRi_pic\qwantani_afternoon_puresky_4k.exr",
r"C:\a111\HDRi_pic\rogland_moonlit_night_4k.hdr",
r"C:\a111\HDRi_pic\rogland_clear_night_4k.hdr",
r"C:\a111\HDRi_pic\golden_bay_4k.hdr",
]
WIRE_PRESETS = [("CUSTOM_GREENISH", "Custom Greenish", "Custom greenish wire color", (0.51, 1.0, 0.75)), ("WHITE", "White", "White wire", (1.0, 1.0, 1.0)), ("RED", "Red", "Red wire", (1.0, 0.0, 0.0)), ("GREEN", "Green", "Green wire", (0.0, 1.0, 0.0)),]
GRID_PRESETS = [("CUSTOM_REDDISH", "Custom Reddish", "Custom reddish color", (0.545, 0.322, 0.322, 1.0)), ("DEEP_GREEN", "Deep Green", "A deep green color", (0.098, 0.314, 0.271, 1.0)), ("MINT_GREEN", "Mint Green", "A mint green color", (0.165, 0.557, 0.475, 1.0)),]
# ★ 親コレクションとサブコレクション名
MASTER_COLLECTION_NAME = " Cam three "
CAMERA_COLLECTION_NAME = "Cam"
SENSOR_WIDTH = 36.0
FOV_PRESETS = [1, 5, 10, 30, 45, 60, 90, 120, 135, 150, 179]
# ======================================================================
# --- リンク設定 / Links ---
# ======================================================================
NEW_DOC_LINKS = [
{"label": "THIS_ADDON [ カメラ3台 原型 20260328 ]", "url": "<https://www.notion.so/3-20260328-330f5dacaf4380a4b9b5eef6e98a276f>"},
]
SOCIAL_LINKS = [
{"label": "単純トリック", "url": "<https://posfie.com/@timekagura?sort=0>"},
]
# ======================================================================
# --- パネル管理 ---
# ======================================================================
PANEL_IDS = {
"SETUP": f"{PREFIX}_PT_setup",
"AIMING": f"{PREFIX}_PT_aiming", "VIEWPORT_CAM": f"{PREFIX}_PT_viewport_cam",
"LENS": f"{PREFIX}_PT_lens", "CAMERA_DISPLAY": f"{PREFIX}_PT_camera_display", "WORLD_CONTROL": f"{PREFIX}_PT_world_control",
"GRID": f"{PREFIX}_PT_grid_panel", "WIRE": f"{PREFIX}_PT_wire_panel", "LINKS": f"{PREFIX}_PT_links", "REMOVE": f"{PREFIX}_PT_remove",
}
PANEL_ORDER = {
PANEL_IDS["SETUP"]: 0, PANEL_IDS["AIMING"]: 1, PANEL_IDS["VIEWPORT_CAM"]: 2, PANEL_IDS["LENS"]: 3,
PANEL_IDS["CAMERA_DISPLAY"]: 4, PANEL_IDS["WORLD_CONTROL"]: 5,
PANEL_IDS["GRID"]: 89, PANEL_IDS["WIRE"]: 90, PANEL_IDS["LINKS"]: 190, PANEL_IDS["REMOVE"]: 200,
}
# ======================================================================
# --- ロック機構 (UIの無限ループ防止) ---
# ======================================================================
def set_update_lock(context, state: bool):
""" 更新フラグをSceneに持たせ、競合を防ぐ(提言2) """
if context and hasattr(context, 'scene'):
context.scene["_sfc_updating"] = state
def is_updating(context):
if context and hasattr(context, 'scene'):
return context.scene.get("_sfc_updating", False)
return False
# 遅延ロック解除用タイマー関数
def schedule_update_lock_reset():
if bpy.context and hasattr(bpy.context, 'scene'):
bpy.context.scene["_sfc_updating"] = False
return None
def trigger_delayed_unlock():
if not bpy.app.timers.is_registered(schedule_update_lock_reset):
bpy.app.timers.register(schedule_update_lock_reset, first_interval=0.01)
# ======================================================================
# --- 汎用ヘルパー関数 ---
# ======================================================================
def get_or_create_collection(context, name, parent_col=None):
col = bpy.data.collections.get(name)
if not col:
col = bpy.data.collections.new(name)
if parent_col:
if col.name not in parent_col.children:
parent_col.children.link(col)
else:
if col.name not in context.scene.collection.children:
context.scene.collection.children.link(col)
return col
def get_master_collection(context):
return get_or_create_collection(context, MASTER_COLLECTION_NAME)
def find_node(nodes, node_type, name):
if node_type == 'OUTPUT_WORLD': return next((n for n in nodes if n.type == 'OUTPUT_WORLD'), None)
return nodes.get(name)
def find_or_create_node(nodes, node_type, name, location_offset=(0, 0)):
node = find_node(nodes, node_type, name)
if node: return node
new_node = nodes.new(type=node_type)
new_node.name = name
new_node.label = name.replace("_", " ")
output_node = find_node(nodes, 'OUTPUT_WORLD', '')
if output_node:
new_node.location = output_node.location + mathutils.Vector(location_offset)
return new_node
def get_world_nodes(context, create=True):
world = context.scene.world
if not world and create:
world = bpy.data.worlds.new("World")
context.scene.world = world
if not world: return None, None, None
if create: world.use_nodes = True
if not world.use_nodes: return world, None, None
return world, world.node_tree.nodes, world.node_tree.links
def load_hdri_from_path(filepath, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return False
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if os.path.exists(filepath):
try:
env_node.image = bpy.data.images.load(filepath, check_existing=True)
return True
except Exception as e:
print(f"[HDRI Load Error] {filepath} -> {e}") # 提言6: ファイル破損時のクラッシュ回避とログ出力
return False
return False
def update_viewport(context):
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
return
def update_background_mode(self, context):
mode = context.scene.zionad_swt_props.background_mode
world, nodes, links = get_world_nodes(context)
if not nodes: return
output_node = find_or_create_node(nodes, 'OUTPUT_WORLD', 'World_Output')
background_node = find_or_create_node(nodes, 'ShaderNodeBackground', 'Background', (-250, 0))
sky_node = find_or_create_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture', (-550, 0))
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture', (-550, 0))
mapping_node = find_or_create_node(nodes, 'ShaderNodeMapping', 'Mapping', (-800, 0))
tex_coord_node = find_or_create_node(nodes, 'ShaderNodeTexCoord', 'Texture_Coordinate', (-1050, 0))
if background_node.inputs['Color'].is_linked: links.remove(background_node.inputs['Color'].links[0])
if output_node.inputs['Surface'].is_linked: links.remove(output_node.inputs['Surface'].links[0])
links.new(background_node.outputs['Background'], output_node.inputs['Surface'])
if mode == 'SKY':
links.new(sky_node.outputs['Color'], background_node.inputs['Color'])
elif mode == 'HDRI':
if not mapping_node.inputs['Vector'].is_linked: links.new(tex_coord_node.outputs['Generated'], mapping_node.inputs['Vector'])
if not env_node.inputs['Vector'].is_linked: links.new(mapping_node.outputs['Vector'], env_node.inputs['Vector'])
links.new(env_node.outputs['Color'], background_node.inputs['Color'])
props = context.scene.zionad_swt_props
if 0 <= props.hdri_list_index < len(HDRI_PATHS):
load_hdri_from_path(HDRI_PATHS[props.hdri_list_index], context)
update_viewport(context)
# ======================================================================
# --- カメラ コアロジック・プロパティ ---
# ======================================================================
def update_cam_color(self, context):
if self.camera_obj:
context.preferences.themes[0].view_3d.camera = self.camera_color
def update_grid_color_cb(self, context):
context.preferences.themes[0].view_3d.grid = self.grid_color
def update_wire_color_cb(self, context):
context.preferences.themes[0].view_3d.wire = self.wire_color
context.preferences.themes[0].view_3d.object_active = self.wire_color
class ThemeGridProperties(PropertyGroup):
grid_color: FloatVectorProperty(name="Grid Color", subtype='COLOR', size=4, min=0.0, max=1.0, default=(0.545, 0.322, 0.322, 1.0), update=update_grid_color_cb)
grid_preset: EnumProperty(name="Grid Preset", items=[(p[0], p[1], p[2]) for p in GRID_PRESETS], update=lambda self, context: SFC_OT_GridApplyColor.update_preset(self, context))
class ThemeWireProperties(PropertyGroup):
wire_color: FloatVectorProperty(name="Wire Color", subtype='COLOR', size=3, min=0.0, max=1.0, default=(0.51, 1.0, 0.75), update=update_wire_color_cb)
wire_preset: EnumProperty(name="Wire Preset", items=[(p[0], p[1], p[2]) for p in WIRE_PRESETS], update=lambda self, context: SFC_OT_WireApplyColor.update_preset(self, context))
class TargetProperty(PropertyGroup): name: StringProperty()
def update_viewport_cam(self, context):
if is_updating(context): return
vp_loc = mathutils.Vector(self.viewport_location)
vp_tgt = mathutils.Vector(self.viewport_target)
direction = vp_tgt - vp_loc
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
rv3d = space.region_3d
if rv3d:
set_update_lock(context, True)
try:
if rv3d.view_perspective == 'CAMERA':
rv3d.view_perspective = 'PERSP'
rv3d.view_location = vp_tgt
rv3d.view_rotation = rot_quat
rv3d.view_distance = direction.length
finally:
trigger_delayed_unlock()
break
class SurfaceCameraProperties(PropertyGroup):
camera_obj: PointerProperty(name="操作カメラ", type=bpy.types.Object, poll=lambda self, obj: obj.type == 'CAMERA', update=lambda s,c: update_surface_camera(s,c))
show_init_settings: BoolProperty(name="初期値設定を表示", default=False)
