import bpy from typing import Set from bpy.types import Panel, Context, UILayout, Operator from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME from ..core.translations import t from ..core.common import get_active_armature, get_all_meshes from ..functions.eye_tracking import ( CreateEyesAV3Button, CreateEyesSDK2Button, StartTestingButton, StopTestingButton, ResetRotationButton, AdjustEyesButton, TestBlinking, TestLowerlid, ResetBlinkTest, ResetEyeTrackingButton, RotateEyeBonesForAv3Button ) class AvatarToolKit_PT_EyeTrackingPanel(Panel): """Panel containing eye tracking setup and testing tools""" bl_label = t("EyeTracking.label") bl_idname = "VIEW3D_PT_avatar_toolkit_eye_tracking" bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_category = CATEGORY_NAME bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname bl_order = 6 bl_options = {'DEFAULT_CLOSED'} def draw(self, context: Context) -> None: """Draw the eye tracking panel interface""" layout = self.layout toolkit = context.scene.avatar_toolkit # SDK Version Selection Box sdk_box = layout.box() col = sdk_box.column(align=True) col.label(text=t("EyeTracking.sdk_version"), icon='PRESET') col.separator(factor=0.5) row = col.row(align=True) row.prop(toolkit, "eye_tracking_type", expand=True) if toolkit.eye_tracking_type == 'SDK2': # Mode Selection Box mode_box = layout.box() col = mode_box.column(align=True) col.label(text=t("EyeTracking.setup"), icon='TOOL_SETTINGS') col.separator(factor=0.5) col.prop(toolkit, "eye_mode", expand=True) if toolkit.eye_mode == 'CREATION': self.draw_creation_mode(context, layout) else: self.draw_testing_mode(context, layout) else: # AV3 bone setup only self.draw_av3_setup(context, layout) def draw_av3_setup(self, context: Context, layout: UILayout) -> None: toolkit = context.scene.avatar_toolkit # Bone Setup Box bone_box = layout.box() col = bone_box.column(align=True) col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA') col.separator(factor=0.5) armature = get_active_armature(context) if armature: col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone")) col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left")) col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right")) else: col.label(text=t("EyeTracking.no_armature"), icon='ERROR') # Create Button row = layout.row(align=True) row.scale_y = 1.5 row.operator(CreateEyesAV3Button.bl_idname, icon='PLAY') def draw_creation_mode(self, context: Context, layout: UILayout) -> None: toolkit = context.scene.avatar_toolkit # Bone Setup Box bone_box = layout.box() col = bone_box.column(align=True) col.label(text=t("EyeTracking.bone_setup"), icon='BONE_DATA') col.separator(factor=0.5) armature = get_active_armature(context) if armature: col.prop_search(toolkit, "head", armature.data, "bones", text=t("EyeTracking.head_bone")) col.prop_search(toolkit, "eye_left", armature.data, "bones", text=t("EyeTracking.eye_left")) col.prop_search(toolkit, "eye_right", armature.data, "bones", text=t("EyeTracking.eye_right")) else: col.label(text=t("EyeTracking.no_armature"), icon='ERROR') # Mesh Setup Box mesh_box = layout.box() col = mesh_box.column(align=True) col.label(text=t("EyeTracking.mesh_setup"), icon='MESH_DATA') col.separator(factor=0.5) col.prop_search(toolkit, "mesh_name_eye", bpy.data, "objects", text="") # Shape Key Setup Box shape_box = layout.box() col = shape_box.column(align=True) col.label(text=t("EyeTracking.shapekey_setup"), icon='SHAPEKEY_DATA') col.separator(factor=0.5) mesh = bpy.data.objects.get(toolkit.mesh_name_eye) if mesh and mesh.data.shape_keys: col.prop_search(toolkit, "wink_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_left")) col.prop_search(toolkit, "wink_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.wink_right")) col.prop_search(toolkit, "lowerlid_left", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_left")) col.prop_search(toolkit, "lowerlid_right", mesh.data.shape_keys, "key_blocks", text=t("EyeTracking.lowerlid_right")) else: col.label(text=t("EyeTracking.no_shapekeys"), icon='ERROR') # Options Box options_box = layout.box() col = options_box.column(align=True) col.label(text=t("EyeTracking.options"), icon='SETTINGS') col.separator(factor=0.5) col.prop(toolkit, "disable_eye_blinking") col.prop(toolkit, "disable_eye_movement") if not toolkit.disable_eye_movement: col.prop(toolkit, "eye_distance") # Create Button row = layout.row(align=True) row.scale_y = 1.5 row.operator(CreateEyesSDK2Button.bl_idname, icon='PLAY') def draw_testing_mode(self, context: Context, layout: UILayout) -> None: toolkit = context.scene.avatar_toolkit if context.mode != 'POSE': # Testing Start Box test_box = layout.box() col = test_box.column(align=True) col.label(text=t("EyeTracking.testing"), icon='PLAY') col.separator(factor=0.5) row = col.row(align=True) row.scale_y = 1.5 row.operator(StartTestingButton.bl_idname, icon='PLAY') else: # Eye Rotation Box rotation_box = layout.box() col = rotation_box.column(align=True) col.label(text=t("EyeTracking.rotation_controls"), icon='DRIVER_ROTATIONAL_DIFFERENCE') col.separator(factor=0.5) col.prop(toolkit, "eye_rotation_x", text=t("EyeTracking.rotation.x")) col.prop(toolkit, "eye_rotation_y", text=t("EyeTracking.rotation.y")) col.operator(ResetRotationButton.bl_idname, icon='LOOP_BACK') # Eye Adjustment Box adjust_box = layout.box() col = adjust_box.column(align=True) col.label(text=t("EyeTracking.adjustments"), icon='MODIFIER') col.separator(factor=0.5) col.prop(toolkit, "eye_distance") col.operator(AdjustEyesButton.bl_idname, icon='CON_TRACKTO') # Blinking Test Box blink_box = layout.box() col = blink_box.column(align=True) col.label(text=t("EyeTracking.blink_testing"), icon='HIDE_OFF') col.separator(factor=0.5) row = col.row(align=True) row.prop(toolkit, "eye_blink_shape") row.operator(TestBlinking.bl_idname, icon='RESTRICT_VIEW_OFF') row = col.row(align=True) row.prop(toolkit, "eye_lowerlid_shape") row.operator(TestLowerlid.bl_idname, icon='RESTRICT_VIEW_OFF') col.operator(ResetBlinkTest.bl_idname, icon='LOOP_BACK') # Stop Testing Button row = layout.row(align=True) row.scale_y = 1.5 row.operator(StopTestingButton.bl_idname, icon='PAUSE') # Reset Button row = layout.row(align=True) row.operator(ResetEyeTrackingButton.bl_idname, icon='FILE_REFRESH')