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io_import_sound_to_anim.py 85.7 KiB
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                                if bRotacao:
                                    ob.keyframe_insert(data_path="rotation_euler")
    
                                if bEscala:
                                    ob.keyframe_insert(data_path="scale")
    
                                print("Importing Blender Frame: "+str(i+obi.RunFrom+1)+"\tof "+str(len(array)-1) + "\tValue: "+ str(ival))
    
                                obi.iSumImportFrames+=1
                        # Fim do ELSE otimizador
                    # Fim bNaoValorIgual
    
                if obi.RunFrom>= tot:
                    bpy.context.scene.frame_current = 1
                    context.scene.imp_sound_to_anim.Info_Import="Done. Imported " + str(obi.iSumImportFrames) + " Frames"
                    from time import strftime
                    print('')
                    print("================================================================")
                    print("Imported: " +str(obi.iSumImportFrames) + " Key Frames")
                    print("Optimizer Pass 1 prepared to optimize: " +str(obi.iSumOptimizerP1) + " blocks of Frames")
                    print("Optimizer Pass 2 has optimized: " +str(obi.iSumOptimizerP2) + " Frames")
                    print("Optimizer Pass 3 has optimized: " +str(obi.iSumOptimizerP3) + " Frames")
                    print("Optimizer has optimized: " +str(obi.iSumOptimizerP1 + obi.iSumOptimizerP2 + obi.iSumOptimizerP3) + " Frames")
                    print(strftime("End Import:  %H:%M:%S - by Vlassius"))
                    print("================================================================")
                    print('')
                    obi.RunFrom=0
                    obi.iSumImportFrames=0
                    obi.iSumOptimizerP1=0
                    obi.iSumOptimizerP2=0
                    obi.iSumOptimizerP3=0
                    return obi.RunFrom
                else:
                    obi.RunFrom+= loop
                    context.scene.imp_sound_to_anim.Info_Import="Processing Frame " + str(obi.RunFrom+loop) + \
                                                                                " of " + str(tot-1) + " Frames"
                    return obi.RunFrom
    
    
    
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        def execute(self, context):
    
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            #wavimport(context)
            #return{'FINISHED'}
            context.scene.imp_sound_to_anim.Working= "wavimport"
            bpy.ops.wm.modal_timer_operator()
    
    
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        def invoke(self, context, event):
            self.execute(context)
    
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            return {'FINISHED'}
    
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    #==================================================================================================
    # Button - Sound Process
    #==================================================================================================
    
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    #
    class OBJECT_OT_Botao_Go(bpy.types.Operator):
        ''''''
        bl_idname = "import.sound_animation_botao_go"
        # change in API
        bl_description = "Process a .wav file, take movement from the sound and import to the scene as Key"
        bl_label = "Process Wav"
    
        filter_glob = StringProperty(default="*.wav", options={'HIDDEN'})
    
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        path = StringProperty(name="File Path", description="Filepath used for importing the WAV file", \
                                                                                maxlen= 1024, default= "")
        filename = StringProperty(name="File Name", description="Name of the file")
        directory = StringProperty(name="Directory", description="Directory of the file")
    
        RunFrom=0
        Wave_read=0
        MaxAudio=0
    
    
        def SoundConv(File, DivSens, Sensibil, Resol, context, bAutoSense, bRemoveBeat, bUseBeat, bMoreSensible, \
                                                                                bLessSensible, AudioChannel, loop):
            obg= OBJECT_OT_Botao_Go
            #reseta contadores caso seja pedido
            if context.scene.imp_sound_to_anim.timer_reset_func:
                obc.RunFrom=0
                Wave_read=0
                MaxAudio=0
                context.scene.imp_sound_to_anim.timer_reset_func=False
    
            #abre arquivo se primeira rodada
            if obg.RunFrom==0:
                try:
                    obg.Wave_read= wave.open(File, 'rb')
                except IOError as e:
                    print("File Open Error: ", e)
                    return False
    
            NumCh=      obg.Wave_read.getnchannels()
            SampW=      obg.Wave_read.getsampwidth() # 8, 16, 24 32 bits
            FrameR=     obg.Wave_read.getframerate()
            NumFr=      obg.Wave_read.getnframes()
            ChkCompr=   obg.Wave_read.getcomptype()
    
            if ChkCompr != "NONE":
                print('Sorry, this compressed Format is NOT Supported ', ChkCompr)
                context.scene.imp_sound_to_anim.Info_Import= "Sorry, this compressed Format is NOT Supported "
                return False
    
            if SampW > 2:
                context.scene.imp_sound_to_anim.Info_Import= "Sorry, supported .wav files 8 and 16 bits only"
                print('Sorry, supported .wav files 8 and 16 bits only')
                return False
    
            context.scene.imp_sound_to_anim.Info_Import=""
    
