3b1b-manim/active_projects/basel.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 animation.animation import Animation
from animation.transform import *
from animation.simple_animations import *
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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.number_line import *
from topics.numerals import *
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#from topics.combinatorics import *
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from scene import Scene
from camera import Camera
from mobject.svg_mobject import *
from mobject.tex_mobject import *
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from topics.three_dimensions import *
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from topics.light import *
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LIGHT_COLOR = YELLOW
INDICATOR_RADIUS = 0.7
INDICATOR_STROKE_WIDTH = 1
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INDICATOR_STROKE_COLOR = WHITE
INDICATOR_TEXT_COLOR = WHITE
INDICATOR_UPDATE_TIME = 0.2
FAST_INDICATOR_UPDATE_TIME = 0.1
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OPACITY_FOR_UNIT_INTENSITY = 0.2
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SWITCH_ON_RUN_TIME = 1.5
FAST_SWITCH_ON_RUN_TIME = 0.1
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NUM_LEVELS = 30
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NUM_CONES = 7 # in first lighthouse scene
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NUM_VISIBLE_CONES = 5 # ibidem
ARC_TIP_LENGTH = 0.2
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AMBIENT_FULL = 0.5
AMBIENT_DIMMED = 0.2
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SPOTLIGHT_FULL = 0.9
SPOTLIGHT_DIMMED = 0.2
LIGHT_COLOR = YELLOW
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DEGREES = TAU/360
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inverse_power_law = lambda maxint,scale,cutoff,exponent: \
(lambda r: maxint * (cutoff/(r/scale+cutoff))**exponent)
inverse_quadratic = lambda maxint,scale,cutoff: inverse_power_law(maxint,scale,cutoff,2)
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class AngleUpdater(ContinualAnimation):
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def __init__(self, angle_arc, spotlight, **kwargs):
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self.angle_arc = angle_arc
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self.spotlight = spotlight
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ContinualAnimation.__init__(self, self.angle_arc, **kwargs)
def update_mobject(self, dt):
new_arc = self.angle_arc.copy().set_bound_angles(
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start = self.spotlight.start_angle(),
stop = self.spotlight.stop_angle()
)
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new_arc.generate_points()
new_arc.move_arc_center_to(self.spotlight.get_source_point())
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self.angle_arc.points = new_arc.points
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self.angle_arc.add_tip(tip_length = ARC_TIP_LENGTH,
at_start = True, at_end = True)
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class LightIndicator(Mobject):
CONFIG = {
"radius": 0.5,
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"intensity": 0,
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"opacity_for_unit_intensity": 1,
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"precision": 3,
"show_reading": True,
"measurement_point": ORIGIN,
"light_source": None
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}
def generate_points(self):
self.background = Circle(color=BLACK, radius = self.radius)
self.background.set_fill(opacity=1.0)
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self.foreground = Circle(color=self.color, radius = self.radius)
self.foreground.set_stroke(color=INDICATOR_STROKE_COLOR,width=INDICATOR_STROKE_WIDTH)
self.add(self.background, self.foreground)
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self.reading = DecimalNumber(self.intensity,num_decimal_points = self.precision)
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self.reading.set_fill(color=INDICATOR_TEXT_COLOR)
self.reading.move_to(self.get_center())
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if self.show_reading:
self.add(self.reading)
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def set_intensity(self, new_int):
self.intensity = new_int
new_opacity = min(1, new_int * self.opacity_for_unit_intensity)
self.foreground.set_fill(opacity=new_opacity)
ChangeDecimalToValue(self.reading, new_int).update(1)
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return self
def get_measurement_point(self):
if self.measurement_point != None:
return self.measurement_point
else:
return self.get_center()
def measured_intensity(self):
distance = np.linalg.norm(self.get_measurement_point() -
self.light_source.get_source_point())
intensity = self.light_source.opacity_function(distance) / self.opacity_for_unit_intensity
return intensity
def continual_update(self):
if self.light_source == None:
print "Indicator cannot update, reason: no light source found"
self.set_intensity(self.measured_intensity())
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class UpdateLightIndicator(AnimationGroup):
def __init__(self, indicator, intensity, **kwargs):
if not isinstance(indicator,LightIndicator):
raise Exception("This transform applies only to LightIndicator")
target_foreground = indicator.copy().set_intensity(intensity).foreground
change_opacity = Transform(
indicator.foreground, target_foreground
)
changing_decimal = ChangeDecimalToValue(indicator.reading, intensity)
AnimationGroup.__init__(self, changing_decimal, change_opacity, **kwargs)
self.mobject = indicator
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class ContinualLightIndicatorUpdate(ContinualAnimation):
def update_mobject(self,dt):
self.mobject.continual_update()
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class IntroScene(PiCreatureScene):
CONFIG = {
"rect_height" : 0.2,
"duration" : 1.0,
"eq_spacing" : 3 * MED_LARGE_BUFF
}
def construct(self):
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randy = self.get_primary_pi_creature()
randy.scale(0.7).to_corner(DOWN+RIGHT)
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self.build_up_euler_sum()
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self.build_up_sum_on_number_line()
self.show_pi_answer()
self.other_pi_formulas()
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self.refocus_on_euler_sum()
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def build_up_euler_sum(self):
self.euler_sum = TexMobject(
"1", "+",
"{1 \\over 4}", "+",
"{1 \\over 9}", "+",
"{1 \\over 16}", "+",
"{1 \\over 25}", "+",
"\\cdots", "=",
arg_separator = " \\, "
)
self.euler_sum.to_edge(UP)
self.euler_sum.shift(2*LEFT)
terms = [1./n**2 for n in range(1,6)]
partial_results_values = np.cumsum(terms)
self.play(
FadeIn(self.euler_sum[0], run_time = self.duration)
)
equals_sign = self.euler_sum.get_part_by_tex("=")
self.partial_sum_decimal = DecimalNumber(partial_results_values[1],
num_decimal_points = 2)
self.partial_sum_decimal.next_to(equals_sign, RIGHT)
for i in range(4):
FadeIn(self.partial_sum_decimal, run_time = self.duration)
if i == 0:
self.play(
FadeIn(self.euler_sum[1], run_time = self.duration),
FadeIn(self.euler_sum[2], run_time = self.duration),
FadeIn(equals_sign, run_time = self.duration),
FadeIn(self.partial_sum_decimal, run_time = self.duration)
)
else:
self.play(
FadeIn(self.euler_sum[2*i+1], run_time = self.duration),
FadeIn(self.euler_sum[2*i+2], run_time = self.duration),
ChangeDecimalToValue(
self.partial_sum_decimal,
partial_results_values[i+1],
run_time = self.duration,
num_decimal_points = 6,
show_ellipsis = True,
position_update_func = lambda m: m.next_to(equals_sign, RIGHT)
)
)
self.wait()
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self.q_marks = TextMobject("???").highlight(LIGHT_COLOR)
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self.q_marks.move_to(self.partial_sum_decimal)
self.play(
FadeIn(self.euler_sum[-3], run_time = self.duration), # +
FadeIn(self.euler_sum[-2], run_time = self.duration), # ...