cam1_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam1_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 100.0, 0.0), subtype='XYZ')
cam2_init_loc: FloatVectorProperty(name="位置", default=(0.0, -10.0, 0.0), subtype='XYZ')
cam2_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam3_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 100.0), subtype='XYZ')
cam3_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
target_location: FloatVectorProperty(name="固定注視点", default=(0.0, 100.0, 0.0), subtype='XYZ', update=lambda s,c: update_surface_camera(s,c))
offset_yaw: FloatProperty(name="Yaw", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
offset_pitch: FloatProperty(name="Pitch", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
offset_roll: FloatProperty(name="Roll", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
viewport_location: FloatVectorProperty(name="視座位置", default=(0.0, -10.0, 5.0), subtype='XYZ', update=lambda s,c: update_viewport_cam(s,c))
viewport_target: FloatVectorProperty(name="注視点", default=(0.0, 0.0, 0.0), subtype='XYZ', update=lambda s,c: update_viewport_cam(s,c))
is_updating_settings: BoolProperty(default=False, options={'HIDDEN'})
lens_focal_length: FloatProperty(name="焦点距離 (mm)", default=50.0, min=1.0, max=1000.0, unit='LENGTH', update=lambda s,c: update_surface_camera(s,c))
clip_start: FloatProperty(name="クリップ開始", default=0.1, min=0.001, update=lambda s,c: update_surface_camera(s,c))
clip_end: FloatProperty(name="クリップ終了", default=1000.0, min=1.0, update=lambda s,c: update_surface_camera(s,c))
info_horizontal_fov: StringProperty(name="水平視野角")
camera_color: FloatVectorProperty(
name="カメラ枠線 色",
subtype='COLOR', size=3, min=0.0, max=1.0,
default=(0.0, 1.0, 1.0),
update=lambda self, context: update_cam_color(self, context)
)
class ZIONAD_SWT_Properties(PropertyGroup):
background_mode: EnumProperty(name="Background Mode", items=[('HDRI', "HDRI", ""), ('SKY', "Sky", "")], default='HDRI', update=update_background_mode)
hdri_list_index: IntProperty(name="Active HDRI Index", default=0, update=update_background_mode)
def calculate_horizontal_fov(focal_length, sensor_width=SENSOR_WIDTH):
try: return 2 * math.atan(sensor_width / (2 * focal_length)) * (180 / math.pi)
except: return 0.0
def calculate_focal_length(fov_degrees, sensor_width=SENSOR_WIDTH):
try: return sensor_width / (2 * math.tan(math.radians(fov_degrees) / 2))
except: return 50.0
def get_target_location(props):
return mathutils.Vector(props.target_location)
def update_object_transform(obj, props):
location = obj.location
target_location = get_target_location(props)
direction = target_location - location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
offset_euler = mathutils.Euler((props.offset_pitch, props.offset_yaw, props.offset_roll), 'XYZ')
final_quat = base_track_quat @ offset_euler.to_quaternion()
obj.rotation_euler = final_quat.to_euler('XYZ')
def update_surface_camera(self, context):
if is_updating(context): return
set_update_lock(context, True)
try:
props = context.scene.surface_camera_properties
camera_obj = props.camera_obj
if props.is_updating_settings or not camera_obj:
update_info_panel_text(props, context)
return
cam_data = camera_obj.data
if cam_data:
cam_data.sensor_fit = 'HORIZONTAL'
cam_data.lens_unit = 'MILLIMETERS'
cam_data.lens = props.lens_focal_length
cam_data.clip_start = props.clip_start
cam_data.clip_end = props.clip_end
update_object_transform(camera_obj, props)
update_info_panel_text(props, context)
finally:
trigger_delayed_unlock()
def update_info_panel_text(props, context):
if not hasattr(context, 'scene') or not props: return
camera_obj = props.camera_obj
if not camera_obj: return
current_fov = calculate_horizontal_fov(props.lens_focal_length)
props.info_horizontal_fov = f"{current_fov:.1f} °"
def sync_ui_from_manual_transform(props, obj, context):
if is_updating(context): return
set_update_lock(context, True)
try:
target_location = get_target_location(props)
direction = target_location - obj.location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
final_quat = obj.matrix_world.to_quaternion()
offset_quat = base_track_quat.inverted() @ final_quat
offset_euler = offset_quat.to_euler('XYZ')
props.offset_pitch = offset_euler.x
props.offset_yaw = offset_euler.y
props.offset_roll = offset_euler.z
finally:
trigger_delayed_unlock()
update_info_panel_text(props, context)
@bpy.app.handlers.persistent
def on_depsgraph_update(scene, depsgraph):
context = bpy.context
if is_updating(context): return
if not (hasattr(context, 'scene') and context.scene): return
sfc_props = context.scene.surface_camera_properties
cam_obj = sfc_props.camera_obj
if not cam_obj: return # 提言3: 対象がない場合は即終了
for update in depsgraph.updates:
if not update.is_updated_transform: continue
if update.id.original == cam_obj: # 提言3: 監視対象を特定のものだけに限定
sync_ui_from_manual_transform(sfc_props, cam_obj, context)
return
# ======================================================================
# --- オペレーター ---
# ======================================================================
def set_initial_camera_transform(obj, loc, tgt):
loc_vec = mathutils.Vector(loc)
tgt_vec = mathutils.Vector(tgt)
direction = tgt_vec - loc_vec
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
obj.location = loc_vec
obj.rotation_euler = rot_quat.to_euler('XYZ')
class SFC_OT_CreateThreeCameras(Operator):
bl_idname = f"{PREFIX}.create_three_cameras"
bl_label = "3つのカメラを生成・初期化"
def execute(self, context):
master_col = get_master_collection(context)
col = get_or_create_collection(context, CAMERA_COLLECTION_NAME, master_col)
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
name = f"Fixed_Cam_{idx}"
# 提言4: カメラとして存在するか安全に取得
cam_obj = next((obj for obj in bpy.data.objects if obj.name == name and obj.type == 'CAMERA'), None)
if not cam_obj:
cam_data = bpy.data.cameras.new(name=name)
cam_obj = bpy.data.objects.new(name, cam_data)
col.objects.link(cam_obj)
# 提言5: リンク解除の安全性確保
if cam_obj.name in context.scene.collection.objects.keys():
context.scene.collection.objects.unlink(cam_obj)
set_initial_camera_transform(cam_obj, loc, tgt)
op_func = getattr(getattr(bpy.ops, PREFIX), "switch_camera")
op_func(cam_index="1")
self.report({'INFO'}, "3つのカメラを生成しました")
return {'FINISHED'}
class SFC_OT_ResetThreeCameras(Operator):
bl_idname = f"{PREFIX}.reset_three_cameras"
bl_label = "カメラを初期値に一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
cam_obj = bpy.data.objects.get(f"Fixed_Cam_{idx}")
if cam_obj and cam_obj.type == 'CAMERA':
set_initial_camera_transform(cam_obj, loc, tgt)
if props.camera_obj == cam_obj:
props.is_updating_settings = True
props.target_location = tgt
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
self.report({'INFO'}, "カメラを初期値にリセットしました")
return {'FINISHED'}
class SFC_OT_ResetViewportCam(Operator):
bl_idname = f"{PREFIX}.reset_viewport_cam"
bl_label = "架空カメラを一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
props.viewport_location = (0.0, -10.0, 5.0)
props.viewport_target = (0.0, 0.0, 0.0)
self.report({'INFO'}, "架空カメラをリセットしました")
return {'FINISHED'}
class SFC_OT_CopyViewportInfo(Operator):
bl_idname = f"{PREFIX}.copy_viewport_info"
bl_label = "視座・注視点情報をコピー"
def execute(self, context):
props = context.scene.surface_camera_properties
loc = props.viewport_location
tgt = props.viewport_target
fmt = ".2f"
loc_str = f"({loc.x:{fmt}}, {loc.y:{fmt}}, {loc.z:{fmt}})"
tgt_str = f"({tgt.x:{fmt}}, {tgt.y:{fmt}}, {tgt.z:{fmt}})"
text_to_copy = f"視座位置: {loc_str}\n注視点: {tgt_str}"
context.window_manager.clipboard = text_to_copy
self.report({'INFO'}, "ビューポートの視座位置・注視点をコピーしました")
return {'FINISHED'}
class SFC_OT_SwitchCamera(Operator):
bl_idname = f"{PREFIX}.switch_camera"
bl_label = "カメラを切り替え"
cam_index: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
name = f"Fixed_Cam_{self.cam_index}"
# 提言4: 安全なカメラ取得
cam_obj = next((obj for obj in bpy.data.objects if obj.name == name and obj.type == 'CAMERA'), None)
if not cam_obj:
self.report({'WARNING'}, f"{name} が見つかりません。先に「生成」ボタンを押してください。")
return {'CANCELLED'}
props.is_updating_settings = True
props.camera_obj = cam_obj
context.scene.camera = cam_obj
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.region_3d.view_perspective = 'CAMERA'
context.preferences.themes[0].view_3d.camera = props.camera_color
cam_data = cam_obj.data
props.lens_focal_length = cam_data.lens
props.clip_start = cam_data.clip_start
props.clip_end = cam_data.clip_end
forward_vec = mathutils.Vector((0.0, 0.0, -100.0))
forward_vec.rotate(cam_obj.rotation_euler)
props.target_location = cam_obj.location + forward_vec
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
sync_ui_from_manual_transform(props, cam_obj, context)
return {'FINISHED'}