            # controla numero do canal
            if AudioChannel > NumCh:
                if obg.RunFrom==0:
                    print("Channel number " + str(AudioChannel) + " is selected but this audio file has just " + \
                                                                str(NumCh) + " channels, so selecting channel " \
                                                                                                + str(NumCh) + "!")
                AudioChannel = NumCh
    
            # apenas para por na tela
            tmpAudioChannel= AudioChannel
    
            #used in index sum to find the channe, adjust to first byte sample index
            AudioChannel -= 1
    
            # se dois canais, AudioChannel=4 porque sao 4 bytes
            if SampW ==2:  AudioChannel*=2
    
            # usado para achar contorno da onda - achando picos
            # numero de audio frames para cada video frame
            BytesResol= int(FrameR/Resol)
    
            # com 8 bits/S - razao Sample/s por resolucao
            # tamanho do array
            BytesDadosTotProcess= NumFr // BytesResol
    
            if obg.RunFrom==0:   # primeira rodada
                # inicia array
                _Interna_Globals(BytesDadosTotProcess, context)
                print('')
                print("================================================================")
                from time import strftime
                print(strftime("Go!  %H:%M:%S"))
                print("================================================================")
                print('')
                print('Total Audio Time: \t ' + str(NumFr//FrameR) + 's (' + str(NumFr//FrameR//60) + 'min)')
                print('Total # Interactions: \t', BytesDadosTotProcess)
                print('Total Audio Frames: \t', NumFr)
                print('Frames/s: \t\t ' + str(FrameR))
                print('# Chanels in File: \t', NumCh)
                print('Channel to use:\t\t', tmpAudioChannel)
                print('Bit/Sample/Chanel: \t ' + str(SampW*8))
                print('# Frames/Act: \t\t', DivSens)
    
                if bAutoSense==0:
                    print('Audio Sensitivity: \t', Sensibil+1)
                else:
                    print('Using Auto Audio Sentivity. This is pass 1 of 2.')
    
                print('')
                print ("Sample->[value]\tAudio Frame #   \t\t[Graph Value]")
    
            if obg.RunFrom==0 and bAutoSense!=0:
                Sensibil=0  # if auto sense, Sensibil must be zero here
                obg.MaxAudio=0  # valor maximo de audio encontrado
    
            # verifica limite total do audio
            looptot= int(BytesDadosTotProcess // DivSens)
            if obg.RunFrom+loop > looptot:
                loop= looptot-obg.RunFrom
    
            j=0  # usado de indice
            # laco total leitura bytes
            # armazena dado de pico
            for jj in range(loop):
                # caso de 2 canais (esterio)
                # uso apenas 2 bytes em 16 bits, ie, apenas canal esquerdo
                # [0] e [1] para CH L
                # [2] e [3] para CH R   and so on
                # mono:1 byte to 8 bits, 2 bytes to 16 bits
                # sterio: 2 byte to 8 bits, 4 bytes to 16 bits
                ValorPico=0
                # leio o numero de frames de audio para cada frame de video, valor em torno de 1000
                for i in range(BytesResol):
                    #loop exterior copia DivSens frames a cada frame calculado
                    frame = obg.Wave_read.readframes(DivSens)
    
                    if len(frame)==0: break
    
                    if bAutoSense==0:    # AutoAudioSense Desligado
                        if SampW ==1:
                            if Sensibil ==5:
                                frame0= frame[AudioChannel] << 6 & 255
    
                            elif Sensibil ==4:
                                frame0= frame[AudioChannel] << 5 & 255
    
                            elif Sensibil ==3:
                                frame0= frame[AudioChannel] << 4 & 255
    
                            elif Sensibil ==2:
                                frame0= frame[AudioChannel] << 3 & 255
    
                            elif Sensibil ==1:
                                frame0= frame[AudioChannel] << 2 & 255
    
                            elif Sensibil ==0:
                                frame0= frame[AudioChannel]
    
                            if frame0> ValorPico:
                                ValorPico= frame0
    
                        if SampW ==2:   # frame[0] baixa       frame[1] ALTA BIT 1 TEM SINAL!
                            if frame[1+AudioChannel] <127:    # se bit1 =0, usa o valor - se bit1=1 quer dizer numero negativo
                                if Sensibil ==0:
                                    frame0= frame[1+AudioChannel]
    
                                elif Sensibil ==4:
                                    frame0= ((frame[AudioChannel] & 0b11111100) >> 2) | ((frame[1+AudioChannel] & 0b00000011) << 6)
    
                                elif Sensibil ==3:
                                    frame0= ((frame[AudioChannel] & 0b11110000) >> 4) | ((frame[1+AudioChannel] & 0b00001111) << 4)
    
                                elif Sensibil ==2:
                                    frame0= ((frame[AudioChannel] & 0b11100000) >> 5) | ((frame[1+AudioChannel] & 0b00011111) << 3)
    
                                elif Sensibil ==1:
                                    frame0= ((frame[AudioChannel] & 0b11000000) >> 6) | ((frame[1+AudioChannel] & 0b00111111) << 2)
    
