2016-03-17 23:54:42 -07:00
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import numpy as np
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import itertools as it
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from helpers import *
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from mobject.tex_mobject import TexMobject, TextMobject, Brace
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from mobject import Mobject, Mobject1D
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from mobject.image_mobject import \
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ImageMobject, MobjectFromPixelArray
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from topics.three_dimensions import Stars
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from animation import Animation
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from animation.transform import *
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from animation.simple_animations import *
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from topics.geometry import *
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from topics.characters import Randolph
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from topics.functions import *
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from mobject.region import Region
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from scene import Scene
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from scene.zoomed_scene import ZoomedScene
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from camera import Camera
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from brachistochrone.light import PhotonScene
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from brachistochrone.curves import *
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#Two to many
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#race light in each
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#n layers
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#v_1, v_2, v_3
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#proportional to sqrt y_1, y_2, y_3
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#limiting process
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#show sliding object and light
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2016-03-19 17:50:48 -07:00
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2016-03-17 23:54:42 -07:00
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#which path is fastest
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#instantaneously obey snell's law
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class MultilayeredScene(Scene):
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CONFIG = {
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"n_layers" : 5,
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"top_color" : BLUE_E,
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"bottom_color" : BLUE_A,
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"total_glass_height" : 5,
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"top" : 3*UP,
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"RectClass" : Rectangle #FilledRectangle
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}
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def get_layers(self, n_layers = None):
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if n_layers is None:
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n_layers = self.n_layers
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width = 2*SPACE_WIDTH
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height = float(self.total_glass_height)/n_layers
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rgb_pair = [
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np.array(Color(color).get_rgb())
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for color in self.top_color, self.bottom_color
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]
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rgb_range = [
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interpolate(*rgb_pair+[x])
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for x in np.arange(0, 1, 1./n_layers)
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]
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tops = [
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self.top + x*height*DOWN
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for x in range(n_layers)
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]
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color = Color()
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result = []
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for top, rgb in zip(tops, rgb_range):
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color.set_rgb(rgb)
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rect = self.RectClass(
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height = height,
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width = width,
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color = color
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)
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rect.shift(top-rect.get_top())
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result.append(rect)
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return result
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def add_layers(self):
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self.layers = self.get_layers()
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self.add(*self.layers)
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self.freeze_background()
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def get_bottom(self):
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return self.top + self.total_glass_height*DOWN
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def get_continuous_glass(self):
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result = self.RectClass(
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width = 2*SPACE_WIDTH,
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height = self.total_glass_height,
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)
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result.sort_points(lambda p : -p[1])
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result.gradient_highlight(self.top_color, self.bottom_color)
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result.shift(self.top-result.get_top())
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return result
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class TwoToMany(MultilayeredScene):
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CONFIG = {
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"RectClass" : FilledRectangle
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}
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def construct(self):
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glass = self.get_glass()
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layers = self.get_layers()
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self.add(glass)
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self.dither()
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self.play(*[
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FadeIn(
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layer,
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rate_func = squish_rate_func(smooth, x, 1)
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)
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for layer, x in zip(layers[1:], it.count(0, 0.2))
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]+[
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Transform(glass, layers[0])
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])
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self.dither()
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def get_glass(self):
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return self.RectClass(
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height = SPACE_HEIGHT,
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width = 2*SPACE_WIDTH,
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color = BLUE_E
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).shift(SPACE_HEIGHT*DOWN/2)
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class RaceLightInLayers(MultilayeredScene, PhotonScene):
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CONFIG = {
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"RectClass" : FilledRectangle
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}
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def construct(self):
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self.add_layers()
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line = Line(SPACE_WIDTH*LEFT, SPACE_WIDTH*RIGHT)
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lines = [
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line.copy().shift(layer.get_center())
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for layer in self.layers
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]
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def rate_maker(x):
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return lambda t : min(x*x*t, 1)
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min_rate, max_rate = 1., 2.