class SFC_OT_GridApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_grid_color"; bl_label = "Apply Grid Color"
def execute(self, context): props = context.scene.theme_grid_properties; theme = bpy.context.preferences.themes[0]; theme.view_3d.grid = props.grid_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_grid_properties
props.grid_color = next((p[3] for p in GRID_PRESETS if p[0] == props.grid_preset), props.grid_color)
getattr(bpy.ops, f"{PREFIX}.apply_grid_color")()
class SFC_OT_GridCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_grid_color"; bl_label = "Copy Grid Color"
def execute(self, context): theme = bpy.context.preferences.themes[0]; color_tuple = tuple(round(c, 3) for c in theme.view_3d.grid); context.window_manager.clipboard = f'("CUSTOM", "Custom", "Custom grid color", {color_tuple}),'; self.report({'INFO'}, "コピーしました"); return {'FINISHED'}
class SFC_OT_ResetProperty(Operator):
bl_idname = f"{PREFIX}.reset_property"; bl_label = "プロパティリセット"; targets: CollectionProperty(type=TargetProperty); prop_group_name: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
prop_groups = {"ypr": ["offset_yaw", "offset_pitch", "offset_roll"],"aim": ["target_location"],"clip": ["clip_start", "clip_end", "lens_focal_length"],}
target_names, props_to_reset = {t.name for t in self.targets}, set()
if "all" in target_names:
for g in prop_groups.values(): props_to_reset.update(g)
else:
for name in target_names: props_to_reset.update(prop_groups.get(name, []))
props.is_updating_settings = True
for p in props_to_reset:
if hasattr(props, p): props.property_unset(p)
props.is_updating_settings = False; update_surface_camera(props, context); return {'FINISHED'}
class SFC_OT_SetFOV(Operator):
bl_idname = f"{PREFIX}.set_fov"; bl_label = "FOV設定"; fov: FloatProperty(default=0.0)
def execute(self, context): props = context.scene.surface_camera_properties; props.lens_focal_length = calculate_focal_length(self.fov); return {'FINISHED'}
class SFC_OT_OpenURL(Operator):
bl_idname = f"{PREFIX}.open_url"; bl_label = "URLを開く"; url: StringProperty(default="")
def execute(self, context): webbrowser.open(self.url); return {'FINISHED'}
class SFC_OT_RemoveAddon(Operator):
bl_idname = f"{PREFIX}.remove_addon"; bl_label = "アドオン解除"
def execute(self, context): module_name = __name__.split('.')[0]; bpy.ops.preferences.addon_disable(module=module_name); unregister(); return {'FINISHED'}
class SFC_OT_WireApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_wire_color"; bl_label = "Apply Wire Color"
def execute(self, context): props=context.scene.theme_wire_properties; theme=bpy.context.preferences.themes[0]; theme.view_3d.wire=props.wire_color; theme.view_3d.object_active=props.wire_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_wire_properties
props.wire_color = next((p[3] for p in WIRE_PRESETS if p[0] == props.wire_preset), props.wire_color)
getattr(bpy.ops, f"{PREFIX}.apply_wire_color")()
class SFC_OT_WireCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_wire_color"; bl_label = "Copy Wire Color"
def execute(self, context): theme=bpy.context.preferences.themes[0]; color_tuple=tuple(round(c, 2) for c in theme.view_3d.wire); context.window_manager.clipboard=f'("CUSTOM", "Custom", "Custom wire color", {color_tuple}),'; return {'FINISHED'}
class ZIONAD_SWT_OT_LoadHdriFromList(Operator):
bl_idname = f"{PREFIX}.load_hdri_from_list"; bl_label = "Load HDRI from List"; bl_options = {'REGISTER', 'UNDO'}; hdri_index: IntProperty()
def execute(self, context):
props = context.scene.zionad_swt_props
if 0 <= self.hdri_index < len(HDRI_PATHS):
props.hdri_list_index = self.hdri_index; props.background_mode = 'HDRI'; load_hdri_from_path(HDRI_PATHS[self.hdri_index], context); update_background_mode(props, context)
return {'FINISHED'}
class ZIONAD_SWT_OT_ResetTransform(Operator):
bl_idname = f"{PREFIX}.reset_transform"; bl_label = "Reset Transform Value"; bl_options = {'REGISTER', 'UNDO'}; property_to_reset: StringProperty()
def execute(self, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return {'CANCELLED'}
mapping_node = find_node(nodes, 'ShaderNodeMapping', 'Mapping')
if not mapping_node: return {'CANCELLED'}
if self.property_to_reset == 'Location': mapping_node.inputs['Location'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Rotation': mapping_node.inputs['Rotation'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Scale': mapping_node.inputs['Scale'].default_value = (1, 1, 1)
return {'FINISHED'}
# ======================================================================
# --- UIパネル ---
# ======================================================================
class SFC_PT_CameraSetupPanel(Panel):
bl_label = "1. カメラ作成・切り替え"
bl_idname = PANEL_IDS["SETUP"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["SETUP"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
layout.operator(SFC_OT_CreateThreeCameras.bl_idname, icon='OUTLINER_OB_CAMERA', text="3つのカメラを生成・初期化")
box_init = layout.box()
box_init.prop(props, "show_init_settings", icon="TRIA_DOWN" if props.show_init_settings else "TRIA_RIGHT")
if props.show_init_settings:
col_init = box_init.column(align=True)
col_init.prop(props, "cam1_init_loc", text="1: 位置"); col_init.prop(props, "cam1_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam2_init_loc", text="2: 位置"); col_init.prop(props, "cam2_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam3_init_loc", text="3: 位置"); col_init.prop(props, "cam3_init_tgt", text=" 注視")
box_init.separator()
box_init.operator(SFC_OT_ResetThreeCameras.bl_idname, icon='LOOP_BACK', text="初期値にリセット")
layout.separator()
box = layout.box()
box.label(text="操作するカメラを選択:", icon='VIEW_CAMERA')
row = box.row(align=True)
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 1", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_1")).cam_index = "1"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 2", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_2")).cam_index = "2"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 3", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_3")).cam_index = "3"
if props.camera_obj:
box.label(text=f"操作・描画中: {props.camera_obj.name}", icon='CAMERA_DATA')
else:
box.label(text="操作カメラ未選択", icon='ERROR')
box.separator()
box_color = box.box()
box_color.prop(props, "camera_color")
class SFC_PT_CameraAimingPanel(Panel):
bl_label = "2. 専用カメラ視線制御 (位置固定)"
bl_idname = PANEL_IDS["AIMING"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["AIMING"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box_manual = layout.box()
box_manual.label(text="回転・注視点のコントロール", icon='MOUSE_LMB')
if props.camera_obj:
box_manual.label(text=f"現在の位置: {tuple(round(v, 2) for v in props.camera_obj.location)} (固定)")
col_aim = box_manual.column(align=True)
row_aim = col_aim.row(align=True)
row_aim.label(text="注視点")
op_aim = row_aim.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_aim.targets.add().name = "aim"
op_aim.prop_group_name = "camera"
col_aim.prop(props, "target_location", text="")
box_manual.separator()
col_offset = box_manual.column(align=True)
row_offset = col_offset.row(align=True)
row_offset.label(text="視線オフセット (YPR)")
op_offset = row_offset.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_offset.targets.add().name = "ypr"
op_offset.prop_group_name = "camera"
col_offset.prop(props, "offset_yaw")
col_offset.prop(props, "offset_pitch")
col_offset.prop(props, "offset_roll")
class SFC_PT_ViewportCamPanel(Panel):
bl_label = "3. ビューポート視座コントロール (架空カメラ)"
bl_idname = PANEL_IDS["VIEWPORT_CAM"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["VIEWPORT_CAM"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box = layout.box()
box.label(text="透視投影ビューの操作", icon='VIEW3D')
col = box.column(align=True)
col.prop(props, "viewport_location")
col.prop(props, "viewport_target")
box.separator()
box.operator(SFC_OT_CopyViewportInfo.bl_idname, icon='COPYDOWN', text="視座位置・注視点をコピー")
box.operator(SFC_OT_ResetViewportCam.bl_idname, icon='LOOP_BACK', text="視座・注視点を一括リセット")
class SFC_PT_LensPanel(Panel):
bl_label = "4. レンズ設定"; bl_idname = PANEL_IDS["LENS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LENS"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
if props.camera_obj and props.camera_obj.data:
cam_data = props.camera_obj.data
box_type = layout.box()
box_type.prop(cam_data, "type", text="投影タイプ (透視/平行)")
box = layout.box()
col = box.column(align=True)
row = col.row(align=True)
row.label(text="レンズとクリップ")
op = row.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op.targets.add().name = "clip"
op.prop_group_name = "camera"
col.prop(props, "lens_focal_length")
row = col.row(align=True)
row.label(text="水平視野角:"); row.label(text=props.info_horizontal_fov)
