3b1b-manim/waves.py

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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 animation.animation import Animation
from animation.transform import *
from animation.simple_animations import *
from animation.continual_animation import *
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from animation.playground import *
from topics.geometry import *
from topics.characters import *
from topics.functions import *
from topics.fractals import *
from topics.number_line import *
from topics.combinatorics import *
from topics.numerals import *
from topics.three_dimensions import *
from topics.objects import *
from topics.probability import *
from topics.complex_numbers import *
from scene import Scene
from scene.reconfigurable_scene import ReconfigurableScene
from scene.zoomed_scene import *
from camera import Camera
from mobject.svg_mobject import *
from mobject.tex_mobject import *
E_COLOR = BLUE
M_COLOR = YELLOW
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class OscillatingVector(ContinualAnimation):
CONFIG = {
"tail" : ORIGIN,
"frequency" : 1,
"A_vect" : [1, 0, 0],
"phi_vect" : [0, 0, 0],
"vector_to_be_added_to" : None,
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}
def setup(self):
self.vector = self.mobject
def update_mobject(self, dt):
f = self.frequency
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t = self.internal_time
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angle = 2*np.pi*f*t
vect = np.array([
A*np.exp(complex(0, angle + phi))
for A, phi in zip(self.A_vect, self.phi_vect)
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]).real
self.update_tail()
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self.vector.put_start_and_end_on(self.tail, self.tail+vect)
def update_tail(self):
if self.vector_to_be_added_to is not None:
self.tail = self.vector_to_be_added_to.get_end()
class OscillatingVectorComponents(ContinualAnimationGroup):
CONFIG = {
"tip_to_tail" : False,
}
def __init__(self, oscillating_vector, **kwargs):
digest_config(self, kwargs)
vx = Vector(UP, color = GREEN).fade()
vy = Vector(UP, color = RED).fade()
kwargs = {
"frequency" : oscillating_vector.frequency,
"tail" : oscillating_vector.tail,
}
ovx = OscillatingVector(
vx,
A_x = oscillating_vector.A_x,
phi_x = oscillating_vector.phi_x,
A_y = 0,
phi_y = 0,
**kwargs
)
ovy = OscillatingVector(
vy,
A_x = 0,
phi_x = 0,
A_y = oscillating_vector.A_y,
phi_y = oscillating_vector.phi_y,
**kwargs
)
components = [ovx, ovy]
self.vectors = VGroup(ovx.vector, ovy.vector)
if self.tip_to_tail:
ovy.vector_to_be_added_to = ovx.vector
else:
self.lines = VGroup()
for ov1, ov2 in (ovx, ovy), (ovy, ovx):
ov_line = ov1.copy()
ov_line.mobject = ov_line.vector = DashedLine(
UP, DOWN, color = ov1.vector.get_color()
)
ov_line.vector_to_be_added_to = ov2.vector
components.append(ov_line)
self.lines.add(ov_line.line)
ContinualAnimationGroup.__init__(self, *components, **kwargs)
class EMWave(ContinualAnimationGroup):
CONFIG = {
"wave_number" : 1,
"frequency" : 0.25,
"n_vectors" : 40,
"propogation_direction" : RIGHT,
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"start_point" : SPACE_WIDTH*LEFT + DOWN + OUT,
"length" : 2*SPACE_WIDTH,
"amplitude" : 1,
"rotation" : 0,
"A_vect" : [0, 0, 1],
"phi_vect" : [0, 0, 0],
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"requires_start_up" : False,
}
def __init__(self, **kwargs):
digest_config(self, kwargs)
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if not all(self.propogation_direction == RIGHT):
self.matrix_transform = np.dot(
z_to_vector(self.propogation_direction),
np.linalg.inv(z_to_vector(RIGHT)),
)
else:
self.matrix_transform = None
vector_oscillations = []
self.E_vects = VGroup()
self.M_vects = VGroup()
self.A_vect = np.array(self.A_vect)/np.linalg.norm(self.A_vect)
self.A_vect *= self.amplitude
for alpha in np.linspace(0, 1, self.n_vectors):
tail = interpolate(ORIGIN, self.length*RIGHT, alpha)
phase = -alpha*self.length*self.wave_number
kwargs = {
"phi_vect" : np.array(self.phi_vect) + phase,
"frequency" : self.frequency,
"tail" : np.array(tail),
}
E_ov = OscillatingVector(
Vector(
OUT, color = E_COLOR,
normal_vector = UP,
),
A_vect = self.A_vect,
**kwargs
)
M_ov = OscillatingVector(
Vector(
UP, color = M_COLOR,
normal_vector = OUT,
),
A_vect = rotate_vector(self.A_vect, np.pi/2, RIGHT),
**kwargs
)
vector_oscillations += [E_ov, M_ov]
self.E_vects.add(E_ov.vector)
self.M_vects.add(M_ov.vector)
ContinualAnimationGroup.__init__(self, *vector_oscillations)
def update_mobject(self, dt):
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if self.requires_start_up:
n_wave_lengths = self.length / (2*np.pi*self.wave_number)
prop_time = n_wave_lengths/self.frequency
middle_alpha = interpolate(
0.4, 1.4,
self.external_time / prop_time
)
new_smooth = squish_rate_func(smooth, 0.4, 0.6)
ovs = self.continual_animations
for ov, alpha in zip(ovs, np.linspace(0, 1, len(ovs))):
epsilon = 0.0001
new_amplitude = np.clip(
new_smooth(middle_alpha - alpha), epsilon, 1
)
norm = np.linalg.norm(ov.A_vect)
if norm != 0:
ov.A_vect = new_amplitude * np.array(ov.A_vect) / norm
ContinualAnimationGroup.update_mobject(self, dt)
self.mobject.rotate(self.rotation, RIGHT)
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if self.matrix_transform:
self.mobject.apply_matrix(self.matrix_transform)
self.mobject.shift(self.start_point)
class WavePacket(Animation):
CONFIG = {
"EMWave_config" : {
"wave_number" : 0,
"start_point" : SPACE_WIDTH*LEFT,
"phi_vect" : np.ones(3)*np.pi/4,
},
"em_wave" : None,
"run_time" : 4,
"rate_func" : None,
"packet_width" : 6,
"include_E_vects" : True,
"include_M_vects" : True,
"filter_distance" : SPACE_WIDTH,
"get_filtered" : False,
"remover" : True,
}
def __init__(self, **kwargs):
digest_config(self, kwargs)
em_wave = self.em_wave
if em_wave is None:
em_wave = EMWave(**self.EMWave_config)
em_wave.update(0)
self.em_wave = em_wave
self.vects = VGroup()
if self.include_E_vects:
self.vects.add(*em_wave.E_vects)
if self.include_M_vects:
self.vects.add(*em_wave.M_vects)
for vect in self.vects:
vect.save_state()
u = em_wave.propogation_direction
self.wave_packet_start, self.wave_packet_end = [
em_wave.start_point - u*self.packet_width/2,
em_wave.start_point + u*(em_wave.length + self.packet_width/2)
]
Animation.__init__(self, self.vects, **kwargs)
def update_mobject(self, alpha):
packet_center = interpolate(
self.wave_packet_start,
self.wave_packet_end,
alpha
)
em_wave = self.em_wave
for vect in self.vects:
tail = vect.get_start()
distance_from_packet = np.dot(
tail - packet_center,
em_wave.propogation_direction
)
A = em_wave.amplitude*self.E_func(distance_from_packet)
distance_from_start = np.linalg.norm(tail - em_wave.start_point)
if self.get_filtered and distance_from_start > self.filter_distance:
A = 0
vect.restore()
vect.scale(A/vect.get_length(), about_point = tail)
def E_func(self, x):
return np.sin(x)*np.exp(-0.25*x*x)
class FilterLabel(TexMobject):
def __init__(self, tex, degrees, **kwargs):
TexMobject.__init__(self, tex + " \\uparrow", **kwargs)
self[-1].rotate(-degrees * np.pi / 180)
class PolarizingFilter(Circle):
CONFIG = {
"stroke_color" : DARK_GREY,
"fill_color" : LIGHT_GREY,
"fill_opacity" : 0.5,
"label_tex" : None,
"filter_angle" : 0,
"include_arrow_label" : True,
}
def __init__(self, **kwargs):
