Adds DiagramOfProgression

This commit is contained in:
Grant Sanderson 2020-06-15 12:03:23 -07:00
parent 8c9ea90d50
commit d1f1ed6a1a

View file

@ -12,6 +12,11 @@ def string_to_bools(message):
return [bool(int(b)) for b in bits]
def layer_mobject(mobject, nudge=1e-6):
for i, sm in enumerate(mobject.family_members_with_points()):
sm.shift(i * nudge * OUT)
class Chessboard(SGroup):
CONFIG = {
"shape": (8, 8),
@ -69,11 +74,14 @@ class Coin(Group):
TextMobject("T"),
)
for label, vect in zip(labels, [OUT, IN]):
label.shift(1.01 * vect)
label.shift(1.02 * vect)
label.set_height(0.8)
labels[1].flip(RIGHT)
self.add(*labels)
self.labels = labels
labels.apply_depth_test()
else:
labels = Group(Mobject(), Mobject())
self.add(*labels)
self.labels = labels
self.set_height(self.height)
self.set_depth(self.depth, stretch=True)
@ -81,6 +89,9 @@ class Coin(Group):
def is_heads(self):
return self.top.get_center()[2] > self.bottom.get_center()[2]
def flip(self, axis=RIGHT):
super().flip(axis)
class CoinsOnBoard(Group):
CONFIG = {
@ -100,9 +111,31 @@ class CoinsOnBoard(Group):
def flip_at_random(self, p=0.5):
for coin in self:
if random.random() < p:
coin.flip(RIGHT)
coin.flip()
return self
def flip_by_message(self, message):
heads = string_to_bools(message)
for coin, head in zip(self, heads):
if not head:
coin.flip()
return self
class Key(SVGMobject):
CONFIG = {
"file_name": "key",
"fill_color": GOLD,
"fill_opacity": 1,
"stroke_color": GOLD,
"stroke_width": 0,
"gloss": 0.5,
}
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.rotate(PI / 2, OUT)
class FlipCoin(Animation):
CONFIG = {
@ -150,7 +183,7 @@ class IntroducePuzzle(Scene):
grid.set_gloss(0.5)
grid.prepare_for_nonlinear_transform(0)
coins = CoinsOnBoard(chessboard, include_labels=False)
coins = CoinsOnBoard(chessboard)
coins.set_gloss(0.2)
coins_to_flip = Group()
head_bools = string_to_bools('3b1b :)')
@ -192,11 +225,7 @@ class IntroducePuzzle(Scene):
self.wait()
# Show key
key = SVGMobject("key")
key.set_stroke(GOLD, 0)
key.set_fill(GOLD, 1)
key.set_gloss(0.5)
key.rotate(PI / 2, OUT)
key = Key()
key.rotate(PI / 4, RIGHT)
key.move_to(3 * OUT)
key.scale(0.8)
@ -373,19 +402,153 @@ class FromCoinToSquareMapsSingleFlips(FromCoinToSquareMaps):
}
class DiagramOfProgression(Scene):
class DiagramOfProgression(ThreeDScene):
def construct(self):
stages = VGroup(*[Rectangle(4, 2) for x in range(4)])
stages.arrange_in_grid(buff=1)
stages.set_height(6)
stages.to_edge(DOWN)
# Setup panels
P1_COLOR = BLUE_C
P2_COLOR = RED
rect = Rectangle(4, 2)
rect.set_fill(GREY_E, 1)
panels = Group()
for x in range(4):
panels.add(Group(rect.copy()))
panels.arrange_in_grid(buff=1)
panels[::2].shift(0.5 * LEFT)
panels.set_width(FRAME_WIDTH - 2)
panels.center().to_edge(DOWN)
chessboard = Chessboard()
chessboard.set_height(0.9 * panels[0].get_height())
coins = CoinsOnBoard(
chessboard,
coin_config={
"disk_resolution": (2, 25),
"include_labels": False,
}
)
coins.flip_by_message("Tau > Pi")