col.label(text="FOVプリセット:")
row = col.row(align=True)
col1, col2 = row.column(align=True), row.column(align=True)
for i, fov in enumerate(FOV_PRESETS):
op = (col1 if i % 2 == 0 else col2).operator(f"{PREFIX}.set_fov", text=f"{fov}°")
op.fov = fov
col.separator()
row = col.row(align=True)
row.prop(props, "clip_start")
row.prop(props, "clip_end")
class SFC_PT_CameraDisplayPanel(Panel):
bl_label = "Camera Display & Render"; bl_idname = PANEL_IDS["CAMERA_DISPLAY"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["CAMERA_DISPLAY"]]
def draw(self, context):
layout, scene, cam = self.layout, context.scene, context.scene.camera
box_render = layout.box(); box_render.label(text="Render Engine", icon='SCENE'); box_render.prop(scene.render, "engine", expand=True); layout.separator()
if not cam or not isinstance(cam.data, bpy.types.Camera): layout.box().label(text="シーンにアクティブなカメラがありません", icon='ERROR'); return
cam_data = cam.data; overlay = context.space_data.overlay if context.space_data and hasattr(context.space_data, 'overlay') else None
layout.label(text="Active Camera: " + cam.name, icon='CAMERA_DATA')
box_passepartout = layout.box(); box_passepartout.label(text="Passepartout", icon='MOD_MASK'); col_passepartout = box_passepartout.column(align=True); col_passepartout.prop(cam_data, "show_passepartout", text="Enable"); row_passepartout = col_passepartout.row(); row_passepartout.enabled = cam_data.show_passepartout; row_passepartout.prop(cam_data, "passepartout_alpha", text="Opacity")
layout.separator(); box_display = layout.box(); box_display.label(text="Viewport Display", icon='OVERLAY')
if not overlay: return
box_display.prop(overlay, "show_overlays", text="Viewport Overlays"); col_overlay_options = box_display.column(); col_overlay_options.enabled = overlay.show_overlays; col_overlay_options.prop(overlay, "show_extras", text="Extras")
col_details = col_overlay_options.column(); col_details.enabled = overlay.show_extras; col_details.prop(overlay, "show_text", text="Text Info"); col_details.prop(cam_data, "show_name", text="Name"); col_details.prop(cam_data, "show_limits", text="Limits")
class ZIONAD_SWT_PT_WorldControlPanel(Panel):
bl_label = "World Control"; bl_idname = PANEL_IDS["WORLD_CONTROL"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WORLD_CONTROL"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout, scene, props = self.layout, context.scene, context.scene.zionad_swt_props; world, nodes, _ = get_world_nodes(context, create=False)
if not world or not world.use_nodes or not nodes: return
box_mode = layout.box(); box_mode.label(text="Background Mode", icon='WORLD'); box_mode.prop(props, "background_mode", expand=True); layout.separator()
if props.background_mode == 'HDRI':
box_env = layout.box(); box_env.label(text="Environment Texture (HDRI)", icon='IMAGE_DATA'); col_list = box_env.column(align=True)
for i, path in enumerate(HDRI_PATHS): op = col_list.operator(f"{PREFIX}.load_hdri_from_list", text=os.path.basename(path), depress=(props.hdri_list_index == i)); op.hdri_index = i
box_env.separator(); env_node = find_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if env_node: box_env.template_ID(env_node, "image", open="image.open", text="Select HDRI")
elif props.background_mode == 'SKY':
box_sky = layout.box(); sky_node = find_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture')
if sky_node: box_sky.prop(sky_node, "sky_type", text="Sky Type")
class SFC_PT_GridPanel(Panel):
bl_label = "Grid Color"; bl_idname = PANEL_IDS["GRID"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["GRID"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_grid_properties; layout.prop(props, "grid_preset"); layout.prop(props, "grid_color"); layout.operator(f"{PREFIX}.apply_grid_color", text="Apply Grid Color")
class SFC_PT_WirePanel(Panel):
bl_label = "Wire Color"; bl_idname = PANEL_IDS["WIRE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WIRE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_wire_properties; layout.prop(props, "wire_preset"); layout.prop(props, "wire_color"); layout.operator(f"{PREFIX}.apply_wire_color", text="Apply Wire Color")
class SFC_PT_LinksPanel(Panel):
bl_label = "リンク"; bl_idname = PANEL_IDS["LINKS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LINKS"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
box1 = layout.box()
box1.label(text="ドキュメント", icon='HELP')
for link in NEW_DOC_LINKS:
op = box1.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
box2 = layout.box()
box2.label(text="ソーシャル", icon='WORLD_DATA')
for link in SOCIAL_LINKS:
op = box2.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
class SFC_PT_RemovePanel(Panel):
bl_label = "アドオン削除"; bl_idname = PANEL_IDS["REMOVE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["REMOVE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): self.layout.operator(f"{PREFIX}.remove_addon", text="このアドオンを解除", icon='CANCEL')
# ======================================================================
# --- World Tools 初期化 ---
# ======================================================================
def initial_setup():
context = bpy.context
# 提言8: UIの準備ができていない場合はリトライさせる
if not context.window_manager:
return 0.1
# 全ての3Dビューポートでサイドパネル(Nパネル)を開き、ShadingをMATERIALに変更
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
area.show_region_ui = True
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
if context.scene.world and context.scene.world.use_nodes:
props = context.scene.zionad_swt_props
nodes = context.scene.world.node_tree.nodes
background_node = find_node(nodes, 'ShaderNodeBackground', 'Background')
if background_node and background_node.inputs['Color'].is_linked:
source_node = background_node.inputs['Color'].links[0].from_node
if source_node.type == 'TEX_SKY': props.background_mode = 'SKY'
else: props.background_mode = 'HDRI'
update_background_mode(props, context)
return None
# ======================================================================
# --- 登録/解除 ---
# ======================================================================
classes = (
ThemeGridProperties, ThemeWireProperties, TargetProperty, SurfaceCameraProperties, ZIONAD_SWT_Properties,
SFC_OT_GridApplyColor, SFC_OT_GridCopyColor,
SFC_OT_CreateThreeCameras, SFC_OT_ResetThreeCameras, SFC_OT_ResetViewportCam, SFC_OT_SwitchCamera, SFC_OT_ResetProperty, SFC_OT_SetFOV,
SFC_OT_CopyViewportInfo, SFC_OT_OpenURL, SFC_OT_RemoveAddon,
ZIONAD_SWT_OT_LoadHdriFromList, ZIONAD_SWT_OT_ResetTransform,
SFC_PT_CameraSetupPanel, SFC_PT_CameraAimingPanel, SFC_PT_ViewportCamPanel, SFC_PT_LensPanel, SFC_PT_CameraDisplayPanel,
ZIONAD_SWT_PT_WorldControlPanel, SFC_PT_GridPanel, SFC_PT_WirePanel, SFC_PT_LinksPanel,
SFC_PT_RemovePanel,
)
_registered_classes = []
def register():
global _registered_classes
_registered_classes.clear()
for cls in classes:
try:
bpy.utils.register_class(cls)
_registered_classes.append(cls)
except Exception as e:
print(f"[REGISTER ERROR] {cls.__name__}: {e}") # 提言1: 例外の握り潰し解消
bpy.types.Scene.surface_camera_properties = PointerProperty(type=SurfaceCameraProperties)
bpy.types.Scene.theme_grid_properties = PointerProperty(type=ThemeGridProperties)
bpy.types.Scene.theme_wire_properties = PointerProperty(type=ThemeWireProperties)
bpy.types.Scene.zionad_swt_props = PointerProperty(type=ZIONAD_SWT_Properties)
if on_depsgraph_update not in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update)
if not bpy.app.timers.is_registered(initial_setup):
bpy.app.timers.register(initial_setup, first_interval=0.1)
def unregister():
global _registered_classes
if on_depsgraph_update in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.remove(on_depsgraph_update)
if bpy.app.timers.is_registered(schedule_update_lock_reset):
bpy.app.timers.unregister(schedule_update_lock_reset)
if bpy.app.timers.is_registered(initial_setup):
bpy.app.timers.unregister(initial_setup)
for prop_name in ['surface_camera_properties', 'theme_grid_properties', 'theme_wire_properties', 'zionad_swt_props']:
if hasattr(bpy.types.Scene, prop_name):
try: delattr(bpy.types.Scene, prop_name)
except: pass
# 提言9: 登録に成功したクラスだけを正確に逆順で解除する
for cls in reversed(_registered_classes):
try:
bpy.utils.unregister_class(cls)
except Exception as e:
print(f"[UNREGISTER ERROR] {cls.__name__}: {e}")
_registered_classes.clear()
if __name__ == "__main__":
try: unregister()
except: pass
register()
import bpy
import bmesh
import math
import mathutils
import webbrowser
import os
from bpy.types import Operator, Panel, Scene, PropertyGroup
from bpy.props import StringProperty, PointerProperty, EnumProperty, FloatVectorProperty, FloatProperty, CollectionProperty, BoolProperty, IntProperty
from datetime import datetime