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rates = np.arange(min_rate, max_rate, (max_rate-min_rate)/self.n_layers)
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self.play(*[
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self.photon_run_along_path(
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line,
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rate_func = rate_maker(rate),
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run_time = 2
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)
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for line, rate in zip(lines, rates)
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])
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class NLayers(MultilayeredScene):
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CONFIG = {
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"RectClass" : FilledRectangle
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}
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def construct(self):
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self.add_layers()
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brace = Brace(
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Mobject(
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Point(self.top),
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Point(self.get_bottom())
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),
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RIGHT
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)
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n_layers = TextMobject("$n$ layers")
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n_layers.next_to(brace)
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self.dither()
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self.add(brace)
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self.show_frame()
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self.play(
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GrowFromCenter(brace),
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GrowFromCenter(n_layers)
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)
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self.dither()
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class ShowLayerVariables(MultilayeredScene, PhotonScene):
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CONFIG = {
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"RectClass" : FilledRectangle
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}
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def construct(self):
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self.add_layers()
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v_equations = []
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start_ys = []
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end_ys = []
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center_paths = []
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braces = []
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for layer, x in zip(self.layers[:3], it.count(1)):
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eq_mob = TexMobject(
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["v_%d"%x, "=", "\sqrt{\phantom{y_1}}"],
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size = "\\Large"
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)
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eq_mob.shift(layer.get_center()+2*LEFT)
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v_eq = eq_mob.split()
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v_eq[0].highlight(layer.get_color())
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path = Line(SPACE_WIDTH*LEFT, SPACE_WIDTH*RIGHT)
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path.shift(layer.get_center())
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brace_endpoints = Mobject(
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Point(self.top),
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Point(layer.get_bottom())
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)
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brace = Brace(brace_endpoints, RIGHT)
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brace.shift(x*RIGHT)
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start_y = TexMobject("y_%d"%x, size = "\\Large")
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end_y = start_y.copy()
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start_y.next_to(brace, RIGHT)
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end_y.shift(v_eq[-1].get_center())
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nudge = 0.2*RIGHT
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end_y.shift(nudge)
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v_equations.append(v_eq)
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start_ys.append(start_y)
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end_ys.append(end_y)
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center_paths.append(path)
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braces.append(brace)
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for v_eq, path, time in zip(v_equations, center_paths, [2, 1, 0.5]):
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photon_run = self.photon_run_along_path(
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path,
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rate_func = None
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)
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self.play(
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FadeToColor(v_eq[0], WHITE),
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photon_run,
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run_time = time
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)
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self.dither()
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starts = [0, 0.3, 0.6]
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self.play(*it.chain(*[
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[
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GrowFromCenter(
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mob,
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rate_func=squish_rate_func(smooth, start, 1)
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)
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for mob, start in zip(mobs, starts)
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]
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for mobs in start_ys, braces
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]))
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self.dither()
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triplets = zip(v_equations, start_ys, end_ys)
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anims = []
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for v_eq, start_y, end_y in triplets:
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anims += [
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ShowCreation(v_eq[1]),
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ShowCreation(v_eq[2]),
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Transform(start_y.copy(), end_y)
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]
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self.play(*anims)
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self.dither()
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class LimitingProcess(MultilayeredScene):
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CONFIG = {
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"RectClass" : FilledRectangle
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}
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def construct(self):
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num_iterations = 3
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layer_sets = [
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self.get_layers((2**x)*self.n_layers)
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for x in range(num_iterations)
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]
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2016-03-19 17:50:48 -07:00
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glass_sets = [
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Mobject(*[
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Mobject(
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*layer_sets[x][(2**x)*index:(2**x)*(index+1)]
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2016-03-19 17:50:48 -07:00
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)
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for index in range(self.n_layers)
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]).ingest_sub_mobjects()
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for x in range(num_iterations)
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]
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glass_sets.append(self.get_continuous_glass())
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for glass_set in glass_sets:
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glass_set.sort_points(lambda p : p[1])
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curr_set = glass_sets[0]
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self.add(curr_set)
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for layer_set in glass_sets[1:]:
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self.dither()
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self.play(Transform(curr_set, layer_set))
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self.dither()
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2016-03-19 17:50:48 -07:00
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class ShowLightAndSlidingObject(MultilayeredScene, TryManyPaths, PhotonScene):
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CONFIG = {
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"show_time" : False,
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"dither_and_add" : False,
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"RectClass" : FilledRectangle
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}
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def construct(self):
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glass = self.get_continuous_glass()
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self.play(ApplyMethod(glass.fade, 0.3))
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self.freeze_background()
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paths = self.get_paths()
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for path in paths:
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if path.get_height() > self.total_glass_height:
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path.stretch(0.7, 1)
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path.shift(self.top - path.get_top())
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path.rgbs[:2] = 0
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loop = paths.pop(1) ##Bad!