ReplacementTransform(self.partial_sum_decimal, self.q_marks)
)
def build_up_sum_on_number_line(self):
self.number_line = NumberLine(
x_min = 0,
color = WHITE,
number_at_center = 1,
stroke_width = 1,
numbers_with_elongated_ticks = [0,1,2,3],
numbers_to_show = np.arange(0,5),
unit_size = 5,
tick_frequency = 0.2,
line_to_number_buff = MED_LARGE_BUFF
)
self.number_line_labels = self.number_line.get_number_mobjects()
self.add(self.number_line,self.number_line_labels)
self.wait()
# create slabs for series terms
max_n = 10
terms = [0] + [1./(n**2) for n in range(1, max_n + 1)]
series_terms = np.cumsum(terms)
lines = VGroup()
self.rects = VGroup()
slab_colors = [YELLOW, BLUE] * (max_n / 2)
for t1, t2, color in zip(series_terms, series_terms[1:], slab_colors):
line = Line(*map(self.number_line.number_to_point, [t1, t2]))
rect = Rectangle()
rect.stroke_width = 0
rect.fill_opacity = 1
rect.highlight(color)
rect.stretch_to_fit_height(
self.rect_height,
)
rect.stretch_to_fit_width(line.get_width())
rect.move_to(line)
self.rects.add(rect)
lines.add(line)
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#self.rects.radial_gradient_highlight(ORIGIN, 5, YELLOW, BLUE)
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for i in range(5):
self.play(
GrowFromPoint(self.rects[i], self.euler_sum[2*i].get_center(),
run_time = self.duration)
)
for i in range(5, max_n):
self.play(
GrowFromPoint(self.rects[i], self.euler_sum[10].get_center(),
run_time = self.duration)
)
def show_pi_answer(self):
self.pi_answer = TexMobject("{\\pi^2 \\over 6}").highlight(YELLOW)
self.pi_answer.move_to(self.partial_sum_decimal)
self.pi_answer.next_to(self.euler_sum[-1], RIGHT,
submobject_to_align = self.pi_answer[-2])
self.play(ReplacementTransform(self.q_marks, self.pi_answer))
def other_pi_formulas(self):
self.play(
FadeOut(self.rects),
FadeOut(self.number_line_labels),
FadeOut(self.number_line)
)
self.leibniz_sum = TexMobject(
"1-{1\\over 3}+{1\\over 5}-{1\\over 7}+{1\\over 9}-\\cdots",
"=", "{\\pi \\over 4}")
self.wallis_product = TexMobject(
"{2\\over 1} \\cdot {2\\over 3} \\cdot {4\\over 3} \\cdot {4\\over 5}" +
"\\cdot {6\\over 5} \\cdot {6\\over 7} \\cdots",
"=", "{\\pi \\over 2}")
self.leibniz_sum.next_to(self.euler_sum.get_part_by_tex("="), DOWN,
buff = self.eq_spacing,
submobject_to_align = self.leibniz_sum.get_part_by_tex("=")
)
self.wallis_product.next_to(self.leibniz_sum.get_part_by_tex("="), DOWN,
buff = self.eq_spacing,
submobject_to_align = self.wallis_product.get_part_by_tex("=")
)
self.play(
Write(self.leibniz_sum)
)
self.play(
Write(self.wallis_product)
)
def refocus_on_euler_sum(self):
self.euler_sum.add(self.pi_answer)
self.play(
FadeOut(self.leibniz_sum),
FadeOut(self.wallis_product),
ApplyMethod(self.euler_sum.shift,
ORIGIN + 2*UP - self.euler_sum.get_center())
)
# focus on pi squared
pi_squared = self.euler_sum.get_part_by_tex("\\pi")[-3]
self.play(
ScaleInPlace(pi_squared,2,rate_func = wiggle)
)
# Morty thinks of a circle
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q_circle = Circle(
stroke_color = YELLOW,
fill_color = YELLOW,
fill_opacity = 0.5,
radius = 0.4,
stroke_width = 10.0
)
q_mark = TexMobject("?")