# --- ユニークID生成 ---
START_TIMESTAMP = datetime.now().strftime("%Y%m%d%H%M%S")
PREFIX = f"unit_circle_cam_{START_TIMESTAMP}"
# --- bl_info ---
bl_info = {
"name": "zionad 521 [Unit Circle Cam]",
"author": "zionadchat",
"version": (37, 0, 5),
"blender": (4, 1, 0),
"location": "View3D > Sidebar > zionad Control",
"description": "3つの専用カメラ初期値変更と一括リセット、ビューポートカメラの一括リセット機能",
"category": " [ Unit Circle Cam ] ",
}
# ======================================================================
# --- ユーザー設定 / Parameters to Customize ---
# ======================================================================
ADDON_CATEGORY_NAME = bl_info["category"]
HDRI_PATHS = [
r"C:\a111\HDRi_pic\qwantani_afternoon_puresky_4k.exr",
r"C:\a111\HDRi_pic\rogland_moonlit_night_4k.hdr",
r"C:\a111\HDRi_pic\rogland_clear_night_4k.hdr",
r"C:\a111\HDRi_pic\golden_bay_4k.hdr",
]
WIRE_PRESETS = [("CUSTOM_GREENISH", "Custom Greenish", "Custom greenish wire color", (0.51, 1.0, 0.75)), ("WHITE", "White", "White wire", (1.0, 1.0, 1.0)), ("RED", "Red", "Red wire", (1.0, 0.0, 0.0)), ("GREEN", "Green", "Green wire", (0.0, 1.0, 0.0)),]
GRID_PRESETS = [("CUSTOM_REDDISH", "Custom Reddish", "Custom reddish color", (0.545, 0.322, 0.322, 1.0)), ("DEEP_GREEN", "Deep Green", "A deep green color", (0.098, 0.314, 0.271, 1.0)), ("MINT_GREEN", "Mint Green", "A mint green color", (0.165, 0.557, 0.475, 1.0)),]
# ★ 親コレクションとサブコレクション名
MASTER_COLLECTION_NAME = "Unit Circle Cam"
CAMERA_COLLECTION_NAME = "Cam"
SENSOR_WIDTH = 36.0
FOV_PRESETS = [1, 5, 10, 30, 45, 60, 90, 120, 135, 150, 179]
# ======================================================================
# --- リンク設定 / Links ---
# ======================================================================
NEW_DOC_LINKS = [
{"label": "THIS_ADDON [ カメラ3台 原型 20260328 ]", "url": "<https://www.notion.so/3-20260328-330f5dacaf4380a4b9b5eef6e98a276f>"},
]
SOCIAL_LINKS = [
{"label": "単純トリック", "url": "<https://posfie.com/@timekagura?sort=0>"},
]
# ======================================================================
PANEL_IDS = {
"SETUP": f"{PREFIX}_PT_setup",
"AIMING": f"{PREFIX}_PT_aiming", "VIEWPORT_CAM": f"{PREFIX}_PT_viewport_cam",
"LENS": f"{PREFIX}_PT_lens", "CAMERA_DISPLAY": f"{PREFIX}_PT_camera_display", "WORLD_CONTROL": f"{PREFIX}_PT_world_control",
"GRID": f"{PREFIX}_PT_grid_panel", "WIRE": f"{PREFIX}_PT_wire_panel", "LINKS": f"{PREFIX}_PT_links", "REMOVE": f"{PREFIX}_PT_remove",
}
PANEL_ORDER = {
PANEL_IDS["SETUP"]: 0, PANEL_IDS["AIMING"]: 1, PANEL_IDS["VIEWPORT_CAM"]: 2, PANEL_IDS["LENS"]: 3,
PANEL_IDS["CAMERA_DISPLAY"]: 4, PANEL_IDS["WORLD_CONTROL"]: 5,
PANEL_IDS["GRID"]: 89, PANEL_IDS["WIRE"]: 90, PANEL_IDS["LINKS"]: 190, PANEL_IDS["REMOVE"]: 200,
}
_is_updating_by_addon = False; _update_timer = None
def reset_update_flag(): global _is_updating_by_addon, _update_timer; _is_updating_by_addon = False; _update_timer = None; return None
def schedule_update_flag_reset():
global _update_timer
if _update_timer and bpy.app.timers.is_registered(reset_update_flag): bpy.app.timers.unregister(reset_update_flag)
bpy.app.timers.register(reset_update_flag, first_interval=0.01)
# --- Collection Helper ---
def get_or_create_collection(context, name, parent_col=None):
""" コレクションを取得、なければ作成して親にリンクする関数 """
col = bpy.data.collections.get(name)
if not col:
col = bpy.data.collections.new(name)
if parent_col:
if col.name not in parent_col.children:
parent_col.children.link(col)
else:
if col.name not in context.scene.collection.children:
context.scene.collection.children.link(col)
return col
def get_master_collection(context):
return get_or_create_collection(context, MASTER_COLLECTION_NAME)
# --- World Tools ヘルパー関数 ---
def find_node(nodes, node_type, name):
if node_type == 'OUTPUT_WORLD': return next((n for n in nodes if n.type == 'OUTPUT_WORLD'), None)
return nodes.get(name)
def find_or_create_node(nodes, node_type, name, location_offset=(0, 0)):
node = find_node(nodes, node_type, name)
if node: return node
new_node = nodes.new(type=node_type); new_node.name = name; new_node.label = name.replace("_", " ")
output_node = find_node(nodes, 'OUTPUT_WORLD', '');
if output_node: new_node.location = output_node.location + mathutils.Vector(location_offset)
return new_node
def get_world_nodes(context, create=True):
world = context.scene.world
if not world and create: world = bpy.data.worlds.new("World"); context.scene.world = world
if not world: return None, None, None
if create: world.use_nodes = True
if not world.use_nodes: return world, None, None
return world, world.node_tree.nodes, world.node_tree.links
def load_hdri_from_path(filepath, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return False
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if os.path.exists(filepath):
try: env_node.image = bpy.data.images.load(filepath, check_existing=True); return True
except RuntimeError as e: print(f"Error loading image: {e}"); return False
return False
def update_viewport(context):
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
return
def update_background_mode(self, context):
mode = context.scene.zionad_swt_props.background_mode; world, nodes, links = get_world_nodes(context)
if not nodes: return
output_node = find_or_create_node(nodes, 'OUTPUT_WORLD', 'World_Output')
background_node = find_or_create_node(nodes, 'ShaderNodeBackground', 'Background', (-250, 0))
sky_node = find_or_create_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture', (-550, 0))
env_node = find_or_create_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture', (-550, 0))
mapping_node = find_or_create_node(nodes, 'ShaderNodeMapping', 'Mapping', (-800, 0))
tex_coord_node = find_or_create_node(nodes, 'ShaderNodeTexCoord', 'Texture_Coordinate', (-1050, 0))
if background_node.inputs['Color'].is_linked: links.remove(background_node.inputs['Color'].links[0])
if output_node.inputs['Surface'].is_linked: links.remove(output_node.inputs['Surface'].links[0])
links.new(background_node.outputs['Background'], output_node.inputs['Surface'])
if mode == 'SKY': links.new(sky_node.outputs['Color'], background_node.inputs['Color'])
elif mode == 'HDRI':
if not mapping_node.inputs['Vector'].is_linked: links.new(tex_coord_node.outputs['Generated'], mapping_node.inputs['Vector'])
if not env_node.inputs['Vector'].is_linked: links.new(mapping_node.outputs['Vector'], env_node.inputs['Vector'])
links.new(env_node.outputs['Color'], background_node.inputs['Color'])
props = context.scene.zionad_swt_props
if 0 <= props.hdri_list_index < len(HDRI_PATHS): load_hdri_from_path(HDRI_PATHS[props.hdri_list_index], context)
update_viewport(context)
# ======================================================================
# --- カメラ コアロジック・プロパティ ---
# ======================================================================
def update_cam_color(self, context):
""" 現在のテーマのカメラ枠線色を更新する """
if self.camera_obj:
context.preferences.themes[0].view_3d.camera = self.camera_color
def update_grid_color_cb(self, context):
""" 現在のテーマのグリッド色を即時更新する """
context.preferences.themes[0].view_3d.grid = self.grid_color
def update_wire_color_cb(self, context):
""" 現在のテーマのワイヤー色を即時更新する """
context.preferences.themes[0].view_3d.wire = self.wire_color
context.preferences.themes[0].view_3d.object_active = self.wire_color
class ThemeGridProperties(PropertyGroup):
grid_color: FloatVectorProperty(name="Grid Color", subtype='COLOR', size=4, min=0.0, max=1.0, default=(0.545, 0.322, 0.322, 1.0), update=update_grid_color_cb)
grid_preset: EnumProperty(name="Grid Preset", items=[(p[0], p[1], p[2]) for p in GRID_PRESETS], update=lambda self, context: SFC_OT_GridApplyColor.update_preset(self, context))
class ThemeWireProperties(PropertyGroup):
wire_color: FloatVectorProperty(name="Wire Color", subtype='COLOR', size=3, min=0.0, max=1.0, default=(0.51, 1.0, 0.75), update=update_wire_color_cb)
wire_preset: EnumProperty(name="Wire Preset", items=[(p[0], p[1], p[2]) for p in WIRE_PRESETS], update=lambda self, context: SFC_OT_WireApplyColor.update_preset(self, context))
class TargetProperty(PropertyGroup): name: StringProperty()
def update_viewport_cam(self, context):
global _is_updating_by_addon
if _is_updating_by_addon: return
vp_loc = mathutils.Vector(self.viewport_location)
vp_tgt = mathutils.Vector(self.viewport_target)
direction = vp_tgt - vp_loc
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
rv3d = space.region_3d
if rv3d:
_is_updating_by_addon = True
if rv3d.view_perspective == 'CAMERA':
rv3d.view_perspective = 'PERSP'
rv3d.view_location = vp_tgt
rv3d.view_rotation = rot_quat
rv3d.view_distance = direction.length
_is_updating_by_addon = False
break
class SurfaceCameraProperties(PropertyGroup):