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randy = Randolph()
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randy.scale(RANDY_SCALE_VAL)
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randy.shift(-randy.get_bottom())
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photon_run = self.photon_run_along_path(
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loop,
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rate_func = lambda t : smooth(t, 3),
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run_time = 4.1
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)
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text = self.get_text().to_edge(UP, buff = 0.2)
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self.play(ShowCreation(loop))
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self.dither()
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self.play(photon_run)
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self.remove(photon_run.mobject)
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randy = self.slide(randy, loop)
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self.add(randy)
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self.dither()
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self.remove(randy)
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self.play(ShimmerIn(text))
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for path in paths:
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self.play(Transform(
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loop, path,
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path_func = path_along_arc(np.pi/2),
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run_time = 2
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))
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class ContinuouslyObeyingSnellsLaw(MultilayeredScene, ZoomedScene):
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CONFIG = {
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"arc_radius" : 0.1,
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"RectClass" : FilledRectangle
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}
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def construct(self):
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glass = self.get_continuous_glass()
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self.add(glass)
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line = Line(
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UP, DOWN,
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density = self.zoom_factor*DEFAULT_POINT_DENSITY_1D
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)
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theta = TexMobject("\\theta")
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theta.scale(0.5/self.zoom_factor)
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equation = TexMobject([
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"\\dfrac{\\sin(\\theta)}",
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"{\\sqrt{y}}",
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" = \\text{constant}"
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])
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equation.next_to(Point(self.top), DOWN)
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equation.shift(LEFT)
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cycloid = Cycloid(end_theta = np.pi)
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cycloid.highlight(YELLOW)
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for mob in equation.split():
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self.play(GrowFromCenter(mob), run_time = 0.5)
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self.play(ShowCreation(cycloid))
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self.activate_zooming()
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little_square = self.get_zoomed_camera_mobject()
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self.add(line)
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indices = np.arange(
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0, cycloid.get_num_points()-1, 10
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)
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for index in indices:
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point = cycloid.points[index]
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next_point = cycloid.points[index+1]
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angle = angle_of_vector(point - next_point)-np.pi/2
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for mob in little_square, line:
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mob.shift(point - mob.get_center())
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arc = Arc(angle, start_angle = np.pi/2)
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arc.scale(self.arc_radius)
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arc.shift(point)
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color = Color()
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height = (self.top-self.point)[1]
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color.set_rgb([height/self.total_glass_height]*3)
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for mob in arc, theta, line:
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mob.highlight(color)
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if angle > np.pi/15:
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self.add(arc)
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if angle > np.pi/6:
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vect_angle = angle/2 + np.pi/2
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vect = rotate_vector(RIGHT, vect_angle)
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theta.center()
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theta.shift(point)
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theta.shift(1.5*self.arc_radius*vect)
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self.add(theta)
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self.dither(self.frame_duration)
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self.remove(arc)
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2016-03-17 23:54:42 -07:00
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