3b1b-manim/ben_playground.py

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#!/usr/bin/env python
from helpers import *
from mobject.tex_mobject import TexMobject
from mobject import Mobject
from mobject.image_mobject import ImageMobject
from mobject.vectorized_mobject import *
from mobject.point_cloud_mobject import PointCloudDot
from animation.animation import Animation
from animation.transform import *
from animation.simple_animations import *
from animation.continual_animation import *
from animation.playground import *
from topics.geometry import *
from topics.characters import *
from topics.functions import *
from topics.number_line import *
from topics.combinatorics import *
from scene import Scene
from camera import Camera
from mobject.svg_mobject import *
from mobject.tex_mobject import *
from mobject.vectorized_mobject import *
## To watch one of these scenes, run the following:
## python extract_scene.py -p file_name <SceneName>
LIGHT_COLOR = YELLOW
DEGREES = 360/TAU
SWITCH_ON_RUN_TIME = 1.5
class AmbientLight(VMobject):
# Parameters are:
# * a source point
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# * an opacity function
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# * a light color
# * a max opacity
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# * a radius (larger than the opacity's dropoff length)
# * the number of subdivisions (levels, annuli)
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CONFIG = {
"source_point" : ORIGIN,
"opacity_function" : lambda r : 1.0/(r+1.0)**2,
"color" : LIGHT_COLOR,
"max_opacity" : 1.0,
"num_levels" : 10,
"radius" : 5.0
}
def generate_points(self):
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# in theory, this method is only called once, right?
# so removing submobs shd not be necessary
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for submob in self.submobjects:
self.remove(submob)
# create annuli
dr = self.radius / self.num_levels
for r in np.arange(0, self.radius, dr):
alpha = self.max_opacity * self.opacity_function(r)
annulus = Annulus(
inner_radius = r,
outer_radius = r + dr,
color = self.color,
fill_opacity = alpha
)
annulus.move_arc_center_to(self.source_point)
self.add(annulus)
def move_source_to(self,point):
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self.shift(point - self.source_point)
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self.source_point = np.array(point)
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# for submob in self.submobjects:
# if type(submob) == Annulus:
# submob.shift(self.source_point - submob.get_center())
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def dimming(self,new_alpha):
old_alpha = self.max_opacity
self.max_opacity = new_alpha
for submob in self.submobjects:
old_submob_alpha = submob.fill_opacity
new_submob_alpha = old_submob_alpha * new_alpha/old_alpha
submob.set_fill(opacity = new_submob_alpha)
class Spotlight(VMobject):
CONFIG = {
"source_point" : ORIGIN,
"opacity_function" : lambda r : 1.0/(r+1.0)**2,
"color" : LIGHT_COLOR,
"max_opacity" : 1.0,
"num_levels" : 10,
"radius" : 5.0,
"screen" : None
}
def track_screen(self):
self.generate_points()
def generate_points(self):
for submob in self.submobjects:
self.remove(submob)
if self.screen != None:
# look for the screen and create annular sectors
lower_angle, upper_angle = self.viewing_angles(self.screen)
dr = self.radius / self.num_levels
for r in np.arange(0, self.radius, dr):
alpha = self.max_opacity * self.opacity_function(r)
annular_sector = AnnularSector(
inner_radius = r,
outer_radius = r + dr,
color = self.color,
fill_opacity = alpha,
start_angle = lower_angle,
angle = upper_angle - lower_angle
)
annular_sector.move_arc_center_to(self.source_point)
self.add(annular_sector)
def viewing_angle_of_point(self,point):
distance_vector = point - self.source_point
angle = angle_of_vector(distance_vector)
return angle
def viewing_angles(self,screen):
viewing_angles = np.array(map(self.viewing_angle_of_point,
screen.get_anchors()))
lower_angle = upper_angle = 0
if len(viewing_angles) != 0:
lower_angle = np.min(viewing_angles)
upper_angle = np.max(viewing_angles)
return lower_angle, upper_angle
def move_source_to(self,point):
self.source_point = np.array(point)
self.shift(np.array(point) - self.source_point)
self.generate_points()
def dimming(self,new_alpha):
old_alpha = self.max_opacity
self.max_opacity = new_alpha
for submob in self.submobjects:
old_submob_alpha = submob.fill_opacity
new_submob_alpha = old_submob_alpha * new_alpha/old_alpha
submob.set_fill(opacity = new_submob_alpha)
class SwitchOn(LaggedStart):
CONFIG = {
"lag_ratio": 0.2,
"run_time": SWITCH_ON_RUN_TIME
}
def __init__(self, light, **kwargs):
if not isinstance(light,AmbientLight) and not isinstance(light,Spotlight):
raise Exception("Only LightCones and Candles can be switched on")
LaggedStart.__init__(self,
FadeIn, light, **kwargs)
class SwitchOff(LaggedStart):
CONFIG = {
"lag_ratio": 0.2,
"run_time": SWITCH_ON_RUN_TIME
}
def __init__(self, light, **kwargs):
if not isinstance(light,AmbientLight) and not isinstance(light,Spotlight):
raise Exception("Only LightCones and Candles can be switched on")
light.submobjects = light.submobjects[::-1]
LaggedStart.__init__(self,
FadeOut, light, **kwargs)
light.submobjects = light.submobjects[::-1]
class ScreenTracker(ContinualAnimation):
def __init__(self, spotlight, screen, **kwargs):
self.spotlight = spotlight
self.screen = screen
ContinualAnimation.__init__(self, self.spotlight, **kwargs)
# def update_mobject(self, dt):
#self.spotlight.generate_points()
class IntroScene(Scene):
def construct(self):
screen = Square().shift([4,0,0])
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self.add(screen)
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ambient_light = AmbientLight(
source_point = np.array([-1,1,0]),
max_opacity = 1.0,
opacity_function = lambda r: 1.0/(r/2+1)**2,
num_levels = 10,
)
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spotlight = Spotlight(
source_point = np.array([-1,1,0]),
max_opacity = 1.0,
opacity_function = lambda r: 1.0/(r/2+1)**2,
num_levels = 10,
screen = screen,
)
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#self.add(ambient_light)
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#ca = ScreenTracker(spotlight,screen)
#self.add(ca)
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self.play(SwitchOn(ambient_light))
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#self.play(ApplyMethod(ambient_light.move_source_to,[-3,1,0]))
#self.play(SwitchOn(spotlight))
#self.play(ApplyMethod(spotlight.move_source_to,[-3,-1,0]))
#self.play(ApplyMethod(spotlight.dimming,0.2))
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#self.play(screen.rotate, TAU/8, run_time = 3)
#self.play(ApplyMethod(spotlight.move_source_to,[-4,0,0]))
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self.wait()