                                elif Sensibil ==5:
                                    frame0=frame[AudioChannel]
    
                                if frame0 > ValorPico:
                                    ValorPico= frame0
    
                    else:   # AutoAudioSense Ligado
                        if SampW ==1:
                            if frame[AudioChannel]> obg.MaxAudio:
                                obg.MaxAudio = frame[AudioChannel]
    
                            if frame[AudioChannel]> ValorPico:
                                ValorPico=frame[AudioChannel]
    
                        if SampW ==2:
                            if frame[1+AudioChannel] < 127:
                                tmpValorPico= frame[1+AudioChannel] << 8
                                tmpValorPico+=  frame[AudioChannel]
    
                                if tmpValorPico > obg.MaxAudio:
                                    obg.MaxAudio = tmpValorPico
    
                                if tmpValorPico > ValorPico:
                                    ValorPico= tmpValorPico
    
                if bAutoSense==0:    #autoaudiosense desligado
                    # repito o valor de frames por actions (OTIMIZAR)
                    for ii in range(DivSens):
                        array[j+obg.RunFrom]=ValorPico  # valor de pico encontrado
                        j +=1           # incrementa indice prox local
                else:
                    idx=obg.RunFrom*2 # porque sao dois bytes
                    arrayAutoSense[j+idx]= (ValorPico & 0b0000000011111111) #copia valores baixos
                    arrayAutoSense[j+1+idx]= (ValorPico & 0b1111111100000000) >> 8   #copia valores altos
                    j+=2
    
                if bAutoSense==0:    #autoaudiosense desligado
                    igraph= ValorPico//10
                else:
                    if SampW ==2:
                        igraph= ValorPico//1261
    
                    else:
                        igraph= ValorPico//10
    
                stgraph="["
                for iii in range(igraph):
                    stgraph+="+"
    
                for iiii in range(26-igraph):
                    stgraph+=" "
                stgraph+="]"
    
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                print ("Sample-> " + str(ValorPico) + "\tAudio Frame #  " + str(jj+obg.RunFrom) + " of " + str(looptot-1) + "\t"+ stgraph)
    
            # acabou primeira fase roda toda de uma vez
            if obg.RunFrom+loop == looptot:
                if bAutoSense==1:
                    print("")
                    print("================================================================")
                    print('Calculating Auto Audio Sentivity, pass 2 of 2.')
                    print("================================================================")
    
                    # caso usar batida, procurar por valores proximos do maximo e zerar restante.
                    # caso retirar batida, zerar valores proximos do maximo
                    UseMinim=0
                    UseMax=0
    
                    if bUseBeat==1:
                        print("Trying to use just the beat.")
                        UseMinim= obg.MaxAudio*0.8
                        if bMoreSensible:
                            UseMinim= obg.MaxAudio*0.7
                        elif bLessSensible:
                            UseMinim= obg.MaxAudio*0.9
    
                    if bRemoveBeat==1:
                        print("Trying to exclude the beat.")
                        UseMax= obg.MaxAudio*0.7
                        if bMoreSensible:
                            UseMax= obg.MaxAudio*0.8
                        elif bLessSensible:
                            UseMax= obg.MaxAudio*0.7
    
                    print("")
                    # para transformar 15 bits em 8 calibrando valor maximo -> fazer regra de 3
                    # obg.MaxAudio -> 255
                    # outros valores => valor calibrado= (255 * Valor) / obg.MaxAudio
                    scale= 255/obg.MaxAudio
    
                    j=0
                    jj=0
                    print ("Sample->[value]\tAudio Frame #    \t\t[Graph Value]")
    
                    for i in range(BytesDadosTotProcess // DivSens):
    
                        ValorOriginal= arrayAutoSense[j+1] << 8
                        ValorOriginal+= arrayAutoSense[j]
    
                        if bUseBeat==1:
                            if ValorOriginal < UseMinim:
                                ValorOriginal = 0
    
                        elif bRemoveBeat==1:
                            if ValorOriginal > UseMax:
                                ValorOriginal = 0
    
                        ValorOriginal= ((round(ValorOriginal * scale)) & 0b11111111)    #aplica a escala
    
                        for ii in range(DivSens):
                            array[jj] = ValorOriginal
                            jj += 1   # se autoaudiosense, o array tem dois bytes para cada valor
    
                        j+=2
                        igraph= round(array[jj-1]/10)
                        stgraph="["
                        for iii in range(igraph):
                            stgraph+="+"
    
                        for iiii in range(26-igraph):
                            stgraph+=" "
                        stgraph+="]"
                        print ("Sample-> " + str(array[jj-1]) + "\tAudio Frame #  " + str(i) + " of " + str(looptot-1) + "\t"+ stgraph)
    
                    #limpa array tmp
                    del arrayAutoSense[:]
    