camera_obj: PointerProperty(name="操作カメラ", type=bpy.types.Object, poll=lambda self, obj: obj.type == 'CAMERA', update=lambda s,c: update_surface_camera(s,c))
show_init_settings: BoolProperty(name="初期値設定を表示", default=False)
cam1_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam1_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 100.0, 0.0), subtype='XYZ')
cam2_init_loc: FloatVectorProperty(name="位置", default=(0.0, -10.0, 0.0), subtype='XYZ')
cam2_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
cam3_init_loc: FloatVectorProperty(name="位置", default=(0.0, 0.0, 100.0), subtype='XYZ')
cam3_init_tgt: FloatVectorProperty(name="注視", default=(0.0, 0.0, 0.0), subtype='XYZ')
target_location: FloatVectorProperty(name="固定注視点", default=(0.0, 100.0, 0.0), subtype='XYZ', update=lambda s,c: update_surface_camera(s,c))
offset_yaw: FloatProperty(name="Yaw", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
offset_pitch: FloatProperty(name="Pitch", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
offset_roll: FloatProperty(name="Roll", subtype='ANGLE', default=0, update=lambda s,c: update_surface_camera(s,c))
viewport_location: FloatVectorProperty(name="視座位置", default=(0.0, -10.0, 5.0), subtype='XYZ', update=lambda s,c: update_viewport_cam(s,c))
viewport_target: FloatVectorProperty(name="注視点", default=(0.0, 0.0, 0.0), subtype='XYZ', update=lambda s,c: update_viewport_cam(s,c))
is_updating_settings: BoolProperty(default=False, options={'HIDDEN'})
lens_focal_length: FloatProperty(name="焦点距離 (mm)", default=50.0, min=1.0, max=1000.0, unit='LENGTH', update=lambda s,c: update_surface_camera(s,c))
clip_start: FloatProperty(name="クリップ開始", default=0.1, min=0.001, update=lambda s,c: update_surface_camera(s,c))
clip_end: FloatProperty(name="クリップ終了", default=1000.0, min=1.0, update=lambda s,c: update_surface_camera(s,c))
info_horizontal_fov: StringProperty(name="水平視野角")
camera_color: FloatVectorProperty(
name="カメラ枠線 色",
subtype='COLOR', size=3, min=0.0, max=1.0,
default=(0.0, 1.0, 1.0),
update=lambda self, context: update_cam_color(self, context)
)
class ZIONAD_SWT_Properties(PropertyGroup):
background_mode: EnumProperty(name="Background Mode", items=[('HDRI', "HDRI", ""), ('SKY', "Sky", "")], default='HDRI', update=update_background_mode)
hdri_list_index: IntProperty(name="Active HDRI Index", default=0, update=update_background_mode)
def calculate_horizontal_fov(focal_length, sensor_width=SENSOR_WIDTH):
try: return 2 * math.atan(sensor_width / (2 * focal_length)) * (180 / math.pi)
except: return 0.0
def calculate_focal_length(fov_degrees, sensor_width=SENSOR_WIDTH):
try: return sensor_width / (2 * math.tan(math.radians(fov_degrees) / 2))
except: return 50.0
def get_target_location(props):
return mathutils.Vector(props.target_location)
def update_object_transform(obj, props):
location = obj.location
target_location = get_target_location(props)
direction = target_location - location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat = direction.to_track_quat('-Z', 'Y')
offset_euler = mathutils.Euler((props.offset_pitch, props.offset_yaw, props.offset_roll), 'XYZ')
final_quat = base_track_quat @ offset_euler.to_quaternion()
obj.rotation_euler = final_quat.to_euler('XYZ')
def update_surface_camera(self, context):
global _is_updating_by_addon
if _is_updating_by_addon: return
_is_updating_by_addon = True
try:
props, camera_obj = context.scene.surface_camera_properties, context.scene.surface_camera_properties.camera_obj
if props.is_updating_settings or not camera_obj: update_info_panel_text(props, context); return
cam_data = camera_obj.data
if cam_data: cam_data.sensor_fit, cam_data.lens_unit, cam_data.lens, cam_data.clip_start, cam_data.clip_end = 'HORIZONTAL', 'MILLIMETERS', props.lens_focal_length, props.clip_start, props.clip_end
update_object_transform(camera_obj, props); update_info_panel_text(props, context)
finally: schedule_update_flag_reset()
def update_info_panel_text(props, context):
if not hasattr(context, 'scene') or not props: return
camera_obj = props.camera_obj
if not camera_obj: return
current_fov = calculate_horizontal_fov(props.lens_focal_length)
props.info_horizontal_fov = f"{current_fov:.1f} °"
def sync_ui_from_manual_transform(props, obj, context):
global _is_updating_by_addon
if _is_updating_by_addon: return
_is_updating_by_addon = True
try:
target_location = get_target_location(props); direction = target_location - obj.location
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
base_track_quat, final_quat = direction.to_track_quat('-Z', 'Y'), obj.matrix_world.to_quaternion()
offset_quat = base_track_quat.inverted() @ final_quat; offset_euler = offset_quat.to_euler('XYZ')
props.offset_pitch, props.offset_yaw, props.offset_roll = offset_euler.x, offset_euler.y, offset_euler.z
finally: _is_updating_by_addon = False
update_info_panel_text(props, context)
@bpy.app.handlers.persistent
def on_depsgraph_update(scene, depsgraph):
if _is_updating_by_addon: return
context = bpy.context
if not (hasattr(context, 'scene') and context.scene): return
sfc_props = context.scene.surface_camera_properties
for update in depsgraph.updates:
if not update.is_updated_transform: continue
obj_id = update.id.original
if sfc_props.camera_obj and obj_id == sfc_props.camera_obj: sync_ui_from_manual_transform(sfc_props, sfc_props.camera_obj, context); return
# --- オペレーター ---
def set_initial_camera_transform(obj, loc, tgt):
loc_vec = mathutils.Vector(loc)
tgt_vec = mathutils.Vector(tgt)
direction = tgt_vec - loc_vec
if direction.length < 0.0001: direction = mathutils.Vector((0, -1, 0))
rot_quat = direction.to_track_quat('-Z', 'Y')
obj.location = loc_vec
obj.rotation_euler = rot_quat.to_euler('XYZ')
class SFC_OT_CreateThreeCameras(Operator):
bl_idname = f"{PREFIX}.create_three_cameras"
bl_label = "3つのカメラを生成・初期化"
def execute(self, context):
master_col = get_master_collection(context)
col = get_or_create_collection(context, CAMERA_COLLECTION_NAME, master_col)
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
name = f"Fixed_Cam_{idx}"
cam_obj = bpy.data.objects.get(name)
if not cam_obj:
cam_data = bpy.data.cameras.new(name=name)
cam_obj = bpy.data.objects.new(name, cam_data)
col.objects.link(cam_obj)
if cam_obj.name in context.scene.collection.objects:
context.scene.collection.objects.unlink(cam_obj)
set_initial_camera_transform(cam_obj, loc, tgt)
op_func = getattr(getattr(bpy.ops, PREFIX), "switch_camera")
op_func(cam_index="1")
self.report({'INFO'}, "3つのカメラを生成しました")
return {'FINISHED'}
class SFC_OT_ResetThreeCameras(Operator):
bl_idname = f"{PREFIX}.reset_three_cameras"
bl_label = "カメラを初期値に一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
configs = [
(1, props.cam1_init_loc, props.cam1_init_tgt),
(2, props.cam2_init_loc, props.cam2_init_tgt),
(3, props.cam3_init_loc, props.cam3_init_tgt),
]
for idx, loc, tgt in configs:
cam_obj = bpy.data.objects.get(f"Fixed_Cam_{idx}")
if cam_obj:
set_initial_camera_transform(cam_obj, loc, tgt)
if props.camera_obj == cam_obj:
props.is_updating_settings = True
props.target_location = tgt
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
self.report({'INFO'}, "カメラを初期値にリセットしました")
return {'FINISHED'}
class SFC_OT_ResetViewportCam(Operator):
bl_idname = f"{PREFIX}.reset_viewport_cam"
bl_label = "架空カメラを一括リセット"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.surface_camera_properties
props.viewport_location = (0.0, -10.0, 5.0)
props.viewport_target = (0.0, 0.0, 0.0)
self.report({'INFO'}, "架空カメラをリセットしました")
return {'FINISHED'}
class SFC_OT_CopyViewportInfo(Operator):
bl_idname = f"{PREFIX}.copy_viewport_info"
bl_label = "視座・注視点情報をコピー"
def execute(self, context):
props = context.scene.surface_camera_properties
loc = props.viewport_location
tgt = props.viewport_target
fmt = ".2f"
loc_str = f"({loc.x:{fmt}}, {loc.y:{fmt}}, {loc.z:{fmt}})"
tgt_str = f"({tgt.x:{fmt}}, {tgt.y:{fmt}}, {tgt.z:{fmt}})"
text_to_copy = f"視座位置: {loc_str}\n注視点: {tgt_str}"
context.window_manager.clipboard = text_to_copy
self.report({'INFO'}, "ビューポートの視座位置・注視点をコピーしました")
return {'FINISHED'}
class SFC_OT_SwitchCamera(Operator):
bl_idname = f"{PREFIX}.switch_camera"
bl_label = "カメラを切り替え"
cam_index: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
name = f"Fixed_Cam_{self.cam_index}"
cam_obj = bpy.data.objects.get(name)
if not cam_obj:
self.report({'WARNING'}, f"{name} が見つかりません。先に「生成」ボタンを押してください。")
return {'CANCELLED'}
props.is_updating_settings = True
props.camera_obj = cam_obj
context.scene.camera = cam_obj
for area in context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.region_3d.view_perspective = 'CAMERA'
context.preferences.themes[0].view_3d.camera = props.camera_color
cam_data = cam_obj.data
props.lens_focal_length = cam_data.lens