q_mark.next_to(q_circle)
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thought = Group(q_circle, q_mark)
q_mark.scale_to_fit_height(0.8 * q_circle.get_height())
self.pi_creature_thinks(thought,target_mode = "confused",
bubble_kwargs = { "height" : 2, "width" : 3 })
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self.wait()
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class FirstLighthouseScene(PiCreatureScene):
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def construct(self):
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self.remove(self.get_primary_pi_creature())
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self.show_lighthouses_on_number_line()
def show_lighthouses_on_number_line(self):
self.number_line = NumberLine(
x_min = 0,
color = WHITE,
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number_at_center = 1.6,
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stroke_width = 1,
numbers_with_elongated_ticks = range(1,5),
numbers_to_show = range(1,5),
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unit_size = 2,
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tick_frequency = 0.2,
line_to_number_buff = LARGE_BUFF,
label_direction = UP,
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)
self.number_line.label_direction = DOWN
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self.number_line_labels = self.number_line.get_number_mobjects()
self.add(self.number_line,self.number_line_labels)
self.wait()
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origin_point = self.number_line.number_to_point(0)
self.default_pi_creature_class = Randolph
randy = self.get_primary_pi_creature()
randy.scale(0.5)
randy.flip()
right_pupil = randy.pupils[1]
randy.next_to(origin_point, LEFT, buff = 0, submobject_to_align = right_pupil)
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light_indicator = LightIndicator(radius = INDICATOR_RADIUS,
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opacity_for_unit_intensity = OPACITY_FOR_UNIT_INTENSITY,
color = LIGHT_COLOR)
light_indicator.reading.scale(0.8)
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bubble = ThoughtBubble(direction = RIGHT,
width = 2.5, height = 3.5)
bubble.next_to(randy,LEFT+UP)
bubble.add_content(light_indicator)
self.play(
randy.change, "wave_2",
ShowCreation(bubble),
FadeIn(light_indicator)
)
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light_sources = []
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euler_sum_above = TexMobject("1", "+", "{1\over 4}",
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"+", "{1\over 9}", "+", "{1\over 16}", "+", "{1\over 25}", "+", "{1\over 36}")
for (i,term) in zip(range(len(euler_sum_above)),euler_sum_above):
#horizontal alignment with tick marks
term.next_to(self.number_line.number_to_point(0.5*i+1),UP,buff = 2)
# vertical alignment with light indicator
old_y = term.get_center()[1]
new_y = light_indicator.get_center()[1]
term.shift([0,new_y - old_y,0])
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for i in range(1,NUM_CONES+1):
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light_source = LightSource(
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opacity_function = inverse_quadratic(1,2,1),
num_levels = NUM_LEVELS,
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radius = 12.0,
)
point = self.number_line.number_to_point(i)
light_source.move_source_to(point)
light_sources.append(light_source)
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for ls in light_sources:
self.add_foreground_mobject(ls.lighthouse)
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light_indicator.set_intensity(0)
intensities = np.cumsum(np.array([1./n**2 for n in range(1,NUM_CONES+1)]))
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opacities = intensities * light_indicator.opacity_for_unit_intensity
self.remove_foreground_mobjects(light_indicator)
# slowly switch on visible light cones and increment indicator
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for (i,light_source) in zip(range(NUM_VISIBLE_CONES),light_sources[:NUM_VISIBLE_CONES]):
indicator_start_time = 0.4 * (i+1) * SWITCH_ON_RUN_TIME/light_source.radius * self.number_line.unit_size
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indicator_stop_time = indicator_start_time + INDICATOR_UPDATE_TIME
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indicator_rate_func = squish_rate_func(
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smooth,indicator_start_time,indicator_stop_time)
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self.play(
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SwitchOn(light_source.ambient_light),
FadeIn(euler_sum_above[2*i], run_time = SWITCH_ON_RUN_TIME,
rate_func = indicator_rate_func),
FadeIn(euler_sum_above[2*i - 1], run_time = SWITCH_ON_RUN_TIME,
rate_func = indicator_rate_func),
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# this last line *technically* fades in the last term, but it is off-screen
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ChangeDecimalToValue(light_indicator.reading,intensities[i],
rate_func = indicator_rate_func, run_time = SWITCH_ON_RUN_TIME),
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ApplyMethod(light_indicator.foreground.set_fill,None,opacities[i])
)
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if i == 0:
# move a copy out of the thought bubble for comparison
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light_indicator_copy = light_indicator.copy()
old_y = light_indicator_copy.get_center()[1]
new_y = self.number_line.get_center()[1]
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self.play(
light_indicator_copy.shift,[0, new_y - old_y,0]
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)
# quickly switch on off-screen light cones and increment indicator
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for (i,light_source) in zip(range(NUM_VISIBLE_CONES,NUM_CONES),light_sources[NUM_VISIBLE_CONES:NUM_CONES]):
indicator_start_time = 0.5 * (i+1) * FAST_SWITCH_ON_RUN_TIME/light_source.radius * self.number_line.unit_size
indicator_stop_time = indicator_start_time + FAST_INDICATOR_UPDATE_TIME
indicator_rate_func = squish_rate_func(#smooth, 0.8, 0.9)
smooth,indicator_start_time,indicator_stop_time)
self.play(
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SwitchOn(light_source.ambient_light, run_time = FAST_SWITCH_ON_RUN_TIME),
ChangeDecimalToValue(light_indicator.reading,intensities[i-1],
rate_func = indicator_rate_func, run_time = FAST_SWITCH_ON_RUN_TIME),
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ApplyMethod(light_indicator.foreground.set_fill,None,opacities[i-1])
)
# show limit value in light indicator and an equals sign
limit_reading = TexMobject("{\pi^2 \over 6}")
limit_reading.move_to(light_indicator.reading)
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equals_sign = TexMobject("=")
equals_sign.next_to(randy, UP)
old_y = equals_sign.get_center()[1]
new_y = euler_sum_above.get_center()[1]
equals_sign.shift([0,new_y - old_y,0])
self.play(
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FadeOut(light_indicator.reading),
FadeIn(limit_reading),
FadeIn(equals_sign),
)
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self.wait()
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class SingleLighthouseScene(PiCreatureScene):
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def construct(self):
self.setup_elements()
self.setup_angle() # spotlight and angle msmt change when screen rotates
self.rotate_screen()
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self.morph_lighthouse_into_sun()
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def setup_elements(self):
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self.remove(self.get_primary_pi_creature())
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SCREEN_SIZE = 3.0
DISTANCE_FROM_LIGHTHOUSE = 10.0
source_point = [-DISTANCE_FROM_LIGHTHOUSE/2,0,0]
observer_point = [DISTANCE_FROM_LIGHTHOUSE/2,0,0]
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# Light source
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self.light_source = LightSource(
opacity_function = inverse_quadratic(1,2,1),
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num_levels = NUM_LEVELS,
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radius = 10,
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max_opacity_ambient = AMBIENT_FULL
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)
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self.light_source.move_source_to(source_point)
# Pi Creature
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morty = self.get_primary_pi_creature()
morty.scale(0.5)
morty.move_to(observer_point)
morty.shift(2*OUT)
self.add_foreground_mobject(morty)
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self.add(self.light_source.lighthouse)
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self.play(
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SwitchOn(self.light_source.ambient_light)
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)
# Screen
self.screen = Rectangle(
width = 0.1,
height = 2,
mark_paths_closed = True,
fill_color = WHITE,
fill_opacity = 1.0,
stroke_width = 0.0
)
self.screen.rotate(-TAU/6)
self.screen.next_to(morty,LEFT)
self.light_source.set_screen(self.screen)
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# Animations
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self.play(FadeIn(self.screen))
self.light_source.set_max_opacity_spotlight(0.001)
self.add(self.light_source.spotlight)
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self.screen_tracker = ScreenTracker(self.light_source)
self.add(self.screen_tracker)
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self.wait()
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# just calling .dim_ambient via ApplyMethod does not work, why?