                # mensagens finais
                context.scene.imp_sound_to_anim.Info_Import= "Click \"Import Key frames\" to begin import" #this set the initial text
    
                print("================================================================")
                from time import strftime
                print(strftime("End Process:  %H:%M:%S"))
                print("================================================================")
    
                try:
                    obg.Wave_read.close()
                except:
                    print('File Close Error')
    
                obg.RunFrom=0
                return obg.RunFrom   # acabou tudo
    
            else:#ainda nao acabou o arquivo todo if RunFrom+loop = looptot:
                context.scene.imp_sound_to_anim.Info_Import="Processing " + str(obg.RunFrom) + " of " + str(looptot) +" Audio Frames"
                # force update info text in UI
                bpy.context.scene.frame_current= bpy.context.scene.frame_current
                obg.RunFrom+=loop
                return obg.RunFrom
    
    
    
    
        def ProcessaSom(context, loop):
            obg= OBJECT_OT_Botao_Go
            # para de entrar o timer
            context.scene.imp_sound_to_anim.Working=""
            #reseta contadores caso seja pedido
            if context.scene.imp_sound_to_anim.timer_reset_func:
                obg.RunFrom=0
                context.scene.imp_sound_to_anim.timer_reset_func=False
    
            import os
            f= os.path.join(context.scene.imp_sound_to_anim.directory, context.scene.imp_sound_to_anim.filename)
    
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            f= os.path.normpath(f)
    
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            if obg.RunFrom==0:
                print ("")
                print ("")
                print ("Selected file = ",f)
    
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            checktype = f.split('\\')[-1].split('.')[1]
            if checktype.upper() != 'WAV':
                print ("ERROR!! Selected file = ", f)
                print ("ERROR!! Its not a .wav file")
                return
    
    
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            #sensibilidade volume do audio 0 a 5. Quanto maior, mais sensibilidade
            iAudioSensib= int(context.scene.imp_sound_to_anim.audio_sense)-1
    
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            if iAudioSensib <0: iAudioSensib=0
            elif iAudioSensib>5: iAudioSensib=5
    
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            #act/s nao pode se maior que frames/s
            if context.scene.imp_sound_to_anim.action_per_second > context.scene.imp_sound_to_anim.frames_per_second:
                context.scene.imp_sound_to_anim.action_per_second = context.scene.imp_sound_to_anim.frames_per_second
    
            #Frames por segundo para key frame
            iFramesPorSeg= int(context.scene.imp_sound_to_anim.frames_per_second)
    
            #Sensibilidade de movimento. 3= 3 movimentos por segundo
            iMovPorSeg= int(context.scene.imp_sound_to_anim.action_per_second)
    
    
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            #iDivMovPorSeg Padrao - taxa 4/s ou a cada 0,25s  => iFramesPorSeg/iDivMovPorSeg= ~0.25
            for i in range(iFramesPorSeg):
                iDivMovPorSeg=iFramesPorSeg/(i+1)
                if iFramesPorSeg/iDivMovPorSeg >=iMovPorSeg:
    
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                    break
    
            bRemoveBeat=    context.scene.imp_sound_to_anim.remove_beat
            bUseBeat=       context.scene.imp_sound_to_anim.use_just_beat
            bLessSensible=  context.scene.imp_sound_to_anim.beat_less_sensible
            bMoreSensible=  context.scene.imp_sound_to_anim.beat_more_sensible
            AudioChannel=   context.scene.imp_sound_to_anim.audio_channel_select
    
    
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            # chama funcao de converter som, retorna preenchendo _Interna_Globals.array
    
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            index= OBJECT_OT_Botao_Go.SoundConv(f, int(iDivMovPorSeg), iAudioSensib, iFramesPorSeg, context, \
                                        context.scene.imp_sound_to_anim.action_auto_audio_sense, bRemoveBeat, \
                                        bUseBeat, bMoreSensible, bLessSensible, AudioChannel, loop)
            return index
    
    
        def execute(self, context):
    
            # copia dados dialof open wave
            context.scene.imp_sound_to_anim.filter_glob= self.filter_glob
            context.scene.imp_sound_to_anim.path = self.path
            context.scene.imp_sound_to_anim.filename = self.filename
            context.scene.imp_sound_to_anim.directory = self.directory
    
            context.scene.imp_sound_to_anim.Working= "ProcessaSom"
            bpy.ops.wm.modal_timer_operator()
            #ProcessaSom(context)
            return{'FINISHED'}
    
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        def invoke(self, context, event):
            #need to set a path so so we can get the file name and path
            wm = context.window_manager
            wm.fileselect_add(self)
    
    
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            return {'RUNNING_MODAL'}
    
    
    #
    #==================================================================================================
    # Button - Check Smart Render
    #==================================================================================================
    #
    class OBJECT_OT_Botao_Check_SmartRender(bpy.types.Operator):
        '''Check for Reduction'''
        bl_idname = "import.sound_animation_botao_check_smartrender"
        bl_label = "Check Smart Render"
    
