Cleanup and modernization
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@@ -19,7 +19,8 @@ class FrameInterval:
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other.start_frame <= self.start_frame <= other.end_frame
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def compute_relative_vector(camera: bpy.types.Camera, target: bpy.types.Object):
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def compute_relative_vector(camera: bpy.types.Object,
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target: bpy.types.Object):
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"""
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Return a vector from `camera` to `target` in the camera's coordinate space.
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@@ -44,22 +45,24 @@ def room_norm_vector(vec, room_size=1.) -> Vector:
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"""
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The Room is tearing me apart, Lisa.
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The room is a cube with the camera at its center. We use a chebyshev normalization
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to convert a vector in world or camera space into a vector the represents the projection
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of that vector onto the room's walls. The Room Vector is the immediate the X, Y and Z
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coordinate of the corresponding ADM Block Format source object position.
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The room is a cube with the camera at its center. We use a chebyshev
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normalization to convert a vector in world or camera space into a vector
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the represents the projection of that vector onto the room's walls. The
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Room Vector is the immediate the X, Y and Z coordinate of the corresponding
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ADM Block Format source object position.
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The Pro Tools/Dolby Atmos workflow I am targeting uses "Room Centric" panner coordinates
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("cartesian allocentric coordinates" in ADM speak) and this process seems to yield good
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results.
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The Pro Tools/Dolby Atmos workflow I am targeting uses "Room Centric"
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panner coordinates ("cartesian allocentric coordinates" in ADM speak) and
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this process seems to yield good results.
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I also experimented with using normalized camera frame coordinates from the
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bpy_extras.object_utils.world_to_camera_view method and this gives very good results as
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long as the object is on-screen; coordinates for objects off the screen are unusable.
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I also experimented with using normalized camera frame coordinates from the
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bpy_extras.object_utils.world_to_camera_view method and this gives very
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good results as long as the object is on-screen; coordinates for objects
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off the screen are unusable.
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In the future it would be worth exploring wether there's a way to produce ADM
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coordinates that are "Screen-accurate" while the object is on-screen, but still gives
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sensible results when the object is off-screen as well.
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In the future it would be worth exploring wether there's a way to produce
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ADM coordinates that are "Screen-accurate" while the object is on-screen,
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but still gives sensible results when the object is off-screen as well.
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"""
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chebyshev = norm(vec, ord=numpy.inf)
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if chebyshev < room_size:
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@@ -70,8 +73,8 @@ def room_norm_vector(vec, room_size=1.) -> Vector:
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def closest_approach_to_camera(scene, speaker_object) -> tuple[float, int]:
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"""
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The distance and frame number of `speaker_object`s closest point to
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the scene's camera.
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The distance and frame number of `speaker_object`s closest point to the
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scene's camera.
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(Works for any object, not just speakers.)
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"""
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@@ -118,4 +121,5 @@ def speakers_by_min_distance(scene, speakers):
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def speakers_by_start_time(speaker_objs):
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return sorted(speaker_objs, key=(lambda spk: speaker_active_time_range(spk).start_frame))
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return sorted(speaker_objs,
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key=(lambda spk: speaker_active_time_range(spk).start_frame))
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