dimmed_ambient_light = self.light_source.ambient_light.deepcopy()
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dimmed_ambient_light.dimming(AMBIENT_DIMMED)
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self.play(
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Transform(self.light_source.ambient_light,dimmed_ambient_light),
self.light_source.set_max_opacity_spotlight,1.0,
FadeIn(self.light_source.shadow)
)
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self.add_foreground_mobject(morty)
def setup_angle(self):
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self.wait()
pointing_screen_at_source = Rotate(self.screen,TAU/6)
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self.play(pointing_screen_at_source)
# angle msmt (arc)
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arc_angle = self.light_source.spotlight.opening_angle()
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# draw arc arrows to show the opening angle
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self.angle_arc = Arc(radius = 5, start_angle = self.light_source.spotlight.start_angle(),
angle = self.light_source.spotlight.opening_angle(), tip_length = ARC_TIP_LENGTH)
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#angle_arc.add_tip(at_start = True, at_end = True)
self.angle_arc.move_arc_center_to(self.light_source.get_source_point())
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# angle msmt (decimal number)
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self.angle_indicator = DecimalNumber(arc_angle / DEGREES,
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num_decimal_points = 0,
unit = "^\\circ")
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self.angle_indicator.next_to(self.angle_arc,RIGHT)
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angle_update_func = lambda x: self.light_source.spotlight.opening_angle() / DEGREES
ca1 = ContinualChangingDecimal(self.angle_indicator,angle_update_func)
self.add(ca1)
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ca2 = AngleUpdater(self.angle_arc, self.light_source.spotlight)
self.add(ca2)
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self.play(
ShowCreation(self.angle_arc),
ShowCreation(self.angle_indicator)
)
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self.wait()
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def rotate_screen(self):
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self.play(Rotate(self.light_source.spotlight.screen, TAU/8))
self.play(Rotate(self.light_source.spotlight.screen, -TAU/4))
self.play(Rotate(self.light_source.spotlight.screen, TAU/8))
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self.wait()
self.play(Rotate(self.light_source.spotlight.screen, -TAU/4))
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self.wait()
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self.play(Rotate(self.light_source.spotlight.screen, TAU/4))
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### The following is supposed to morph the scene into the Earth scene,
### but it doesn't work
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def morph_lighthouse_into_sun(self):
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sun_position = [-100,0,0]
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self.play(
FadeOut(self.angle_arc),
FadeOut(self.angle_indicator)
)
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self.sun = self.light_source.deepcopy()
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#self.sun.num_levels = NUM_LEVELS,
#self.sun.set_radius(150)
#self.sun.set_max_opacity_ambient(AMBIENT_FULL)
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self.sun.spotlight.change_opacity_function(lambda r: 0.5)
self.sun.set_radius(150)
self.sun.move_source_to(sun_position)
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# self.sun.update()
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# self.add(self.sun)
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# temporarily remove the screen tracker while we move the source
#self.remove(self.screen_tracker)
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#print self.sun.spotlight.source_point
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self.play(
#self.light_source.spotlight.move_source_to,sun_position,
Transform(self.light_source,self.sun)
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)
#self.add(ScreenTracker(self.sun))
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self.wait()
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class EarthScene(Scene):
def construct(self):
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SCREEN_THICKNESS = 10
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self.screen_height = 2.0
self.brightness_rect_height = 1.0
# screen
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self.screen = VMobject(stroke_color = WHITE, stroke_width = SCREEN_THICKNESS)
self.screen.set_points_as_corners([
[3,-self.screen_height/2,0],
[3,self.screen_height/2,0]
])
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# Earth
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earth_center_x = 2
earth_center = [earth_center_x,0,0]
earth_radius = 3
earth = Circle(radius = earth_radius)
earth.move_to(earth_center)
#self.remove(self.screen_tracker)
theta0 = 70 * DEGREES
dtheta = 10 * DEGREES
theta1 = theta0 + dtheta
theta = (theta0 + theta1)/2
earth.add(self.screen)
# Morty
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morty = Mortimer().scale(0.5).next_to(self.screen, RIGHT, buff = 1.5)
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self.add_foreground_mobject(morty)
# Light source (far-away Sun)
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sun_position = [-100,0,0]
self.sun = LightSource(
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opacity_function = lambda r : 0.5,
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max_opacity_ambient = 0,
max_opacity_spotlight = 0.5,
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num_levels = NUM_LEVELS,
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radius = 150,
screen = self.screen
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)
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self.sun.move_source_to(sun_position)
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# Add elements to scene
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self.add(self.sun,self.screen)
self.bring_to_back(self.sun.shadow)
screen_tracker = ScreenTracker(self.sun)
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self.add(screen_tracker)
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self.wait()
self.play(FadeIn(earth))
self.bring_to_back(earth)
# move screen onto Earth
screen_on_earth = self.screen.deepcopy()
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screen_on_earth.rotate(-theta)
screen_on_earth.scale(0.3)
screen_on_earth.move_to(np.array([
earth_center_x - earth_radius * np.cos(theta),
earth_radius * np.sin(theta),
0]))
polar_morty = morty.copy().scale(0.5).next_to(screen_on_earth,DOWN,buff = 0.5)
self.play(
Transform(self.screen, screen_on_earth),
Transform(morty,polar_morty)
)
self.wait()
tropical_morty = polar_morty.copy()
tropical_morty.move_to(np.array([0,0,0]))
morty.target = tropical_morty
# move screen to equator
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self.play(
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Rotate(earth, theta0 + dtheta/2,run_time = 3),
MoveToTarget(morty, path_arc = 70*DEGREES, run_time = 3),