Circle.__init__(self, **kwargs)
if self.label_tex:
self.label = TexMobject(self.label_tex)
self.label.next_to(self.get_top(), DOWN, SMALL_BUFF)
self.add(self.label)
arrow = Arrow(
ORIGIN, 0.7*UP,
color = WHITE,
buff = 0,
)
arrow.shift(self.get_top())
arrow.rotate(-self.filter_angle)
self.add(arrow)
self.arrow = arrow
shade_in_3d(self)
if self.include_arrow_label:
arrow_label = TexMobject(
"%.1f^\\circ"%(self.filter_angle*180/np.pi)
)
arrow_label.add_background_rectangle()
arrow_label.next_to(arrow.get_tip(), UP)
self.add(arrow_label)
self.arrow_label = arrow_label
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################
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class IntroduceElectricField(PiCreatureScene):
CONFIG = {
"vector_field_colors" : [BLUE_B, BLUE_D],
"max_vector_length" : 0.9,
}
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def construct(self):
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self.write_title()
self.draw_field()
self.add_particle()
self.let_particle_wander()
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def write_title(self):
morty = self.pi_creature
title = TextMobject(
"Electro", "magnetic", " field",
arg_separator = ""
)
title.next_to(morty, UP+LEFT)
electric = TextMobject("Electric")
electric.next_to(title[-1], LEFT)
electric.highlight(BLUE)
title.save_state()
title.shift(DOWN)
title.fade(1)
self.play(
title.restore,
morty.change, "raise_right_hand",
)
self.play(
title[0].highlight, BLUE,
title[1].highlight, YELLOW,
)
self.dither()
self.play(
ShrinkToCenter(title[1]),
Transform(title[0], electric)
)
title.add_background_rectangle()
self.title = title
def draw_field(self):
morty = self.pi_creature
vector_field = self.get_vector_field()
self.play(
LaggedStart(
ShowCreation, vector_field,
run_time = 3
),
self.title.center,
self.title.scale, 1.5,
self.title.to_edge, UP,
morty.change, "happy", ORIGIN,
)
self.dither()
self.vector_field = vector_field
def add_particle(self):
morty = self.pi_creature
point = UP+LEFT + SMALL_BUFF*(UP+RIGHT)
particle = self.get_particle()
particle.move_to(point)
vector = self.get_vector(particle.get_center())
vector.highlight(RED)
vector.scale(1.5, about_point = point)
vector.shift(SMALL_BUFF*vector.get_vector())
force = TextMobject("Force")
force.next_to(ORIGIN, UP+RIGHT, SMALL_BUFF)
force.rotate(vector.get_angle())
force.shift(vector.get_start())
particle.save_state()
particle.move_to(morty.get_left() + 0.5*UP + 0.2*RIGHT)
particle.fade(1)
self.play(
particle.restore,
morty.change, "raise_right_hand",
)
self.play(morty.change, "thinking", particle)
self.play(
ShowCreation(vector),
Write(force, run_time = 1),
)
self.dither(2)
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self.particle = particle
self.force_vector = VGroup(vector, force)
def let_particle_wander(self):
possible_points = [v.get_start() for v in self.vector_field]
points = random.sample(possible_points, 45)
points.append(3*UP+3*LEFT)
particles = VGroup(self.particle, *[
self.particle.copy().move_to(point)
for point in points
])
for particle in particles:
particle.velocity = np.zeros(3)
self.play(
FadeOut(self.force_vector),
LaggedStart(FadeIn, VGroup(*particles[1:]))
)
self.moving_particles = particles
self.add_foreground_mobjects(self.moving_particles, self.pi_creature)
self.always_continually_update = True
self.dither(10)
###
def continual_update(self):
Scene.continual_update(self)
if hasattr(self, "moving_particles"):
dt = self.frame_duration
for p in self.moving_particles:
vect = self.field_function(p.get_center())
p.velocity += vect*dt
p.shift(p.velocity*dt)
self.pi_creature.look_at(self.moving_particles[-1])
def get_particle(self):
