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removed playground to get it ignored
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1 changed files with 0 additions and 288 deletions
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#!/usr/bin/env python
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from helpers import *
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from mobject.tex_mobject import TexMobject
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from mobject import Mobject
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from mobject.image_mobject import ImageMobject
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from mobject.vectorized_mobject import *
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from mobject.point_cloud_mobject import PointCloudDot
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from animation.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 animation.continual_animation import *
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from animation.playground import *
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from topics.geometry import *
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from topics.characters import *
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from topics.functions import *
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from topics.number_line import *
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from topics.combinatorics import *
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from scene import Scene
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from camera import Camera
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from mobject.svg_mobject import *
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from mobject.tex_mobject import *
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from mobject.vectorized_mobject import *
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## To watch one of these scenes, run the following:
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## python extract_scene.py -p file_name <SceneName>
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LIGHT_COLOR = YELLOW
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DEGREES = 360/TAU
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SWITCH_ON_RUN_TIME = 1.5
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class AmbientLight(VMobject):
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# Parameters are:
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# * a source point
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# * an opacity function
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# * a light color
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# * a max opacity
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# * a radius (larger than the opacity's dropoff length)
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# * the number of subdivisions (levels, annuli)
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CONFIG = {
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"source_point" : ORIGIN,
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"opacity_function" : lambda r : 1.0/(r+1.0)**2,
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"color" : LIGHT_COLOR,
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"max_opacity" : 1.0,
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"num_levels" : 10,
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"radius" : 5.0
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}
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def generate_points(self):
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# in theory, this method is only called once, right?
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# so removing submobs shd not be necessary
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for submob in self.submobjects:
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self.remove(submob)
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# create annuli
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dr = self.radius / self.num_levels
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for r in np.arange(0, self.radius, dr):
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alpha = self.max_opacity * self.opacity_function(r)
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annulus = Annulus(
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inner_radius = r,
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outer_radius = r + dr,
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color = self.color,
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fill_opacity = alpha
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)
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annulus.move_arc_center_to(self.source_point)
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self.add(annulus)
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def move_source_to(self,point):
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self.shift(point - self.source_point)
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self.source_point = np.array(point)
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# for submob in self.submobjects:
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# if type(submob) == Annulus:
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# submob.shift(self.source_point - submob.get_center())
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def dimming(self,new_alpha):
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old_alpha = self.max_opacity
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self.max_opacity = new_alpha
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for submob in self.submobjects:
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old_submob_alpha = submob.fill_opacity
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new_submob_alpha = old_submob_alpha * new_alpha/old_alpha
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submob.set_fill(opacity = new_submob_alpha)
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class Spotlight(VMobject):
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CONFIG = {
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"source_point" : ORIGIN,
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"opacity_function" : lambda r : 1.0/(r+1.0)**2,
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"color" : LIGHT_COLOR,
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"max_opacity" : 1.0,
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"num_levels" : 10,
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"radius" : 5.0,
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"screen" : None,
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"shadow" : VMobject(fill_color = RED, stroke_width = 0, fill_opacity = 1.0)
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}
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def track_screen(self):
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self.generate_points()
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def generate_points(self):
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for submob in self.submobjects:
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self.remove(submob)
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if self.screen != None:
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# look for the screen and create annular sectors
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lower_angle, upper_angle = self.viewing_angles(self.screen)
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dr = self.radius / self.num_levels
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for r in np.arange(0, self.radius, dr):
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alpha = self.max_opacity * self.opacity_function(r)
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annular_sector = AnnularSector(
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inner_radius = r,
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outer_radius = r + dr,
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color = self.color,
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fill_opacity = alpha,
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start_angle = lower_angle,
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angle = upper_angle - lower_angle
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)
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annular_sector.move_arc_center_to(self.source_point)
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self.add(annular_sector)
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self.update_shadow(point = self.source_point)
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self.add(self.shadow)
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def viewing_angle_of_point(self,point):
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distance_vector = point - self.source_point
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angle = angle_of_vector(distance_vector)
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return angle
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def viewing_angles(self,screen):
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viewing_angles = np.array(map(self.viewing_angle_of_point,
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screen.get_anchors()))
