Most of BlocksAndWallScene is setup

This commit is contained in:
Grant Sanderson 2019-01-04 14:14:59 -08:00
parent d222c8aa14
commit 0c810b43a9

View file

@ -3,25 +3,24 @@ from big_ol_pile_of_manim_imports import *
class SlidingBlocks(VGroup):
CONFIG = {
"block_dynamic_configs": [
{
"mass": 100,
"velocity": -2,
"distance": 7,
"width": 1,
},
{
"mass": 1,
"velocity": 0,
"distance": 3,
"width": 1,
},
],
"block1_config": {
"mass": 1,
"velocity": -2,
"distance": 7,
"width": 1,
},
"block2_config": {
"mass": 1,
"velocity": 0,
"distance": 3,
"width": 1,
},
"block_style": {
"fill_opacity": 1,
"fill_color": (GREY, LIGHT_GREY),
"stroke_width": 3,
"stroke_color": WHITE,
"sheen_direction": UL,
}
}
@ -31,27 +30,69 @@ class SlidingBlocks(VGroup):
self.floor = surrounding_scene.floor
self.wall = surrounding_scene.wall
for config in self.block_dynamic_configs:
self.add(self.get_block(**config))
self.block1 = self.get_block(**self.block1_config)
self.block2 = self.get_block(**self.block2_config)
self.phase_space_point_tracker = self.get_phase_space_point_tracker()
self.add(
self.block1, self.block2,
self.phase_space_point_tracker,
)
self.add_updater(self.__class__.update_positions)
# From here, there's enough information to create
# a list of all clack times and locations
def get_block(self, mass, width, distance, velocity):
block = Square(side_length=width)
block.mass = mass
block.velocity = velocity
block.set_style(**self.block_style)
block.set_fill(color=interpolate_color(
block.get_fill_color(),
BLUE_E,
(1 - 1.0 / (max(np.log10(mass), 1)))
))
block.move_to(
self.floor.get_top()[1] * UP +
(self.wall.get_right()[0] + distance) * RIGHT,
DL,
)
block.mass = mass
block.velocity = velocity
label = block.label = TextMobject("{}kg".format(mass))
label = block.label = TextMobject(
"{:,}\\,kg".format(mass)
)
label.scale(0.8)
label.next_to(block, UP, SMALL_BUFF)
block.add(label)
return block
def get_phase_space_point_tracker(self):
block1, block2 = self.block1, self.block2
w2 = block2.get_width()
s1 = block1.get_left()[0] - self.wall.get_right()[0] - w2
s2 = block2.get_right()[0] - self.wall.get_right()[0] - w2
result = VectorizedPoint([
s1 * np.sqrt(block1.mass),
s2 * np.sqrt(block2.mass),
0
])
result.velocity = np.array([
np.sqrt(block1.mass) * block1.velocity,
np.sqrt(block2.mass) * block2.velocity,
0
])
return result
def update_positions(self, dt):
self.phase_space_point_tracker.shift(
self.phase_space_point_tracker.velocity * dt
)
self.update_blocks_from_phase_space_point_tracker()
def old_update_positions(self, dt):
# Based on velocity diagram bouncing...didn't work for
# large masses, due to frame rate mismatch
blocks = self.submobjects
for block in blocks:
block.shift(block.velocity * dt * RIGHT)
@ -74,13 +115,45 @@ class SlidingBlocks(VGroup):
# Second block hits wall
blocks[1].velocity *= -1
blocks[1].move_to(self.wall.get_corner(DR), DL)
if blocks[0].get_left()[0] < blocks[1].get_right()[0]:
blocks[0].move_to(blocks[1].get_corner(DR), DL)
self.surrounding_scene.clack(blocks[1].get_left())
return self
def update_blocks_from_phase_space_point_tracker(self):
block1, block2 = self.block1, self.block2
ps_point = self.phase_space_point_tracker.get_location()
theta = np.arctan(np.sqrt(block2.mass / block1.mass))
ps_point_angle = angle_of_vector(ps_point)
n_clacks = int(ps_point_angle / theta)
# TODO, pass on n_clack information to surrounding_scene
reflected_point = rotate_vector(
ps_point,
-2 * np.ceil(n_clacks / 2) * theta
)
reflected_point = np.abs(reflected_point)
shadow_wall_x = self.wall.get_right()[0] + block2.get_width()
floor_y = self.floor.get_top()[1]
s1 = reflected_point[0] / np.sqrt(block1.mass)
s2 = reflected_point[1] / np.sqrt(block2.mass)
block1.move_to(
(shadow_wall_x + s1) * RIGHT +
floor_y * UP,
DL,
)
block2.move_to(
(shadow_wall_x + s2) * RIGHT +
floor_y * UP,
DR,
)
class BlocksAndWallScene(Scene):
CONFIG = {
"print_clack_times": True,
"print_clack_times": False,
"count_clacks": True,
"sliding_blocks_config": {},
"floor_y": -2,
"wall_x": -5,
@ -89,14 +162,36 @@ class BlocksAndWallScene(Scene):
def setup(self):
self.floor = self.get_floor()
self.wall = self.get_wall()
self.blocks = SlidingBlocks(self)
self.blocks = SlidingBlocks(self, **self.sliding_blocks_config)
self.add(self.floor, self.wall, self.blocks)
if self.count_clacks:
self.add_clack_counter()
self.track_times()
def track_times(self):
self.clack_times = []
time_tracker = ValueTracker()
time_tracker.add_updater(lambda m, dt: m.increment_value(dt))
self.add(time_tracker)
self.get_time = time_tracker.get_value
self.add(self.floor, self.wall, self.blocks)
def add_clack_counter(self):
clack_counter_label = TextMobject("\\# Clacks: ")
clack_counter = Integer(0)
clack_counter.next_to(
clack_counter_label[-1], RIGHT,
aligned_edge=DOWN,
)
clack_group = VGroup(
clack_counter_label,
clack_counter,
)
clack_group.to_corner(UR)
clack_group.shift(LEFT)
self.add(clack_group)
self.clack_counter = clack_counter
def tear_down(self):
if self.print_clack_times:
@ -120,11 +215,10 @@ class BlocksAndWallScene(Scene):
floor.shift(self.floor_y * UP)
return floor
def get_blocks(self):
pass
def clack(self, location):
self.clack_times.append(self.get_time())
if self.count_clacks:
self.clack_counter.increment_value()
# Animted scenes
@ -135,5 +229,15 @@ class MathAndPhysicsConspiring(Scene):
class ThreeSimpleClacks(BlocksAndWallScene):
CONFIG = {
"sliding_blocks_config": {
"block1_config": {
"mass": 100,
"width": 1.5,
}
}
}
def construct(self):
self.wait(10)
while self.blocks[0].get_left()[0] < FRAME_WIDTH / 2:
self.wait(1)