particle = Circle(radius = 0.2)
particle.set_stroke(RED, 3)
particle.set_fill(RED, 0.5)
plus = TexMobject("+")
plus.scale(0.7)
plus.move_to(particle)
particle.add(plus)
return particle
def get_vector_field(self):
result = VGroup(*[
self.get_vector(point)
for x in np.arange(-9, 9)
for y in np.arange(-5, 5)
for point in [x*RIGHT + y*UP]
])
shading_list = list(result)
shading_list.sort(
lambda m1, m2 : cmp(m1.get_length(), m2.get_length())
)
VGroup(*shading_list).gradient_highlight(*self.vector_field_colors)
result.set_fill(opacity = 0.75)
result.sort_submobjects(np.linalg.norm)
return result
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def get_vector(self, point):
return Vector(self.field_function(point)).shift(point)
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def field_function(self, point):
x, y = point[:2]
result = y*RIGHT + np.sin(x)*UP
return self.normalized(result)
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def normalized(self, vector):
norm = np.linalg.norm(vector) or 1
target_length = self.max_vector_length * sigmoid(0.1*norm)
return target_length * vector/norm
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class IntroduceMagneticField(IntroduceElectricField, ThreeDScene):
CONFIG = {
"vector_field_colors" : [YELLOW_C, YELLOW_D]
}
def setup(self):
IntroduceElectricField.setup(self)
self.remove(self.pi_creature)
def construct(self):
self.set_camera_position(0.1, -np.pi/2)
self.add_title()
self.add_vector_field()
self.introduce_moving_charge()
self.show_force()
# self.many_charges()
def add_title(self):
title = TextMobject("Magnetic", "field")
title[0].highlight(YELLOW)
title.scale(1.5)
title.to_edge(UP)
title.add_background_rectangle()
self.add(title)
self.title = title
def add_vector_field(self):
vector_field = self.get_vector_field()
self.play(
LaggedStart(ShowCreation, vector_field, run_time = 3),
Animation(self.title)
)
self.dither()
def introduce_moving_charge(self):
point = 3*RIGHT + UP
particle = self.get_particle()
particle.move_to(point)
velocity = Vector(2*RIGHT).shift(particle.get_right())
velocity.highlight(WHITE)
velocity_word = TextMobject("Velocity")
velocity_word.highlight(velocity.get_color())
velocity_word.add_background_rectangle()
velocity_word.next_to(velocity, UP, 0, LEFT)
M_vect = self.get_vector(point)
M_vect.highlight(YELLOW)
M_vect.shift(SMALL_BUFF*M_vect.get_vector())
particle.save_state()
particle.shift(2*SPACE_WIDTH*LEFT)
self.play(
particle.restore,
run_time = 2,
rate_func = None,
)
self.add(velocity)
self.play(Write(velocity_word, run_time = 0.5))
# self.play(ShowCreation(M_vect))
self.dither()
self.particle = particle
def show_force(self):
point = self.particle.get_center()
F_vect = Vector(
3*np.cross(self.field_function(point), RIGHT),
color = GREEN
)
F_vect.shift(point)
F_word = TextMobject("Force")
F_word.rotate(np.pi/2, RIGHT)
F_word.next_to(F_vect, OUT)
F_word.highlight(F_vect.get_color())
F_eq = TexMobject(
"=","q", "\\textbf{v}", "\\times", "\\textbf{B}"
)
F_eq.highlight_by_tex_to_color_map({
"q" : RED,
"B" : YELLOW,
})
F_eq.rotate(np.pi/2, RIGHT)
F_eq.next_to(F_word, RIGHT)
self.move_camera(0.8*np.pi/2, -0.55*np.pi)
self.begin_ambient_camera_rotation()
self.play(ShowCreation(F_vect))
self.play(Write(F_word))
self.dither()
self.play(Write(F_eq))
self.dither(8)
def many_charges(self):
charges = VGroup()
for y in range(2, 3):
charge = self.get_particle()
charge.move_to(3*LEFT + y*UP)
charge.velocity = (2*RIGHT).astype('float')
charges.add(charge)
self.revert_to_original_skipping_status()
self.add_foreground_mobjects(*charges)
self.moving_particles = charges
self.dither(5)
###
def continual_update(self):
Scene.continual_update(self)