        RunFrom=0
        Frames_Renderizar=0
        Frames_Pular=0
    
        def CheckSmartRender(context, loop):
            obc= OBJECT_OT_Botao_Check_SmartRender
    
            #reseta contadores caso seja pedido
            if context.scene.imp_sound_to_anim.timer_reset_func:
                obc.RunFrom=0
                obc.Frames_Pular=0
                obc.Frames_Renderizar=0
                context.scene.imp_sound_to_anim.timer_reset_func=False
    
            if obc.RunFrom==0:
                if loop !=1: # loop==1 quando estou chamando de dentro da funcao render
                    print("")
                    print("================================================================")
                    print('Running Check Smart Render...')
    
            #garante ao menos locrotscale ligado
            if context.scene.imp_sound_to_anim.check_smartrender_loc_rot_sc==False and \
                            context.scene.imp_sound_to_anim.check_smartrender_material_basic==False and \
                            context.scene.imp_sound_to_anim.check_smartrender_material_transparence==False and \
                            context.scene.imp_sound_to_anim.check_smartrender_material_mirror==False:
                context.scene.imp_sound_to_anim.check_smartrender_loc_rot_sc=True
    
            chkLocRotSc=  context.scene.imp_sound_to_anim.check_smartrender_loc_rot_sc
            chkMatBas=    context.scene.imp_sound_to_anim.check_smartrender_material_basic
            chkMatTransp= context.scene.imp_sound_to_anim.check_smartrender_material_transparence
            chkMatMirror= context.scene.imp_sound_to_anim.check_smartrender_material_mirror
    
            ToRender=[]
            origloop=loop
            from copy import copy
            RunMax= bpy.context.scene.frame_end - bpy.context.scene.frame_start+1
            if obc.RunFrom+loop > RunMax:
                loop= RunMax-obc.RunFrom
                if loop<=0:   #acabou
                    if origloop !=1: # loop==1 quando estou chamando de dentro da funcao render
                        print("")
                        print("Frames to copy: " + str(obc.Frames_Pular) + " Frames to really render= " + str(obc.Frames_Renderizar))
                        print("================================================================")
                        print("")
                    obc.RunFrom=0
                    obc.Frames_Pular=0
                    obc.Frames_Renderizar=0
                    return (ToRender, obc.RunFrom)
    
            #move para o primeiro frame a renderizar
            #RunFrom inicia em zero - frames inicia em 1
            bpy.context.scene.frame_current = obc.RunFrom+bpy.context.scene.frame_start
    
            for k in range(loop):
                if obc.RunFrom==0 and k==0: #primeiro sempre renderiza
                    ToRender.append(bpy.context.scene.frame_current)
                    obc.Frames_Renderizar+=1
                    bpy.context.scene.frame_set(bpy.context.scene.frame_current + 1)
                else:
                    if origloop !=1: # loop==1 quando estou chamando de dentro da funcao render
                        import sys
                        sys.stdout.write("\rChecking Frame "+str(bpy.context.scene.frame_current) + "  ")
                        sys.stdout.flush()
                    #buffer de todos os objetos
                    a=[]
                    for obj in bpy.data.objects:
                        if chkLocRotSc:
                            # loc rot scale
                            a.append(copy(obj.location))
                            a.append(copy(obj.rotation_euler))
                            a.append(copy(obj.scale))
                        if hasattr(obj.data, 'materials') and obj.data.materials.keys()!=[] :
                            if bpy.context.scene.render.engine == "BLENDER_RENDER":
                                #pega somente primeiro material sempre
                                if chkMatBas:
                                    # cores
                                    a.append(copy(obj.data.materials[0].type))
                                    a.append(copy(obj.data.materials[0].emit))
                                    a.append(copy(obj.data.materials[0].diffuse_color))
                                    a.append(copy(obj.data.materials[0].diffuse_intensity))
                                    a.append(copy(obj.data.materials[0].specular_intensity))
                                    a.append(copy(obj.data.materials[0].specular_color))
                                    a.append(copy(obj.data.materials[0].alpha))
                                    a.append(copy(obj.data.materials[0].diffuse_shader))
                                    a.append(copy(obj.data.materials[0].specular_shader))
                                    a.append(copy(obj.data.materials[0].specular_hardness))
    
                                if chkMatTransp:
                                    # transp
                                    a.append(copy(obj.data.materials[0].transparency_method))
                                    a.append(copy(obj.data.materials[0].specular_alpha))
                                    a.append(copy(obj.data.materials[0].raytrace_transparency.fresnel))
                                    a.append(copy(obj.data.materials[0].raytrace_transparency.ior))
                                    a.append(copy(obj.data.materials[0].raytrace_transparency.filter))
                                    a.append(copy(obj.data.materials[0].raytrace_transparency.depth))
                                    a.append(copy(obj.data.materials[0].translucency))
                                    a.append(copy(obj.data.materials[0].specular_alpha))
    