for panel in panels[1:]:
cb = chessboard.copy()
co = coins.copy()
cb.next_to(panel.get_right(), LEFT)
co.next_to(cb, OUT, 0)
panel.chessboard = cb
panel.coins = co
panel.add(cb, co)
kw = {
"tex_to_color_map": {
"Prisoner 1": P1_COLOR,
"Prisoner 2": P2_COLOR,
}
}
titles = VGroup(
TextMobject("Prisoners conspire"),
TextMobject("Prisoner 1 sees key"),
TextMobject("Prisoner 1 flips coin"),
TextMobject("Prisoners conspire", **kw),
TextMobject("Prisoner 1 sees key", **kw),
TextMobject("Prisoner 1 flips coin", **kw),
TextMobject("Prisoner 2 guesses key square", **kw),
)
self.add(stages)
for panel, title in zip(panels, titles):
title.next_to(panel, UP)
panel.title = title
panel.add(title)
self.embed()
# Darken first chessboard
for coin in panels[1].coins:
coin.remove(coin.edge)
if coin.is_heads():
coin.remove(coin.bottom)
coin.remove(coin.labels[1])
else:
coin.remove(coin.top)
coin.remove(coin.labels[0])
coin.set_opacity(0.25)
# Add characters
prisoner1 = PiCreature(color=P1_COLOR)
prisoner2 = PiCreature(color=P2_COLOR)
pis = VGroup(prisoner1, prisoner2)
pis.arrange(RIGHT, buff=1)
pis.set_height(1.5)
p0_pis = pis.copy()
p0_pis.set_height(2.0, about_edge=DOWN)
p0_pis[1].flip()
p0_pis.next_to(panels[0].get_bottom(), UP, SMALL_BUFF)
p0_pis[0].change("pondering", p0_pis[1].eyes)
p0_pis[1].change("speaking", p0_pis[0].eyes)
panels[0].add(p0_pis)
p1_pi = pis[0].copy()
p1_pi.next_to(panels[1].get_corner(DL), UR, SMALL_BUFF)
p1_pi.change("happy")
key = Key()
key.set_height(0.5)
key.next_to(p1_pi, UP)
key.set_color(YELLOW)
key_cube = panels[1].chessboard[18]
key_square = Square()
key_square.replace(key_cube)
key_square.set_stroke(width=3)
key_square.match_color(key)
p1_pi.look_at(key_square)
key_arrow = Arrow(
key.get_right() + SMALL_BUFF * UP,
key_square.get_corner(UL),
path_arc=-45 * DEGREES,
buff=SMALL_BUFF
)
key_arrow.tip.set_stroke(width=0)
key_arrow.match_color(key)
panels[1].add(p1_pi, key)
p2_pi = pis[0].copy()
p2_pi.next_to(panels[2].get_corner(DL), UR, SMALL_BUFF)
p2_pi.change("tease")
flip_coin = panels[2].coins[38]
panels[3].coins[38].flip()
flip_square = Square()
flip_square.replace(panels[2].chessboard[38])
flip_square.set_stroke(BLUE, 5)
for coin in panels[2].coins:
if coin is not flip_coin:
coin.remove(coin.edge)
if coin.is_heads():
coin.remove(coin.bottom)
coin.remove(coin.labels[1])
else:
coin.remove(coin.top)
coin.remove(coin.labels[0])
coin.set_opacity(0.25)
panels[2].add(p2_pi)
p3_pi = pis[1].copy()
p3_pi.next_to(panels[3].get_corner(DL), UR, SMALL_BUFF)
p3_pi.shift(MED_LARGE_BUFF * RIGHT)
p3_pi.change("confused")
panels[3].add(p3_pi)
# Animate each panel in
self.play(FadeIn(panels[1], DOWN))
self.play(
ShowCreation(key_arrow),
FadeInFromLarge(key_square),
)
self.wait()
self.play(FadeIn(panels[2], UP))
self.play(
ShowCreation(flip_square),
FlipCoin(flip_coin),
p2_pi.look_at, flip_coin,
)
self.wait()
self.play(FadeIn(panels[3], LEFT))
self.wait()
self.play(FadeIn(panels[0]))
self.wait()