if hasattr(self, "moving_particles"):
dt = self.frame_duration
for p in self.moving_particles:
M_vect = self.field_function(p.get_center())
F_vect = 3*np.cross(p.velocity, M_vect)
p.velocity += F_vect*dt
p.shift(p.velocity*dt)
def field_function(self, point):
x, y = point[:2]
y += 0.5
gauss = lambda r : np.exp(-0.5*r**2)
result = (y**2 - 1)*RIGHT + x*(gauss(y+2) - gauss(y-2))*UP
return self.normalized(result)
class CurlRelationBetweenFields(ThreeDScene):
def construct(self):
self.add_axes()
self.loop_in_E()
self.loop_in_M()
self.second_loop_in_E()
def add_axes(self):
self.add(ThreeDAxes(x_axis_radius = SPACE_WIDTH))
def loop_in_E(self):
E_vects = VGroup(*[
Vector(0.5*rotate_vector(vect, np.pi/2)).shift(vect)
for vect in compass_directions(8)
])
E_vects.highlight(E_COLOR)
point = 1.2*RIGHT + 2*UP + OUT
E_vects.shift(point)
M_vect = Vector(
IN,
normal_vector = DOWN,
color = M_COLOR
)
M_vect.shift(point)
M_vect.save_state()
M_vect.scale(0.01, about_point = M_vect.get_start())
self.play(ShowCreation(E_vects, run_time = 2))
self.dither()
self.move_camera(0.8*np.pi/2, -0.45*np.pi)
self.begin_ambient_camera_rotation()
self.play(M_vect.restore, run_time = 3, rate_func = None)
self.dither(3)
self.E_vects = E_vects
self.E_circle_center = point
self.M_vect = M_vect
def loop_in_M(self):
M_vects = VGroup(*[
Vector(
rotate_vector(vect, np.pi/2),
normal_vector = IN,
color = M_COLOR
).shift(vect)
for vect in compass_directions(8, LEFT)[1:]
])
M_vects.rotate(np.pi/2, RIGHT)
new_point = self.E_circle_center + RIGHT
M_vects.shift(new_point)
E_vect = self.E_vects[0]
self.play(
ShowCreation(M_vects, run_time = 2),
*map(FadeOut, self.E_vects[1:])
)
self.dither()
self.play(
E_vect.rotate, np.pi, RIGHT, [], new_point,
E_vect.scale_about_point, 3, new_point,
run_time = 4,
rate_func = None,
)
self.dither()
self.M_circle_center = new_point
M_vects.add(self.M_vect)
self.M_vects = M_vects
self.E_vect = E_vect
def second_loop_in_E(self):
E_vects = VGroup(*[
Vector(1.5*rotate_vector(vect, np.pi/2)).shift(vect)
for vect in compass_directions(8, LEFT)[1:]
])
E_vects.highlight(E_COLOR)
point = self.M_circle_center + RIGHT
E_vects.shift(point)
M_vect = self.M_vects[3]
self.M_vects.remove(M_vect)
self.play(FadeOut(self.M_vects))
self.play(ShowCreation(E_vects), Animation(M_vect))
self.play(
M_vect.rotate, np.pi, RIGHT, [], point,
run_time = 5,
rate_func = None,
)
self.dither(3)
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class WriteCurlEquations(Scene):
def construct(self):
eq1 = TexMobject(
"\\nabla \\times", "\\textbf{E}", "=",
"-\\frac{1}{c}",
"\\frac{\\partial \\textbf{B}}{\\partial t}"
)
eq2 = TexMobject(
"\\nabla \\times", "\\textbf{B}", "=^*",
"\\frac{1}{c}",
"\\frac{\\partial \\textbf{E}}{\\partial t}"
)
footnote = TextMobject("*Ignoring currents")
footnote.scale(0.7)
eqs = VGroup(eq1, eq2, footnote)
eqs.arrange_submobjects(DOWN, buff = LARGE_BUFF)
eqs.scale_to_fit_height(2*SPACE_HEIGHT - 1)
for eq in eqs:
eq.highlight_by_tex_to_color_map({
"E" : E_COLOR,
"B" : M_COLOR,
})
self.play(Write(eq1, run_time = 2))
self.dither(3)
self.play(Write(eq2, run_time = 2))
self.play(FadeIn(footnote))
self.dither(3)
class IntroduceEMWave(ThreeDScene):
CONFIG = {
"EMWave_config" : {
"requires_start_up" : True
}
}
def setup(self):
self.axes = ThreeDAxes()
self.add(self.axes)
self.em_wave = EMWave(**self.EMWave_config)
self.add(self.em_wave)
self.set_camera_position(0.8*np.pi/2, -0.7*np.pi)
self.begin_ambient_camera_rotation()
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def construct(self):
words = TextMobject(
"Electro", "magnetic", " radiation",
arg_separator = ""
)
words.highlight_by_tex_to_color_map({
"Electro" : E_COLOR,
"magnetic" : M_COLOR,