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)
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class ScreenShapingScene(ThreeDScene):
# TODO: Morph from Earth Scene into this scene
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def construct(self):
self.setup_elements()
self.deform_screen()
self.create_brightness_rect()
self.slant_screen()
self.unslant_screen()
self.left_shift_screen_while_showing_light_indicator()
self.add_distance_arrow()
self.right_shift_screen_while_showing_light_indicator_and_distance_arrow()
self.left_shift_again()
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#self.morph_into_3d()
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def setup_elements(self):
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SCREEN_THICKNESS = 10
self.screen_height = 1.0
self.brightness_rect_height = 1.0
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# screen
self.screen = Line([3,-self.screen_height/2,0],[3,self.screen_height/2,0],
path_arc = 0, num_arc_anchors = 10)
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# light source
self.light_source = LightSource(
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opacity_function = inverse_quadratic(1,5,1),
num_levels = NUM_LEVELS,
radius = 10,
#screen = self.screen
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)
self.light_source.set_screen(self.screen)
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self.light_source.move_source_to([-5,0,0])
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# abbreviations
self.ambient_light = self.light_source.ambient_light
self.spotlight = self.light_source.spotlight
self.lighthouse = self.light_source.lighthouse
screen_tracker = ScreenTracker(self.light_source)
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self.add(screen_tracker,self.light_source.shadow)
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#self.add_foreground_mobject(self.light_source.shadow)
# Morty
self.morty = Mortimer().scale(0.3).next_to(self.screen, RIGHT, buff = 0.5)
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# Add everything to the scene
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self.add(self.ambient_light, self.lighthouse)
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#self.add_foreground_mobject(self.morty)
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self.wait()
self.play(FadeIn(self.screen))
self.wait()
self.add_foreground_mobject(self.screen)
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dimmed_ambient_light = self.ambient_light.copy()
dimmed_ambient_light.dimming(AMBIENT_DIMMED)
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#self.light_source.set_max_opacity_spotlight(0.001)
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self.play(
self.light_source.set_max_opacity_spotlight,1.0, # this hides Morty for a moment, why?
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Transform(self.ambient_light,dimmed_ambient_light),
FadeIn(self.light_source.shadow),
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)
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self.wait()
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def deform_screen(self):
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self.wait()
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self.play(ApplyMethod(self.screen.set_path_arc, 45 * DEGREES))
self.play(ApplyMethod(self.screen.set_path_arc, -90 * DEGREES))
self.play(ApplyMethod(self.screen.set_path_arc, 0))
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def create_brightness_rect(self):
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# in preparation for the slanting, create a rectangle that shows the brightness
# a rect a zero width overlaying the screen
# so we can morph it into the brightness rect above
brightness_rect0 = Rectangle(width = 0,
height = self.screen_height).move_to(self.screen.get_center())
self.add_foreground_mobject(brightness_rect0)
self.brightness_rect = Rectangle(width = self.brightness_rect_height,
height = self.brightness_rect_height, fill_color = YELLOW, fill_opacity = 0.5)
self.brightness_rect.next_to(self.screen, UP, buff = 1)
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self.play(
ReplacementTransform(brightness_rect0,self.brightness_rect)
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)
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self.unslanted_screen = self.screen.deepcopy()
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self.unslanted_brightness_rect = self.brightness_rect.copy()
# for unslanting the screen later
def slant_screen(self):
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SLANTING_AMOUNT = 0.1
lower_screen_point, upper_screen_point = self.screen.get_start_and_end()
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lower_slanted_screen_point = interpolate(
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lower_screen_point, self.spotlight.source_point, SLANTING_AMOUNT
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)
upper_slanted_screen_point = interpolate(
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upper_screen_point, self.spotlight.source_point, -SLANTING_AMOUNT
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)
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self.slanted_brightness_rect = self.brightness_rect.copy()
self.slanted_brightness_rect.width *= 2
self.slanted_brightness_rect.generate_points()
self.slanted_brightness_rect.set_fill(opacity = 0.25)
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self.slanted_screen = Line(lower_slanted_screen_point,upper_slanted_screen_point,
path_arc = 0, num_arc_anchors = 10)
self.slanted_brightness_rect.move_to(self.brightness_rect.get_center())
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self.play(
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Transform(self.screen,self.slanted_screen),
Transform(self.brightness_rect,self.slanted_brightness_rect),
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)
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def unslant_screen(self):
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self.wait()
self.play(
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Transform(self.screen,self.unslanted_screen),
Transform(self.brightness_rect,self.unslanted_brightness_rect),
)
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def left_shift_screen_while_showing_light_indicator(self):
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# Scene 5: constant screen size, changing opening angle
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OPACITY_FOR_UNIT_INTENSITY = 1
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# let's use an actual light indicator instead of just rects
self.indicator_intensity = 0.25
indicator_height = 1.25 * self.screen_height
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self.indicator = LightIndicator(radius = indicator_height/2,
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opacity_for_unit_intensity = OPACITY_FOR_UNIT_INTENSITY,
color = LIGHT_COLOR,
precision = 2)
self.indicator.set_intensity(self.indicator_intensity)
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self.indicator.move_to(self.brightness_rect.get_center())
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self.play(
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FadeOut(self.brightness_rect),
FadeIn(self.indicator)
)
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# Here some digits of the indicator disappear...