props.clip_start = cam_data.clip_start
props.clip_end = cam_data.clip_end
forward_vec = mathutils.Vector((0.0, 0.0, -100.0))
forward_vec.rotate(cam_obj.rotation_euler)
props.target_location = cam_obj.location + forward_vec
props.offset_yaw = 0.0
props.offset_pitch = 0.0
props.offset_roll = 0.0
props.is_updating_settings = False
sync_ui_from_manual_transform(props, cam_obj, context)
return {'FINISHED'}
class SFC_OT_GridApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_grid_color"; bl_label = "Apply Grid Color"
def execute(self, context): props = context.scene.theme_grid_properties; theme = bpy.context.preferences.themes[0]; theme.view_3d.grid = props.grid_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_grid_properties
props.grid_color = next((p[3] for p in GRID_PRESETS if p[0] == props.grid_preset), props.grid_color)
getattr(bpy.ops, f"{PREFIX}.apply_grid_color")()
class SFC_OT_GridCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_grid_color"; bl_label = "Copy Grid Color"
def execute(self, context): theme = bpy.context.preferences.themes[0]; color_tuple = tuple(round(c, 3) for c in theme.view_3d.grid); context.window_manager.clipboard = f'("CUSTOM", "Custom", "Custom grid color", {color_tuple}),'; self.report({'INFO'}, "コピーしました"); return {'FINISHED'}
class SFC_OT_ResetProperty(Operator):
bl_idname = f"{PREFIX}.reset_property"; bl_label = "プロパティリセット"; targets: CollectionProperty(type=TargetProperty); prop_group_name: StringProperty()
def execute(self, context):
props = context.scene.surface_camera_properties
prop_groups = {"ypr": ["offset_yaw", "offset_pitch", "offset_roll"],"aim": ["target_location"],"clip": ["clip_start", "clip_end", "lens_focal_length"],}
target_names, props_to_reset = {t.name for t in self.targets}, set()
if "all" in target_names:
for g in prop_groups.values(): props_to_reset.update(g)
else:
for name in target_names: props_to_reset.update(prop_groups.get(name, []))
props.is_updating_settings = True
for p in props_to_reset:
if hasattr(props, p): props.property_unset(p)
props.is_updating_settings = False; update_surface_camera(props, context); return {'FINISHED'}
class SFC_OT_SetFOV(Operator):
bl_idname = f"{PREFIX}.set_fov"; bl_label = "FOV設定"; fov: FloatProperty(default=0.0)
def execute(self, context): props = context.scene.surface_camera_properties; props.lens_focal_length = calculate_focal_length(self.fov); return {'FINISHED'}
class SFC_OT_OpenURL(Operator):
bl_idname = f"{PREFIX}.open_url"; bl_label = "URLを開く"; url: StringProperty(default="")
def execute(self, context): webbrowser.open(self.url); return {'FINISHED'}
class SFC_OT_RemoveAddon(Operator):
bl_idname = f"{PREFIX}.remove_addon"; bl_label = "アドオン解除"
def execute(self, context): module_name = __name__.split('.')[0]; bpy.ops.preferences.addon_disable(module=module_name); unregister(); return {'FINISHED'}
class SFC_OT_WireApplyColor(Operator):
bl_idname = f"{PREFIX}.apply_wire_color"; bl_label = "Apply Wire Color"
def execute(self, context): props=context.scene.theme_wire_properties; theme=bpy.context.preferences.themes[0]; theme.view_3d.wire=props.wire_color; theme.view_3d.object_active=props.wire_color; return {'FINISHED'}
@staticmethod
def update_preset(self, context):
props = context.scene.theme_wire_properties
props.wire_color = next((p[3] for p in WIRE_PRESETS if p[0] == props.wire_preset), props.wire_color)
getattr(bpy.ops, f"{PREFIX}.apply_wire_color")()
class SFC_OT_WireCopyColor(Operator):
bl_idname = f"{PREFIX}.copy_wire_color"; bl_label = "Copy Wire Color"
def execute(self, context): theme=bpy.context.preferences.themes[0]; color_tuple=tuple(round(c, 2) for c in theme.view_3d.wire); context.window_manager.clipboard=f'("CUSTOM", "Custom", "Custom wire color", {color_tuple}),'; return {'FINISHED'}
class ZIONAD_SWT_OT_LoadHdriFromList(Operator):
bl_idname = f"{PREFIX}.load_hdri_from_list"; bl_label = "Load HDRI from List"; bl_options = {'REGISTER', 'UNDO'}; hdri_index: IntProperty()
def execute(self, context):
props = context.scene.zionad_swt_props
if 0 <= self.hdri_index < len(HDRI_PATHS):
props.hdri_list_index = self.hdri_index; props.background_mode = 'HDRI'; load_hdri_from_path(HDRI_PATHS[self.hdri_index], context); update_background_mode(props, context)
return {'FINISHED'}
class ZIONAD_SWT_OT_ResetTransform(Operator):
bl_idname = f"{PREFIX}.reset_transform"; bl_label = "Reset Transform Value"; bl_options = {'REGISTER', 'UNDO'}; property_to_reset: StringProperty()
def execute(self, context):
_, nodes, _ = get_world_nodes(context)
if not nodes: return {'CANCELLED'}
mapping_node = find_node(nodes, 'ShaderNodeMapping', 'Mapping')
if not mapping_node: return {'CANCELLED'}
if self.property_to_reset == 'Location': mapping_node.inputs['Location'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Rotation': mapping_node.inputs['Rotation'].default_value = (0, 0, 0)
elif self.property_to_reset == 'Scale': mapping_node.inputs['Scale'].default_value = (1, 1, 1)
return {'FINISHED'}
# --- UIパネル ---
class SFC_PT_CameraSetupPanel(Panel):
bl_label = "1. カメラ作成・切り替え"
bl_idname = PANEL_IDS["SETUP"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["SETUP"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
layout.operator(SFC_OT_CreateThreeCameras.bl_idname, icon='OUTLINER_OB_CAMERA', text="3つのカメラを生成・初期化")
box_init = layout.box()
box_init.prop(props, "show_init_settings", icon="TRIA_DOWN" if props.show_init_settings else "TRIA_RIGHT")
if props.show_init_settings:
col_init = box_init.column(align=True)
col_init.prop(props, "cam1_init_loc", text="1: 位置"); col_init.prop(props, "cam1_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam2_init_loc", text="2: 位置"); col_init.prop(props, "cam2_init_tgt", text=" 注視")
col_init.separator()
col_init.prop(props, "cam3_init_loc", text="3: 位置"); col_init.prop(props, "cam3_init_tgt", text=" 注視")
box_init.separator()
box_init.operator(SFC_OT_ResetThreeCameras.bl_idname, icon='LOOP_BACK', text="初期値にリセット")
layout.separator()
box = layout.box()
box.label(text="操作するカメラを選択:", icon='VIEW_CAMERA')
row = box.row(align=True)
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 1", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_1")).cam_index = "1"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 2", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_2")).cam_index = "2"
row.operator(SFC_OT_SwitchCamera.bl_idname, text="Cam 3", depress=(props.camera_obj and props.camera_obj.name=="Fixed_Cam_3")).cam_index = "3"
if props.camera_obj:
box.label(text=f"操作・描画中: {props.camera_obj.name}", icon='CAMERA_DATA')
else:
box.label(text="操作カメラ未選択", icon='ERROR')
box.separator()
box_color = box.box()
box_color.prop(props, "camera_color")
class SFC_PT_CameraAimingPanel(Panel):
bl_label = "2. 専用カメラ視線制御 (位置固定)"
bl_idname = PANEL_IDS["AIMING"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["AIMING"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box_manual = layout.box()
box_manual.label(text="回転・注視点のコントロール", icon='MOUSE_LMB')
if props.camera_obj:
box_manual.label(text=f"現在の位置: {tuple(round(v, 2) for v in props.camera_obj.location)} (固定)")
col_aim = box_manual.column(align=True)
row_aim = col_aim.row(align=True)
row_aim.label(text="注視点")
op_aim = row_aim.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_aim.targets.add().name = "aim"
op_aim.prop_group_name = "camera"
col_aim.prop(props, "target_location", text="")
box_manual.separator()
col_offset = box_manual.column(align=True)
row_offset = col_offset.row(align=True)
row_offset.label(text="視線オフセット (YPR)")
op_offset = row_offset.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op_offset.targets.add().name = "ypr"
op_offset.prop_group_name = "camera"
col_offset.prop(props, "offset_yaw")
col_offset.prop(props, "offset_pitch")
col_offset.prop(props, "offset_roll")
class SFC_PT_ViewportCamPanel(Panel):
bl_label = "3. ビューポート視座コントロール (架空カメラ)"
bl_idname = PANEL_IDS["VIEWPORT_CAM"]
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = ADDON_CATEGORY_NAME
bl_order = PANEL_ORDER[PANEL_IDS["VIEWPORT_CAM"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
box = layout.box()
box.label(text="透視投影ビューの操作", icon='VIEW3D')
col = box.column(align=True)
col.prop(props, "viewport_location")
col.prop(props, "viewport_target")
box.separator()
box.operator(SFC_OT_CopyViewportInfo.bl_idname, icon='COPYDOWN', text="視座位置・注視点をコピー")
box.operator(SFC_OT_ResetViewportCam.bl_idname, icon='LOOP_BACK', text="視座・注視点を一括リセット")
class SFC_PT_LensPanel(Panel):
bl_label = "4. レンズ設定"; bl_idname = PANEL_IDS["LENS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LENS"]]
def draw(self, context):
layout = self.layout
props = context.scene.surface_camera_properties