})
words.next_to(ORIGIN, LEFT, MED_LARGE_BUFF)
words.to_edge(UP)
words.rotate(np.pi/2, RIGHT)
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self.dither(7)
self.play(Write(words, run_time = 2))
self.dither(20)
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#####
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class SimpleEMWave(IntroduceEMWave):
def construct(self):
self.dither(30)
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class ListRelevantWaveIdeas(TeacherStudentsScene):
def construct(self):
title = TextMobject("Wave","topics")
title.to_corner(UP + LEFT, LARGE_BUFF)
title.highlight(BLUE)
h_line = Line(title.get_left(), title.get_right())
h_line.next_to(title, DOWN, SMALL_BUFF)
topics = VGroup(*map(TextMobject, [
"- Superposition",
"- Amplitudes",
"- Phase influences addition",
]))
topics.scale(0.8)
topics.arrange_submobjects(DOWN, aligned_edge = LEFT)
topics.next_to(h_line, DOWN, aligned_edge = LEFT)
quantum = TextMobject("Quantum")
quantum.highlight(GREEN)
quantum.move_to(title[0], LEFT)
wave_point = self.teacher.get_corner(UP+LEFT) + 2*UP
self.play(
Animation(VectorizedPoint(wave_point)),
self.teacher.change, "raise_right_hand"
)
self.dither(2)
self.play(
Write(title, run_time = 2),
ShowCreation(h_line)
)
self.change_student_modes(
*["pondering"]*3,
added_anims = [LaggedStart(
FadeIn, topics,
run_time = 3
)],
look_at_arg = title
)
self.play(
Animation(title),
self.teacher.change, "happy"
)
self.play(
title[0].next_to, quantum.copy(), UP, MED_SMALL_BUFF, LEFT,
title[0].fade, 0.5,
title[1].next_to, quantum.copy(), RIGHT, 2*SMALL_BUFF,
Write(quantum),
)
self.dither(5)
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class DirectWaveOutOfScreen(IntroduceEMWave):
CONFIG = {
"EMWave_config" : {
"requires_start_up" : False,
"amplitude" : 2,
"start_point" : SPACE_WIDTH*LEFT,
"A_vect" : [0, 1, 0],
"start_up_time" : 0,
}
}
def setup(self):
IntroduceEMWave.setup(self)
self.remove(self.axes)
for ov in self.em_wave.continual_animations:
ov.vector.normal_vector = RIGHT
self.set_camera_position(0.9*np.pi/2, -0.3*np.pi)
def construct(self):
self.move_into_position()
def move_into_position(self):
self.dither(2)
self.continual_update()
faded_vectors = VGroup(*[
ov.vector
for ov in self.em_wave.continual_animations[:-2]
])
self.move_camera(
0.99*np.pi/2, -0.01,
run_time = 2,
added_anims = [faded_vectors.set_fill, None, 0.5]
)
self.stop_ambient_camera_rotation()
self.move_camera(
np.pi/2, 0,
added_anims = [faded_vectors.set_fill, None, 0.05],
run_time = 2,
)
self.play(
self.em_wave.M_vects.set_fill, None, 0
)
self.dither(2)
self.play(faded_vectors.set_fill, None, 0)
self.dither(4)
class ShowVectorEquation(Scene):
def construct(self):
self.force_skipping()
self.add_vector()
self.add_plane()
self.write_horizontally_polarized()
self.write_components()
self.show_graph()
self.add_phi()
self.add_amplitude()
self.add_kets()
self.switch_to_vertically_polarized_light()
def add_vector(self):
self.vector = Vector(2*RIGHT, color = E_COLOR)
self.oscillating_vector = OscillatingVector(
self.vector,
A_vect = [2, 0, 0],
frequency = 0.25,
)
self.add(self.oscillating_vector)
self.revert_to_original_skipping_status()
self.dither(3)
def add_plane(self):
pass
def write_horizontally_polarized(self):
pass
def write_components(self):
pass
def show_graph(self):
pass
def add_phi(self):
pass
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def add_amplitude(self):
pass
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def add_kets(self):
pass
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def switch_to_vertically_polarized_light(self):
pass
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