self.add_foreground_mobject(self.indicator.reading)
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self.unit_indicator_intensity = 1.0 # intensity at distance 1
# (where we are about to move to)
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self.left_shift = (self.screen.get_center()[0] - self.spotlight.source_point[0])/2
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self.play(
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self.screen.shift,[-self.left_shift,0,0],
self.morty.shift,[-self.left_shift,0,0],
self.indicator.shift,[-self.left_shift,0,0],
self.indicator.set_intensity,self.unit_indicator_intensity,
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)
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def add_distance_arrow(self):
# distance arrow (length 1)
left_x = self.spotlight.source_point[0]
right_x = self.screen.get_center()[0]
arrow_y = -2
arrow1 = Arrow([left_x,arrow_y,0],[right_x,arrow_y,0])
arrow2 = Arrow([right_x,arrow_y,0],[left_x,arrow_y,0])
arrow1.set_fill(color = WHITE)
arrow2.set_fill(color = WHITE)
distance_decimal = Integer(1).next_to(arrow1,DOWN)
self.arrow = VGroup(arrow1, arrow2,distance_decimal)
self.add(self.arrow)
# distance arrow (length 2)
# will be morphed into
self.distance_to_source = right_x - left_x
new_right_x = left_x + 2 * self.distance_to_source
new_arrow1 = Arrow([left_x,arrow_y,0],[new_right_x,arrow_y,0])
new_arrow2 = Arrow([new_right_x,arrow_y,0],[left_x,arrow_y,0])
new_arrow1.set_fill(color = WHITE)
new_arrow2.set_fill(color = WHITE)
new_distance_decimal = Integer(2).next_to(new_arrow1,DOWN)
self.new_arrow = VGroup(new_arrow1, new_arrow2, new_distance_decimal)
# don't add it yet
def right_shift_screen_while_showing_light_indicator_and_distance_arrow(self):
self.wait()
self.play(
ReplacementTransform(self.arrow,self.new_arrow),
ApplyMethod(self.screen.shift,[self.distance_to_source,0,0]),
#ApplyMethod(self.indicator.shift,[self.left_shift,0,0]),
ApplyMethod(self.indicator.set_intensity,self.indicator_intensity),
# this should trigger ChangingDecimal, but it doesn't
# maybe bc it's an anim within an anim?
ApplyMethod(self.morty.shift,[self.distance_to_source,0,0]),
)
def left_shift_again(self):
self.wait()
self.play(
ReplacementTransform(self.new_arrow,self.arrow),
ApplyMethod(self.screen.shift,[-self.distance_to_source,0,0]),
#ApplyMethod(self.indicator.shift,[-self.left_shift,0,0]),
ApplyMethod(self.indicator.set_intensity,self.unit_indicator_intensity),
ApplyMethod(self.morty.shift,[-self.distance_to_source,0,0]),
)
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def morph_into_3d(self):
#axes = ThreeDAxes()
#self.add(axes)
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phi0 = self.camera.get_phi() # default is 0 degs
theta0 = self.camera.get_theta() # default is -90 degs
distance0 = self.camera.get_distance()
# this is an ugly hack bc remove, FadeOut and SwitchOff don't work
self.play(
self.light_source.set_max_opacity_ambient,0.001
)
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phi1 = 60 * DEGREES # angle from zenith (0 to 180)
theta1 = -135 * DEGREES # azimuth (0 to 360)
distance1 = distance0
target_point = self.camera.get_spherical_coords(phi1, theta1, distance1)
dphi = phi1 - phi0
dtheta = theta1 - theta0
camera_target_point = target_point # self.camera.get_spherical_coords(45 * DEGREES, -60 * DEGREES)
projection_direction = self.camera.spherical_coords_to_point(phi1,theta1, 1)
new_screen0 = Rectangle(height = self.screen_height,
width = 0.5, stroke_color = RED)
new_screen0.rotate(TAU/4,axis = DOWN)
new_screen0.move_to(self.screen.get_center())
self.add(new_screen0)
self.remove(self.screen)
self.light_source.set_screen(new_screen0)
# # new_screen = new_screen0.deepcopy()
# # new_screen.width = new_screen.height
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self.play(
ApplyMethod(self.camera.rotation_mobject.move_to, camera_target_point),
# #Transform(new_screen0,new_screen)
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)
self.wait()
class BackToEulerSumScene(PiCreatureScene):
def construct(self):
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self.remove(self.get_primary_pi_creature())
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NUM_CONES = 7
NUM_VISIBLE_CONES = 6
INDICATOR_RADIUS = 0.5
OPACITY_FOR_UNIT_INTENSITY = 1.0
self.number_line = NumberLine(
x_min = 0,
color = WHITE,
number_at_center = 1.6,
stroke_width = 1,
numbers_with_elongated_ticks = range(1,5),
numbers_to_show = range(1,5),
unit_size = 2,
tick_frequency = 0.2,
line_to_number_buff = LARGE_BUFF,
label_direction = UP,
)
self.number_line.label_direction = DOWN
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#self.number_line.shift(3*UP)
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self.number_line_labels = self.number_line.get_number_mobjects()
self.add(self.number_line,self.number_line_labels)
self.wait()
origin_point = self.number_line.number_to_point(0)
self.default_pi_creature_class = Randolph
randy = self.get_primary_pi_creature()
randy.scale(0.5)
randy.flip()
right_pupil = randy.pupils[1]
randy.next_to(origin_point, LEFT, buff = 0, submobject_to_align = right_pupil)
randy_copy = randy.copy()
randy_copy.target = randy.copy().shift(DOWN)
bubble = ThoughtBubble(direction = RIGHT,
width = 4, height = 3,
file_name = "Bubbles_thought.svg")
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bubble.next_to(randy,LEFT+UP)
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bubble.set_fill(color = BLACK, opacity = 1)
self.play(
randy.change, "wave_2",
ShowCreation(bubble),
)
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euler_sum = TexMobject("1", "+", "{1\over 4}",
"+", "{1\over 9}", "+", "{1\over 16}", "+", "{1\over 25}", "+", "\cdots", " ")
# the last entry is a dummy element which makes looping easier
# used just for putting the fractions into the light indicators
intensities = np.array([1./(n+1)**2 for n in range(NUM_CONES)])