                                if chkMatMirror:
                                    #mirror
                                    a.append(copy(obj.data.materials[0].raytrace_mirror.reflect_factor))
                                    a.append(copy(obj.data.materials[0].raytrace_mirror.fresnel))
                                    a.append(copy(obj.data.materials[0].raytrace_mirror.fresnel_factor))
                                    a.append(copy(obj.data.materials[0].mirror_color))
                                    a.append(copy(obj.data.materials[0].raytrace_mirror.depth))
                                    a.append(copy(obj.data.materials[0].raytrace_mirror.gloss_factor))
    
                    # tenho todos os objetos em a[]
                    # incrementar um frame e checar se eh igual
                    bpy.context.scene.frame_set(bpy.context.scene.frame_current + 1)
    
                    j=0
                    dif=0
                    for obj in bpy.data.objects:
                        if chkLocRotSc:
                            if a[j]!= obj.location or a[j+1]!= obj.rotation_euler or a[j+2]!= obj.scale:
                                dif=1
                                #break
                            j+=3
    
                        if hasattr(obj.data, 'materials') and obj.data.materials.keys()!=[] :
                            if bpy.context.scene.render.engine == "BLENDER_RENDER":
                                if chkMatBas:
                                    # cores
                                    if a[j]!= obj.data.materials[0].type or   a[j+1]!= obj.data.materials[0].emit or \
                                                                                a[j+2]!= obj.data.materials[0].diffuse_color or \
                                                                                a[j+3]!= obj.data.materials[0].diffuse_intensity or \
                                                                                a[j+4]!= obj.data.materials[0].specular_intensity or \
                                                                                a[j+5]!= obj.data.materials[0].specular_color or \
                                                                                a[j+6]!= obj.data.materials[0].alpha or \
                                                                                a[j+7]!= obj.data.materials[0].diffuse_shader or \
                                                                                a[j+8]!= obj.data.materials[0].specular_shader or \
                                                                                a[j+9]!= obj.data.materials[0].specular_hardness:
                                        dif=1
                                        print("mat")
                                        j+= 10  # ajusta ponteiro j
                                        if chkMatTransp: j+=8
                                        if chkMatMirror: j+=6
                                        break
                                    j+=10
    
                                if chkMatTransp:
                                    #transp
                                    if a[j]!= obj.data.materials[0].transparency_method or    a[j+1]!= obj.data.materials[0].specular_alpha or \
                                                                                                a[j+2]!= obj.data.materials[0].raytrace_transparency.fresnel or \
                                                                                                a[j+3]!= obj.data.materials[0].raytrace_transparency.ior or \
                                                                                                a[j+4]!= obj.data.materials[0].raytrace_transparency.filter or \
                                                                                                a[j+5]!= obj.data.materials[0].raytrace_transparency.depth or \
                                                                                                a[j+6]!= obj.data.materials[0].translucency or \
                                                                                                a[j+7]!= obj.data.materials[0].specular_alpha:
                                        dif=1
                                        j+= 8     # ajusta ponteiro j
                                        if chkMatMirror: j+=6
    
                                        break
                                    j+=8
    
                                if chkMatMirror:
                                    #mirror
                                    if a[j]!= obj.data.materials[0].raytrace_mirror.reflect_factor or a[j+1]!= obj.data.materials[0].raytrace_mirror.fresnel or \
                                                                                                        a[j+2]!= obj.data.materials[0].raytrace_mirror.fresnel_factor or \
                                                                                                        a[j+3]!= obj.data.materials[0].mirror_color or \
                                                                                                        a[j+4]!= obj.data.materials[0].raytrace_mirror.depth or \
                                                                                                        a[j+5]!= obj.data.materials[0].raytrace_mirror.gloss_factor:
                                        dif=1
                                        j+= 6     # ajusta ponteiro j
                                        break
                                    j+=6
                    # finaliza
                    if dif==0:
                        obc.Frames_Pular+=1
                    else:
                        obc.Frames_Renderizar+=1
                        ToRender.append(bpy.context.scene.frame_current)
    
                    del a
            # para nao sair do index - nunca chega nesse frame
            ToRender.append(bpy.context.scene.frame_end+1)
    
            if obc.RunFrom+loop < RunMax:
                context.scene.imp_sound_to_anim.Info_check_smartrender= "["+str(obc.RunFrom+loop) + "/" + \
                                            str(RunMax) + "] Frames to Render= " + str(obc.Frames_Renderizar) + \
                                            " -> Reduction " + str(round((obc.Frames_Pular/RunMax)*100,1)) + "%"
            else:
                context.scene.imp_sound_to_anim.Info_check_smartrender= "Frames to Render= " + str(obc.Frames_Renderizar) + \
                                                        " -> Reduction " + str(round((obc.Frames_Pular/RunMax)*100,1)) + "%"
    