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lower_angle = upper_angle = 0
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if len(viewing_angles) != 0:
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lower_angle = np.min(viewing_angles)
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upper_angle = np.max(viewing_angles)
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return lower_angle, upper_angle
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def move_source_to(self,point):
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self.source_point = np.array(point)
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self.recalculate_sectors(point = point, screen = self.screen)
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self.update_shadow(point = point)
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def recalculate_sectors(self, point = ORIGIN, screen = None):
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if screen == None:
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return
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for submob in self.submobject_family():
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if type(submob) == AnnularSector:
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lower_angle, upper_angle = self.viewing_angles(screen)
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new_submob = AnnularSector(
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start_angle = lower_angle,
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angle = upper_angle - lower_angle,
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inner_radius = submob.inner_radius,
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outer_radius = submob.outer_radius
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)
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new_submob.move_arc_center_to(point)
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submob.points = new_submob.points
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def update_shadow(self,point = ORIGIN):
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print "updating shadow"
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use_point = point #self.source_point
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self.shadow.points = self.screen.points
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ray1 = self.screen.points[0] - use_point
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ray2 = self.screen.points[-1] - use_point
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ray1 = ray1/np.linalg.norm(ray1) * 100
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ray1 = rotate_vector(ray1,-TAU/16)
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ray2 = ray2/np.linalg.norm(ray2) * 100
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ray2 = rotate_vector(ray2,TAU/16)
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outpoint1 = self.screen.points[0] + ray1
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outpoint2 = self.screen.points[-1] + ray2
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self.shadow.add_control_points([outpoint2,outpoint1,self.screen.points[0]])
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self.shadow.mark_paths_closed = True
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def dimming(self,new_alpha):
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old_alpha = self.max_opacity
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self.max_opacity = new_alpha
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for submob in self.submobjects:
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if type(submob) != AnnularSector:
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# it's the shadow, don't dim it
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continue
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old_submob_alpha = submob.fill_opacity
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new_submob_alpha = old_submob_alpha * new_alpha/old_alpha
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submob.set_fill(opacity = new_submob_alpha)
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class SwitchOn(LaggedStart):
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CONFIG = {
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"lag_ratio": 0.2,
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"run_time": SWITCH_ON_RUN_TIME
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}
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def __init__(self, light, **kwargs):
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if not isinstance(light,AmbientLight) and not isinstance(light,Spotlight):
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raise Exception("Only LightCones and Candles can be switched on")
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LaggedStart.__init__(self,
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FadeIn, light, **kwargs)
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class SwitchOff(LaggedStart):
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CONFIG = {
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"lag_ratio": 0.2,
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"run_time": SWITCH_ON_RUN_TIME
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}
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def __init__(self, light, **kwargs):
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if not isinstance(light,AmbientLight) and not isinstance(light,Spotlight):
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raise Exception("Only LightCones and Candles can be switched on")
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light.submobjects = light.submobjects[::-1]
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LaggedStart.__init__(self,
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FadeOut, light, **kwargs)
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light.submobjects = light.submobjects[::-1]
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class ScreenTracker(ContinualAnimation):
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def __init__(self, mobject, **kwargs):
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ContinualAnimation.__init__(self, mobject, **kwargs)
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def update_mobject(self, dt):
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self.mobject.recalculate_sectors(
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point = self.mobject.source_point,
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screen = self.mobject.screen)
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self.mobject.update_shadow(self.mobject.source_point)
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class IntroScene(Scene):
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def construct(self):
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screen = Line([2,-2,0],[1,2,0]).shift([1,0,0])
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self.add(screen)
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ambient_light = AmbientLight(
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source_point = np.array([-1,1,0]),
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max_opacity = 1.0,
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opacity_function = lambda r: 1.0/(r/2+1)**2,
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num_levels = 4,
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)
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spotlight = Spotlight(
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source_point = np.array([-1,1,0]),
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max_opacity = 1.0,
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opacity_function = lambda r: 1.0/(r/2+1)**2,
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num_levels = 4,
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screen = screen,
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)
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self.add(spotlight)
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screen_updater = ScreenTracker(spotlight)
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#self.add(ca)
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#self.play(SwitchOn(ambient_light))
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#self.play(ApplyMethod(ambient_light.move_source_to,[-3,1,0]))
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#self.play(SwitchOn(spotlight))
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self.add(screen_updater)
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self.play(ApplyMethod(spotlight.screen.rotate,TAU/8))
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self.remove(screen_updater)
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self.play(ApplyMethod(spotlight.move_source_to,[-3,-1,0]))
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self.add(screen_updater)
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spotlight.source_point = [-3,-1,0]
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self.play(ApplyMethod(spotlight.dimming,0.2))
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#self.play(ApplyMethod(spotlight.move_source_to,[-4,0,0]))
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#self.wait()
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