opacities = intensities * OPACITY_FOR_UNIT_INTENSITY
# repeat:
# fade in lighthouse
# switch on / fade in ambient light
# show creation / write light indicator
# move indicator onto origin
# while morphing and dimming
# move indicator into thought bubble
# while indicators already inside shift to the back
# and while term appears in the series below
point = self.number_line.number_to_point(1)
v = point - self.number_line.number_to_point(0)
light_source = LightSource()
light_source.move_source_to(point)
#light_source.ambient_light.move_source_to(point)
#light_source.lighthouse.move_to(point)
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self.play(FadeIn(light_source.lighthouse))
self.play(SwitchOn(light_source.ambient_light))
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# create an indicator that will move along the number line
indicator = LightIndicator(color = LIGHT_COLOR,
radius = INDICATOR_RADIUS,
opacity_for_unit_intensity = OPACITY_FOR_UNIT_INTENSITY,
show_reading = False
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)
indicator_reading = euler_sum[0]
indicator_reading.scale_to_fit_height(0.5 * indicator.get_height())
indicator_reading.move_to(indicator.get_center())
indicator.add(indicator_reading)
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indicator.tex_reading = indicator_reading
# the TeX reading is too bright at full intensity
indicator.tex_reading.set_fill(color = BLACK)
indicator.foreground.set_fill(None,opacities[0])
indicator.move_to(point)
indicator.set_intensity(intensities[0])
self.play(FadeIn(indicator))
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self.add_foreground_mobject(indicator)
collection_point = np.array([-6.,2.,0.])
left_shift = 0.2*LEFT
collected_indicators = Mobject()
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for i in range(2, NUM_VISIBLE_CONES + 1):
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previous_point = self.number_line.number_to_point(i - 1)
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point = self.number_line.number_to_point(i)
v = point - previous_point
#print v
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# Create and position the target indicator (next on number line).
indicator_target = indicator.deepcopy()
indicator_target.shift(v)
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# Here we make a copy that will move into the thought bubble.
bubble_indicator = indicator.deepcopy()
# And its target
bubble_indicator_target = bubble_indicator.deepcopy()
bubble_indicator_target.set_intensity(intensities[i - 2])
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# give the target the appropriate reading
euler_sum[2*i-4].move_to(bubble_indicator_target)
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bubble_indicator_target.remove(bubble_indicator_target.tex_reading)
bubble_indicator_target.tex_reading = euler_sum[2*i-4].copy()
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bubble_indicator_target.add(bubble_indicator_target.tex_reading)
# center it in the indicator
if bubble_indicator_target.tex_reading.get_tex_string() != "1":
bubble_indicator_target.tex_reading.scale_to_fit_height(0.8*indicator.get_height())
# the target is less bright, possibly switch to a white text color
if bubble_indicator_target.intensity < 0.7:
bubble_indicator.tex_reading.set_fill(color = WHITE)
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# position the target in the thought bubble
bubble_indicator_target.move_to(collection_point)
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self.add_foreground_mobject(bubble_indicator)
self.wait()
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self.play(
Transform(bubble_indicator,bubble_indicator_target),
collected_indicators.shift,left_shift,
)
collected_indicators.add(bubble_indicator)
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new_light = light_source.deepcopy()
w = new_light.get_source_point()
new_light.move_source_to(w + (i-2)*v)
w2 = new_light.get_source_point()
self.add(new_light.lighthouse)
self.play(
Transform(indicator,indicator_target),
new_light.lighthouse.shift,v,
)
new_light.move_source_to(w + (i-1)*v)
new_light.lighthouse.move_to(w + (i-1)*v)
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self.play(SwitchOn(new_light.ambient_light),
)
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# quickly switch on off-screen light cones
for i in range(NUM_VISIBLE_CONES,NUM_CONES):
indicator_start_time = 0.5 * (i+1) * FAST_SWITCH_ON_RUN_TIME/light_source.ambient_light.radius * self.number_line.unit_size
indicator_stop_time = indicator_start_time + FAST_INDICATOR_UPDATE_TIME
indicator_rate_func = squish_rate_func(#smooth, 0.8, 0.9)
smooth,indicator_start_time,indicator_stop_time)
ls = LightSource()
point = point = self.number_line.number_to_point(i)
ls.move_source_to(point)
self.play(
SwitchOn(ls.ambient_light, run_time = FAST_SWITCH_ON_RUN_TIME),
)
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# and morph indicator stack into limit value
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sum_indicator = LightIndicator(color = LIGHT_COLOR,
radius = INDICATOR_RADIUS,
opacity_for_unit_intensity = OPACITY_FOR_UNIT_INTENSITY,
show_reading = False
)
sum_indicator.set_intensity(intensities[0] * np.pi**2/6)
sum_indicator_reading = TexMobject("{\pi^2 \over 6}")
sum_indicator_reading.set_fill(color = BLACK)
sum_indicator_reading.scale_to_fit_height(0.8 * sum_indicator.get_height())
sum_indicator.add(sum_indicator_reading)
sum_indicator.move_to(collection_point)
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self.play(
Transform(collected_indicators,sum_indicator)
)
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self.wait()
class TwoLightSourcesScene(PiCreatureScene):
def construct(self):
MAX_OPACITY = 0.4
INDICATOR_RADIUS = 0.6
OPACITY_FOR_UNIT_INTENSITY = 0.5
A = np.array([5.,-3.,0.])