            #incrementa indice
            obc.RunFrom+= loop
            return (ToRender, obc.RunFrom)
    
        def execute(self, context):
            context.scene.imp_sound_to_anim.Working= "CheckSmartRender"
            #context.scene.imp_sound_to_anim.timer_reset_func=True
            bpy.ops.wm.modal_timer_operator()
            #CheckSmartRender(context)
            return{'FINISHED'}
    
        def invoke(self, context, event):
            self.execute(context)
            return {'FINISHED'}
    
    
    #
    #==================================================================================================
    # Button - Smart Render
    #==================================================================================================
    #
    class OBJECT_OT_Botao_SmartRender(bpy.types.Operator):
        '''Render Only Modified Frames and Copy the Others'''
        bl_idname = "import.sound_animation_smart_render"
        bl_label = "Smart Render"
    
        BaseRenderToCopy=0
    
        def SmartRender(context):
            obs=OBJECT_OT_Botao_SmartRender
    
            index=0
            pad=4
            #calcula zero pad
            if bpy.context.scene.frame_end //1000000 > 0:  #default 999999 1000000//1000000=1
                pad=7
            elif bpy.context.scene.frame_end //100000 > 0:  #default 99999 100000//100000=1
                pad=6
            elif bpy.context.scene.frame_end //10000 > 0:  #default 9999 10000//10000=1
                pad=5
    
            #bpy.data.images['Render Result'].file_format ='PNG'
            bpy.context.scene.render.image_settings.file_format = 'PNG'
    
            #info dos arquivos
            path= bpy.context.scene.render.filepath
    
            import shutil
    
            tot=bpy.context.scene.frame_end - bpy.context.scene.frame_start+1
            i=0
            # checa apenas 1 frame    o indice é interno em ChackSmartRender
            r= OBJECT_OT_Botao_Check_SmartRender.CheckSmartRender(context, 1)
            ToRender= r[0] # tem numero do frame se for para renderizar
            index= r[1]
    
            #copia frame atual  #se o frame ja não foi renderizado
            if (obs.BaseRenderToCopy!=(index+bpy.context.scene.frame_start-1)) and index > 1:   #index!=1 and index !=0:
                print("Copying: " + str(obs.BaseRenderToCopy) + "-> " + str(index+bpy.context.scene.frame_start-1) + \
                                    "  To " + path + str(index+bpy.context.scene.frame_start-1).zfill(pad)  + ".png")
                shutil.copy2(path + str(obs.BaseRenderToCopy).zfill(pad)  + ".png", path + \
                            str(index+bpy.context.scene.frame_start-1).zfill(pad)  + ".png")
    
            if ToRender.__len__()>1:   #renderizar 1 item em ToRender nao renderiza, (sempre vem com no minimo 1)
                if index==1:
                    print("================================================================")
                    from time import strftime
                    print(strftime("Running Smart Render:  %H:%M:%S"))
                    print("================================================================")
                    BaseRenderToCopy=0
    
                if ToRender[0] <= bpy.context.scene.frame_end:
                    #renderiza proximo frame
                    print("Rendering-> " + str(ToRender[0]))
                    obs.BaseRenderToCopy= ToRender[0]
                    bpy.ops.render.render(animation=False, write_still=False)
                    bpy.data.images['Render Result'].save_render(filepath=path + str(ToRender[0]).zfill(pad)  + ".png")
                    i+=1
    
            if index==tot:
                print("================================================================")
                from time import strftime
                print(strftime("Finish Render:  %H:%M:%S"))
                print("================================================================")
                print(".")
    
            if index==tot+1:
                obs.BaseRenderToCopy=0
                return 0
    
            return index
    
    
        def execute(self, context):
            # se for CYCLES, nao funciona com timer, preciso rodar direto
            context.scene.imp_sound_to_anim.Working= "SmartRender"
            bpy.ops.wm.modal_timer_operator()
            #SmartRender(context)
            return{'FINISHED'}
    
        def invoke(self, context, event):
            self.execute(context)
            return {'FINISHED'}
    
    
    
    #
    #==================================================================================================
    # Button - Cancel
    #==================================================================================================
    #
    class OBJECT_OT_Botao_Cancel(bpy.types.Operator):
        '''Cancel Actual Operation'''
        bl_idname = "import.sound_animation_botao_cancel"
        bl_label = "CANCEL"
    
        def execute(self, context):
            context.scene.imp_sound_to_anim.cancel_button_hit=True
            return{'FINISHED'}
    
        def invoke(self, context, event):
            self.execute(context)
            return {'FINISHED'}
    
    
    #
    #==================================================================================================
    #     TIMER - controla a execucao das funcoes
    #           Responsavel por rodar em partes usando o timer e possibilitando
    #           o cancelamento e textos informativos
    #==================================================================================================
    #
    class ModalTimerOperator(bpy.types.Operator):
        """Internal Script Control"""
        bl_idname = "wm.modal_timer_operator"
        bl_label = "Internal Script Control"
    
