Organized addons into a folder

This commit is contained in:
Jamie Hardt
2020-09-19 22:03:20 -07:00
parent 1d23efb52a
commit b7a48838a5
4 changed files with 105 additions and 58 deletions

View File

@@ -1,319 +0,0 @@
import bpy
from bpy.types import Operator
from bpy.props import BoolProperty, StringProperty, EnumProperty, FloatProperty
import bpy
from aud import Sound
import numpy
from numpy.linalg import norm
from random import choice, uniform, gauss
from math import floor
from enum import IntFlag, Enum
from dataclasses import dataclass
from typing import List
import sys
bl_info = {
"name": "Add Sounds to Objects",
"description": "Adds sounds to selected mesh objects",
"author": "Jamie Hardt",
"version": (0, 21),
"blender": (2, 90, 0),
"category": "Object",
}
class SoundBank:
def __init__(self, prefix):
self.prefix = prefix
self.cached_info = {}
def sounds(self) -> List[Sound]:
return [sound for sound in bpy.data.sounds if sound.name.startswith(self.prefix)]
def random_sound(self) -> Sound:
return choice(self.sounds())
def get_audiofile_info(self, sound, fps) -> (int, int):
"""
Returns frame of max_peak and duration in frames
"""
if sound.filepath in self.cached_info.keys():
return self.cached_info[sound.filepath]
if sound.filepath.startswith("//"):
path = bpy.path.abspath(sound.filepath)
else:
path = sound.filepath
aud_sound = Sound(path)
samples = aud_sound.data()
sample_rate = aud_sound.specs[0]
index = numpy.where(samples == numpy.amax(samples))[0][0]
max_peak_frame = (index * fps / sample_rate)
sample_count = aud_sound.length
frame_length = sample_count * fps / sample_rate
retvalue = (max_peak_frame , frame_length)
self.cached_info[sound.filepath] = retvalue
return retvalue
class TriggerMode(str, Enum):
START_FRAME = "START_FRAME"
MIN_DISTANCE = "MIN_DISTANCE"
RANDOM = "RANDOM"
RANDOM_GAUSSIAN = "RANDOM_GAUSSIAN"
@dataclass
class SpatialEnvelope:
considered_range: float
enters_range: int
closest_range: int
min_distance: float
exits_range: int
def sound_camera_spatial_envelope(scene: bpy.types.Scene, speaker_obj, considered_range: float) -> SpatialEnvelope:
min_dist = sys.float_info.max
min_dist_frame = scene.frame_start
enters_range_frame = None
exits_range_frame = None
in_range = False
for frame in range(scene.frame_start, scene.frame_end + 1):
scene.frame_set(frame)
rel = speaker_obj.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
dist = norm(rel)
if dist < considered_range and not in_range:
enters_range_frame = frame
in_range = True
if dist < min_dist:
min_dist = dist
min_dist_frame = frame
if dist > considered_range and in_range:
exits_range_frame = frame
in_range = False
break
return SpatialEnvelope(considered_range=considered_range,
enters_range=enters_range_frame,
exits_range=exits_range_frame,
closest_range=min_dist_frame,
min_distance=min_dist)
def closest_approach_to_camera(scene, speaker_object):
max_dist = sys.float_info.max
at_time = scene.frame_start
for frame in range(scene.frame_start, scene.frame_end + 1):
scene.frame_set(frame)
rel = speaker_object.matrix_world.to_translation() - scene.camera.matrix_world.to_translation()
dist = norm(rel)
if dist < max_dist:
max_dist = dist
at_time = frame
return (max_dist, at_time)
def track_speaker_to_camera(speaker, camera):
camera_lock = speaker.constraints.new('TRACK_TO')
camera_lock.target = bpy.context.scene.camera
camera_lock.use_target_z = True
def random_sound_startswith(prefix):
sounds = [sound for sound in bpy.data.sounds if sound.name.startswith(prefix)]
return choice(sounds)
def spot_audio(context, speaker, trigger_mode, sync_peak, sound_peak, sound_length, gaussian_stddev, envelope):
if trigger_mode == TriggerMode.START_FRAME:
audio_scene_in = context.scene.frame_start
elif trigger_mode == TriggerMode.MIN_DISTANCE:
audio_scene_in = envelope.closest_range
elif trigger_mode == TriggerMode.RANDOM:
audio_scene_in = floor(uniform(context.scene.frame_start, context.scene.frame_end))
elif trigger_mode == TriggerMode.RANDOM_GAUSSIAN:
mean = (context.scene.frame_end - context.scene.frame_start) / 2
audio_scene_in = floor(gauss(mean, gaussian_stddev))
target_strip = speaker.animation_data.nla_tracks[0].strips[0]
if sync_peak:
peak = int(sound_peak)
audio_scene_in = audio_scene_in - peak
audio_scene_in = max(audio_scene_in, 0)
# we have to do this weird dance because setting a start time
# that happens after the end time has side effects
target_strip.frame_end = context.scene.frame_end
target_strip.frame_start = audio_scene_in
target_strip.frame_end = audio_scene_in + sound_length
def sync_audio(speaker, sound, context, sync_peak, trigger_mode, gaussian_stddev, sound_bank, envelope):
print("sync_audio entered")
fps = context.scene.render.fps
audiofile_info = sound_bank.get_audiofile_info(sound, fps)
spot_audio(context=context, speaker=speaker, trigger_mode=trigger_mode,
gaussian_stddev=gaussian_stddev, sync_peak=sync_peak,
sound_peak= audiofile_info[0], sound_length=audiofile_info[1],
envelope=envelope)
def constrain_speaker_to_mesh(speaker_obj, mesh):
speaker_obj.constraints.clear()
location_loc = speaker_obj.constraints.new(type='COPY_LOCATION')
location_loc.target = mesh
location_loc.target = mesh
def apply_gain_envelope(speaker_obj, envelope):
pass
def add_speakers_to_meshes(meshes, context, sound=None,
sound_name_prefix = None,
sync_peak = False,
trigger_mode = TriggerMode.START_FRAME,
gaussian_stddev = 1.
):
context.scene.frame_set(0)
sound_bank = SoundBank(prefix=sound_name_prefix)
for mesh in meshes:
if mesh.type != 'MESH':
print("object is not mesh")
continue
envelope = sound_camera_spatial_envelope(context.scene, mesh, considered_range=5.)
speaker_obj = next( (spk for spk in context.scene.objects \
if spk.type == 'SPEAKER' and spk.constraints['Copy Location'].target == mesh ), None)
if speaker_obj is None:
bpy.ops.object.speaker_add()
speaker_obj = context.selected_objects[0]
constrain_speaker_to_mesh(speaker_obj, mesh)
if sound_name_prefix is not None:
sound = sound_bank.random_sound()
if sound is not None:
speaker_obj.data.sound = sound
sync_audio(speaker_obj, sound, context,
sync_peak=sync_peak,
trigger_mode=trigger_mode,
gaussian_stddev=gaussian_stddev,
sound_bank=sound_bank, envelope=envelope)
apply_gain_envelope(speaker_obj, envelope)
speaker_obj.data.update_tag()
track_speaker_to_camera(speaker_obj, context.scene.camera)
#########
class AddSoundToMeshOperator(Operator):
"""Add a speaker to each selected object"""
bl_idname = "object.add_speakers_to_obj"
bl_label = "Add Sounds to Meshes"
TRIGGER_OPTIONS = (
(TriggerMode.START_FRAME,
"Start Frame",
"Sound will play on the first frame of the animation"),
(TriggerMode.MIN_DISTANCE,
"Minimum Distance",
"Sound will play when the object is closest to the camera"),
(TriggerMode.RANDOM,
"Random",
"Sound will play exactly once, at a random time"),
(TriggerMode.RANDOM_GAUSSIAN,
"Random (Gaussian)",
"Sound will play exactly once, at a guassian random time with " +
"stdev of 1 and mean in the middle of the animation")
)
@classmethod
def poll(cls, context):
sounds_avail = bpy.data.sounds
return len(context.selected_objects) > 0 and len(sounds_avail) > 0
use_sounds: StringProperty(
name="Sound Prefix",
description="Sounds having names starting with thie field will be assigned randomly to each speaker"
)
sync_audio_peak: BoolProperty(
name="Sync Audio Peak",
default=True,
description="Synchronize speaker audio to loudest peak instead of beginning of file"
)
trigger_mode: EnumProperty(
items=TRIGGER_OPTIONS,
name="Trigger",
description="Select when each sound will play",
default=TriggerMode.MIN_DISTANCE,
)
gaussian_stddev: FloatProperty(
name="Gaussian StDev",
description="Standard Deviation of Gaussian random time",
default=1.,
min=0.001,
max=6.,
)
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context):
add_speakers_to_meshes(bpy.context.selected_objects, bpy.context,
sound=None,
sound_name_prefix=self.use_sounds,
trigger_mode=self.trigger_mode,
sync_peak=self.sync_audio_peak,
gaussian_stddev=self.gaussian_stddev)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(AddSoundToMeshOperator.bl_idname, icon='SPEAKER')
def register():
bpy.utils.register_class(AddSoundToMeshOperator)
bpy.types.VIEW3D_MT_object.append(menu_func)
def unregister():
bpy.utils.unregister_class(AddSoundToMeshOperator)
bpy.types.VIEW3D_MT_object.remove(menu_func)
if __name__ == "__main__":
register()