B = np.array([-5.,3.,0.])
C = np.array([-5.,-3.,0.])
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morty = self.get_primary_pi_creature()
morty.scale(0.3).flip()
right_pupil = morty.pupils[1]
morty.next_to(C, LEFT, buff = 0, submobject_to_align = right_pupil)
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horizontal = VMobject(stroke_width = 1)
horizontal.set_points_as_corners([C,A])
vertical = VMobject(stroke_width = 1)
vertical.set_points_as_corners([C,B])
self.play(
ShowCreation(horizontal),
ShowCreation(vertical)
)
indicator = LightIndicator(color = LIGHT_COLOR,
radius = INDICATOR_RADIUS,
opacity_for_unit_intensity = OPACITY_FOR_UNIT_INTENSITY,
show_reading = True,
precision = 2
)
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indicator.next_to(morty,LEFT)
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self.play(
Write(indicator)
)
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ls1 = LightSource(radius = 20, num_levels = 50)
ls2 = ls1.deepcopy()
#print "==="
#print ls1.get_source_point()
ls1.move_source_to(A)
#print ls1.get_source_point()
#print "==="
#print ls2.get_source_point()
ls2.move_source_to(B)
#print ls2.get_source_point()
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self.play(
FadeIn(ls1.lighthouse),
FadeIn(ls2.lighthouse),
SwitchOn(ls1.ambient_light),
SwitchOn(ls2.ambient_light)
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)
distance1 = np.linalg.norm(C - ls1.get_source_point())
intensity = ls1.ambient_light.opacity_function(distance1) / indicator.opacity_for_unit_intensity
distance2 = np.linalg.norm(C - ls2.get_source_point())
intensity += ls2.ambient_light.opacity_function(distance2) / indicator.opacity_for_unit_intensity
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self.play(
UpdateLightIndicator(indicator,intensity)
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)
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self.wait()
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ls3 = ls1.deepcopy()
ls3.move_to(np.array([6,3.5,0]))
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new_indicator = indicator.copy()
new_indicator.light_source = ls3
new_indicator.measurement_point = C
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self.add(new_indicator)
self.play(
indicator.shift, 2 * UP
)
#intensity = intensity_for_light_source(ls3)
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self.play(
SwitchOff(ls1.ambient_light),
#FadeOut(ls1.lighthouse),
SwitchOff(ls2.ambient_light),
#FadeOut(ls2.lighthouse),
UpdateLightIndicator(new_indicator,0.0)
)
# create a *continual* animation for the replacement source
updater = ContinualLightIndicatorUpdate(new_indicator)
self.add(updater)
self.play(
SwitchOn(ls3.ambient_light),
FadeIn(ls3.lighthouse),
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)
self.wait()
# move the light source around
# TODO: moving along a path arc
location = np.array([-3,-2.,0.])
self.play(ls3.move_source_to,location)
location = np.array([6.,1.,0.])
self.play(ls3.move_source_to,location)
location = np.array([5.,2.,0.])
self.play(ls3.move_source_to,location)
closer_location = interpolate(location, C, 0.5)
self.play(ls3.move_source_to,closer_location)
self.play(ls3.move_source_to,location)
# maybe move in a circle around C using a loop?
# find the coords of the altitude point H
# as the solution of a certain LSE
xA = A[0]
yA = A[1]
xB = B[0]
yB = B[1]
xC = C[0]
yC = C[1]
matrix = np.array([[yA - yB, xB - xA], [xA - xB, yA - yB]]) # sic
vector = np.array([xB * yA - xA * yB, xC * (xA - xB) + yC * (yA - yB)])
H2 = np.linalg.solve(matrix,vector)
H = np.append(H2, 0.)
self.play(ls3.move_source_to,H)
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# draw lines to complete the geometric picture
# and label the lengths
line_a = VMobject()
line_a.set_points_as_corners([B,C])
line_b = VMobject()
line_b.set_points_as_corners([A,C])
line_c = VMobject()
line_c.set_points_as_corners([A,B])
line_h = VMobject()
line_h.set_points_as_corners([H,C])
label_a = TexMobject("a")
label_a.next_to(line_a, LEFT, buff = 0.5)
label_b = TexMobject("b")
label_b.next_to(line_b, DOWN, buff = 0.5)
label_h = TexMobject("h")
label_h.next_to(line_h.get_center(), RIGHT, buff = 0.5)
self.play(
ShowCreation(line_a),
Write(label_a)
)
self.play(
ShowCreation(line_b),
Write(label_b)
)
self.play(
ShowCreation(line_c),
)
self.play(
ShowCreation(line_h),
Write(label_h)
)
# state the IPT
theorem_location = np.array([3.,2.,0.])
theorem = TexMobject("{1\over a^2} + {1\over b^2} = {1\over h^2}")
theorem_name = TextMobject("Inverse Pythagorean Theorem")
buffer = 1.2
theorem_box = Rectangle(width = buffer*theorem.get_width(),
height = buffer*theorem.get_height())
theorem.move_to(theorem_location)
theorem_box.move_to(theorem_location)
theorem_name.next_to(theorem_box,UP)
self.play(
Write(theorem),
)
self.play(
ShowCreation(theorem_box),
Write(theorem_name),
)
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