        _timer = None
        Running= False
    
        def CheckRunStop(self, context, func, index):
            # forca update do UI
            bpy.context.scene.frame_set(bpy.context.scene.frame_current)
            if index!=0:
                #configura timer para a funcao
                context.scene.imp_sound_to_anim.Working= func
                self.Running=True
                return {'PASS_THROUGH'}
            else: # posso desligar o timer e modal
                if self._timer!= None:
                    context.window_manager.event_timer_remove(self._timer)
                    self._timer= None
                return {'FINISHED'}
    
    
        def modal(self, context, event):
            if event.type == 'ESC'and self.Running:
                print("-- ESC Pressed --")
                self.cancel(context)
                context.scene.imp_sound_to_anim.Working=""
                self.Running=False
                #reseta contadores
                context.scene.imp_sound_to_anim.timer_reset_func=True
                # forca update do UI
                bpy.context.scene.frame_set(bpy.context.scene.frame_current)
                return {'CANCELLED'}
    
            if event.type == 'TIMER':
                #print("timer")
                #CheckSmartRender
                if context.scene.imp_sound_to_anim.Working== "CheckSmartRender":
                    self.parar(context)
                    #5= frames para rodar antes de voltar    [1]= indice de posicao atual
                    index= OBJECT_OT_Botao_Check_SmartRender.CheckSmartRender(context, 5)[1]
                    return self.CheckRunStop(context, "CheckSmartRender", index)
    
                #SmartRender
                elif context.scene.imp_sound_to_anim.Working== "SmartRender":
                    self.parar(context)
                    #render/copia 1 e volta     index>=0 indice posicao atual
                    index= OBJECT_OT_Botao_SmartRender.SmartRender(context)
                    return self.CheckRunStop(context, "SmartRender", index)
    
                #ProcessaSom
                elif context.scene.imp_sound_to_anim.Working== "ProcessaSom":
                    self.parar(context)
                    # loop = numero de frames de audio    index=0 se terminou ou >0 se não acabou
                    index= OBJECT_OT_Botao_Go.ProcessaSom(context, 50)
                    return self.CheckRunStop(context, "ProcessaSom", index)
    
                #wavimport(context)
                elif context.scene.imp_sound_to_anim.Working== "wavimport":
                    self.parar(context)
                    # 5= numero de frames to import por timer
                    index=OBJECT_OT_Botao_Import.wavimport(context, 50)
                    return self.CheckRunStop(context, "wavimport", index)
    
                #passa por aqui quando as funcoes estao sendo executadas mas
                #configuradas para nao entrar porque  context.scene.imp_sound_to_anim.Working== ""
                return {'PASS_THROUGH'}
    
            # reseta e para tudo botao CANCEL pressionado
            if context.scene.imp_sound_to_anim.cancel_button_hit==True:
                context.scene.imp_sound_to_anim.Working=""
                #pede reset contadores
                context.scene.imp_sound_to_anim.timer_reset_func=True
                if self._timer!= None:
                    context.window_manager.event_timer_remove(self._timer)
                    self._timer= None
                print("-- Cancel Pressed --")
                context.scene.imp_sound_to_anim.cancel_button_hit=False
                return {'FINISHED'}
    
            #print("modal")
    
            # se o timer esta ativado, continua, (senao termina).
            # desligar a chamada ao modal se caso chegar aqui (nao deveria)
            if self._timer!= None:
                return{'PASS_THROUGH'}
            else:
                return {'FINISHED'}
    
        def execute(self, context):
            if self._timer==None:
                self._timer = context.window_manager.event_timer_add(0.2, context.window)
                context.window_manager.modal_handler_add(self)
            #para deixar rodar sem deligar o timer
            context.scene.imp_sound_to_anim.timer_desligar=False
            self.Running=True
            return {'RUNNING_MODAL'}
    
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        def cancel(self, context):
            if self._timer!= None:
                context.window_manager.event_timer_remove(self._timer)
            self._timer= None
            return {'CANCELLED'}
    
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        def parar(self, context):
            if self.Running:
                context.scene.imp_sound_to_anim.Working=""
                self.Running=False
    
    
    
    #
    #==================================================================================================
    #     Register - Unregister - MAIN
    #==================================================================================================
    #
    
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    def register():
        bpy.utils.register_module(__name__)
        bpy.types.Scene.imp_sound_to_anim = PointerProperty(type=ImpSoundtoAnim, name="Import: Sound to Animation", description="Extract movement from sound file. See the Object Panel at the end.")
    
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        bpy.types.INFO_MT_file_import.append(WavFileImport)
    
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    def unregister():
    
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        try:
            bpy.utils.unregister_module(__name__)
        except:
            pass
    
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        try:
            bpy.types.INFO_MT_file_import.remove(WavFileImport)
        except:
            pass
    
    
    
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    if __name__ == "__main__":
        register()