Files
Avatar-Toolkit/ui/eye_tracking_panel.py
Yusarina 8665292c7b Fixes and Improvements
- Improved typing in some areas.
- Improved code readability in some areas.
- Delete bone constraints would error out if the user is in edit mode, we now start in Object mode first.
- Fixed Eye tracking Ajust string not being in the translation files.
- There is now a selection box to select the mesh in the current active armature for viseme creation instead of the user having to select it in the 3D scene.
- Viseme preview mode won't allow you to start it if your in a other mode, you need to be in Object mode now.
- Combine Materials won't allow you to start it if your in a other mode, you need to be in Object mode now.
- Added Japanese and Korean UI Languages.
2024-12-18 02:44:26 +00:00

191 lines
8.2 KiB
Python

import bpy
from typing import Set
from bpy.types import Panel, Context, UILayout, Operator, Event, WindowManager
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: str = t("EyeTracking.label")
bl_idname: str = "VIEW3D_PT_avatar_toolkit_eye_tracking"
bl_space_type: str = 'VIEW_3D'
bl_region_type: str = 'UI'
bl_category: str = CATEGORY_NAME
bl_parent_id: str = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
bl_order: int = 6
bl_options: Set[str] = {'DEFAULT_CLOSED'}
def draw(self, context: Context) -> None:
"""Draw the eye tracking panel interface"""
layout: UILayout = self.layout
toolkit = context.scene.avatar_toolkit
# SDK Version Selection Box
sdk_box: UILayout = layout.box()
col: UILayout = sdk_box.column(align=True)
col.label(text=t("EyeTracking.sdk_version"), icon='PRESET')
col.separator(factor=0.5)
row: UILayout = col.row(align=True)
row.prop(toolkit, "eye_tracking_type", expand=True)
if toolkit.eye_tracking_type == 'SDK2':
# Mode Selection Box
mode_box: UILayout = layout.box()
col: UILayout = 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:
"""Draw the AV3 eye tracking setup interface"""
toolkit = context.scene.avatar_toolkit
# Bone Setup Box
bone_box: UILayout = layout.box()
col: UILayout = 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: UILayout = 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:
"""Draw the eye tracking creation mode interface"""
toolkit = context.scene.avatar_toolkit
# Bone Setup Box
bone_box: UILayout = layout.box()
col: UILayout = 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: UILayout = layout.box()
col: UILayout = 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: UILayout = layout.box()
col: UILayout = 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: UILayout = layout.box()
col: UILayout = 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: UILayout = 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:
"""Draw the eye tracking testing mode interface"""
toolkit = context.scene.avatar_toolkit
if context.mode != 'POSE':
# Testing Start Box
test_box: UILayout = layout.box()
col: UILayout = test_box.column(align=True)
col.label(text=t("EyeTracking.testing"), icon='PLAY')
col.separator(factor=0.5)
row: UILayout = col.row(align=True)
row.scale_y = 1.5
row.operator(StartTestingButton.bl_idname, icon='PLAY')
else:
# Eye Rotation Box
rotation_box: UILayout = layout.box()
col: UILayout = 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: UILayout = layout.box()
col: UILayout = 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: UILayout = layout.box()
col: UILayout = blink_box.column(align=True)
col.label(text=t("EyeTracking.blink_testing"), icon='HIDE_OFF')
col.separator(factor=0.5)
row: UILayout = col.row(align=True)
row.prop(toolkit, "eye_blink_shape")
row.operator(TestBlinking.bl_idname, icon='RESTRICT_VIEW_OFF')
row: UILayout = 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: UILayout = layout.row(align=True)
row.scale_y = 1.5
row.operator(StopTestingButton.bl_idname, icon='PAUSE')
# Reset Button
row: UILayout = layout.row(align=True)
row.operator(ResetEyeTrackingButton.bl_idname, icon='FILE_REFRESH')