if props.camera_obj and props.camera_obj.data:
cam_data = props.camera_obj.data
box_type = layout.box()
box_type.prop(cam_data, "type", text="投影タイプ (透視/平行)")
box = layout.box()
col = box.column(align=True)
row = col.row(align=True)
row.label(text="レンズとクリップ")
op = row.operator(f"{PREFIX}.reset_property", text="", icon='LOOP_BACK')
op.targets.add().name = "clip"
op.prop_group_name = "camera"
col.prop(props, "lens_focal_length")
row = col.row(align=True)
row.label(text="水平視野角:"); row.label(text=props.info_horizontal_fov)
col.label(text="FOVプリセット:")
row = col.row(align=True)
col1, col2 = row.column(align=True), row.column(align=True)
for i, fov in enumerate(FOV_PRESETS):
op = (col1 if i % 2 == 0 else col2).operator(f"{PREFIX}.set_fov", text=f"{fov}°")
op.fov = fov
col.separator()
row = col.row(align=True)
row.prop(props, "clip_start")
row.prop(props, "clip_end")
class SFC_PT_CameraDisplayPanel(Panel):
bl_label = "Camera Display & Render"; bl_idname = PANEL_IDS["CAMERA_DISPLAY"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["CAMERA_DISPLAY"]]
def draw(self, context):
layout, scene, cam = self.layout, context.scene, context.scene.camera
box_render = layout.box(); box_render.label(text="Render Engine", icon='SCENE'); box_render.prop(scene.render, "engine", expand=True); layout.separator()
if not cam or not isinstance(cam.data, bpy.types.Camera): layout.box().label(text="シーンにアクティブなカメラがありません", icon='ERROR'); return
cam_data = cam.data; overlay = context.space_data.overlay if context.space_data and hasattr(context.space_data, 'overlay') else None
layout.label(text="Active Camera: " + cam.name, icon='CAMERA_DATA')
box_passepartout = layout.box(); box_passepartout.label(text="Passepartout", icon='MOD_MASK'); col_passepartout = box_passepartout.column(align=True); col_passepartout.prop(cam_data, "show_passepartout", text="Enable"); row_passepartout = col_passepartout.row(); row_passepartout.enabled = cam_data.show_passepartout; row_passepartout.prop(cam_data, "passepartout_alpha", text="Opacity")
layout.separator(); box_display = layout.box(); box_display.label(text="Viewport Display", icon='OVERLAY')
if not overlay: return
box_display.prop(overlay, "show_overlays", text="Viewport Overlays"); col_overlay_options = box_display.column(); col_overlay_options.enabled = overlay.show_overlays; col_overlay_options.prop(overlay, "show_extras", text="Extras")
col_details = col_overlay_options.column(); col_details.enabled = overlay.show_extras; col_details.prop(overlay, "show_text", text="Text Info"); col_details.prop(cam_data, "show_name", text="Name"); col_details.prop(cam_data, "show_limits", text="Limits")
class ZIONAD_SWT_PT_WorldControlPanel(Panel):
bl_label = "World Control"; bl_idname = PANEL_IDS["WORLD_CONTROL"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WORLD_CONTROL"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout, scene, props = self.layout, context.scene, context.scene.zionad_swt_props; world, nodes, _ = get_world_nodes(context, create=False)
if not world or not world.use_nodes or not nodes: return
box_mode = layout.box(); box_mode.label(text="Background Mode", icon='WORLD'); box_mode.prop(props, "background_mode", expand=True); layout.separator()
if props.background_mode == 'HDRI':
box_env = layout.box(); box_env.label(text="Environment Texture (HDRI)", icon='IMAGE_DATA'); col_list = box_env.column(align=True)
for i, path in enumerate(HDRI_PATHS): op = col_list.operator(f"{PREFIX}.load_hdri_from_list", text=os.path.basename(path), depress=(props.hdri_list_index == i)); op.hdri_index = i
box_env.separator(); env_node = find_node(nodes, 'ShaderNodeTexEnvironment', 'Environment_Texture')
if env_node: box_env.template_ID(env_node, "image", open="image.open", text="Select HDRI")
elif props.background_mode == 'SKY':
box_sky = layout.box(); sky_node = find_node(nodes, 'ShaderNodeTexSky', 'Sky_Texture')
if sky_node: box_sky.prop(sky_node, "sky_type", text="Sky Type")
class SFC_PT_GridPanel(Panel):
bl_label = "Grid Color"; bl_idname = PANEL_IDS["GRID"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["GRID"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_grid_properties; layout.prop(props, "grid_preset"); layout.prop(props, "grid_color"); layout.operator(f"{PREFIX}.apply_grid_color", text="Apply Grid Color")
class SFC_PT_WirePanel(Panel):
bl_label = "Wire Color"; bl_idname = PANEL_IDS["WIRE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["WIRE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): layout, props = self.layout, context.scene.theme_wire_properties; layout.prop(props, "wire_preset"); layout.prop(props, "wire_color"); layout.operator(f"{PREFIX}.apply_wire_color", text="Apply Wire Color")
class SFC_PT_LinksPanel(Panel):
bl_label = "リンク"; bl_idname = PANEL_IDS["LINKS"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["LINKS"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
box1 = layout.box()
box1.label(text="ドキュメント", icon='HELP')
for link in NEW_DOC_LINKS:
op = box1.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
box2 = layout.box()
box2.label(text="ソーシャル", icon='WORLD_DATA')
for link in SOCIAL_LINKS:
op = box2.operator(f"{PREFIX}.open_url", text=link["label"], icon='URL')
op.url = link["url"]
class SFC_PT_RemovePanel(Panel):
bl_label = "アドオン削除"; bl_idname = PANEL_IDS["REMOVE"]; bl_space_type = 'VIEW_3D'; bl_region_type = 'UI'; bl_category = ADDON_CATEGORY_NAME; bl_order = PANEL_ORDER[PANEL_IDS["REMOVE"]]; bl_options = {'DEFAULT_CLOSED'}
def draw(self, context): self.layout.operator(f"{PREFIX}.remove_addon", text="このアドオンを解除", icon='CANCEL')
# --- World Tools 初期化 ---
def initial_setup():
context = bpy.context
# 全ての3Dビューポートでサイドパネル(Nパネル)を開き、ShadingをMATERIALに変更
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
area.show_region_ui = True
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'MATERIAL'
if context.scene.world and context.scene.world.use_nodes:
props = context.scene.zionad_swt_props
nodes = context.scene.world.node_tree.nodes
background_node = find_node(nodes, 'ShaderNodeBackground', 'Background')
if background_node and background_node.inputs['Color'].is_linked:
source_node = background_node.inputs['Color'].links[0].from_node
if source_node.type == 'TEX_SKY': props.background_mode = 'SKY'
else: props.background_mode = 'HDRI'
update_background_mode(props, context)
return None
# --- 登録/解除 ---
classes = (
ThemeGridProperties, ThemeWireProperties, TargetProperty, SurfaceCameraProperties, ZIONAD_SWT_Properties,
SFC_OT_GridApplyColor, SFC_OT_GridCopyColor,
SFC_OT_CreateThreeCameras, SFC_OT_ResetThreeCameras, SFC_OT_ResetViewportCam, SFC_OT_SwitchCamera, SFC_OT_ResetProperty, SFC_OT_SetFOV,
SFC_OT_CopyViewportInfo, SFC_OT_OpenURL, SFC_OT_RemoveAddon,
ZIONAD_SWT_OT_LoadHdriFromList, ZIONAD_SWT_OT_ResetTransform,
SFC_PT_CameraSetupPanel, SFC_PT_CameraAimingPanel, SFC_PT_ViewportCamPanel, SFC_PT_LensPanel, SFC_PT_CameraDisplayPanel,
ZIONAD_SWT_PT_WorldControlPanel, SFC_PT_GridPanel, SFC_PT_WirePanel, SFC_PT_LinksPanel,
SFC_PT_RemovePanel,
)
_registered_classes = []
def register():
global _registered_classes; _registered_classes.clear()
for cls in classes:
try: bpy.utils.register_class(cls); _registered_classes.append(cls)
except Exception as e: pass
bpy.types.Scene.surface_camera_properties = PointerProperty(type=SurfaceCameraProperties)
bpy.types.Scene.theme_grid_properties = PointerProperty(type=ThemeGridProperties)
bpy.types.Scene.theme_wire_properties = PointerProperty(type=ThemeWireProperties)
bpy.types.Scene.zionad_swt_props = PointerProperty(type=ZIONAD_SWT_Properties)
if on_depsgraph_update not in bpy.app.handlers.depsgraph_update_post: bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update)
if not bpy.app.timers.is_registered(initial_setup): bpy.app.timers.register(initial_setup, first_interval=0.1)
def unregister():
global _registered_classes
if on_depsgraph_update in bpy.app.handlers.depsgraph_update_post: bpy.app.handlers.depsgraph_update_post.remove(on_depsgraph_update)
if _update_timer and bpy.app.timers.is_registered(reset_update_flag): bpy.app.timers.unregister(reset_update_flag)
if bpy.app.timers.is_registered(initial_setup): bpy.app.timers.unregister(initial_setup)
for prop_name in ['surface_camera_properties', 'theme_grid_properties', 'theme_wire_properties', 'zionad_swt_props']:
if hasattr(bpy.types.Scene, prop_name):
try: delattr(bpy.types.Scene, prop_name)
except: pass
for cls in reversed(classes):
if hasattr(bpy.utils, 'unregister_class') and cls in _registered_classes:
try: bpy.utils.unregister_class(cls)
except: pass
_registered_classes.clear()
if __name__ == "__main__":
try: unregister()
except: pass
register()