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Treat objects fixed in frame as having flat stroke
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parent
566fc87a60
commit
fcc5dc00f9
2 changed files with 11 additions and 9 deletions
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@ -279,7 +279,7 @@ class Scene(object):
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shell.showtraceback((etype, evalue, tb), tb_offset=tb_offset)
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if self.embed_error_sound:
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os.system("printf '\a'")
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rect = FullScreenRectangle().set_stroke(RED, 30, flat=True).set_fill(opacity=0)
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rect = FullScreenRectangle().set_stroke(RED, 30).set_fill(opacity=0)
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rect.fix_in_frame()
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self.play(VFadeInThenOut(rect, run_time=0.5))
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@ -4,7 +4,7 @@ layout (triangles) in;
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layout (triangle_strip, max_vertices = 64) out; // Related to MAX_STEPS below
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uniform float anti_alias_width;
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uniform float flat_stroke;
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uniform float flat_stroke_float;
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uniform float pixel_size;
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uniform float joint_type;
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uniform float frame_scale;
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@ -63,13 +63,13 @@ vec3 rotate_vector(vec3 vect, vec3 unit_normal, float angle){
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}
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vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, float joint_angle, bool inside_curve){
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vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, float joint_angle, bool inside_curve, bool flat_stroke){
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/*
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Step the the left of a curve.
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First a perpendicular direction is calculated, then it is adjusted
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so as to make a joint.
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*/
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vec3 unit_tan = normalize(flat_stroke == 0.0 ? project(tangent, unit_normal) : tangent);
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vec3 unit_tan = normalize(flat_stroke ? tangent : project(tangent, unit_normal));
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// Step to stroke width bound should be perpendicular
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// both to the tangent and the normal direction
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@ -94,7 +94,7 @@ vec3 step_to_corner(vec3 point, vec3 tangent, vec3 unit_normal, float joint_angl
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if (abs(cos_angle) > COS_THRESHOLD) return step;
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// Below here, figure out the adjustment to bevel or miter a joint
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if (flat_stroke == 0){
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if (!flat_stroke){
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// Figure out what joint product would be for everything projected onto
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// the plane perpendicular to the normal direction (which here would be to_camera)
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step = normalize(cross(unit_normal, unit_tan)); // Back to original step
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@ -128,17 +128,18 @@ void emit_point_with_width(
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float joint_angle,
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float width,
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vec4 joint_color,
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bool inside_curve
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bool inside_curve,
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bool flat_stroke
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){
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// Find unit normal
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vec3 unit_normal = bool(flat_stroke) ? v_unit_normal[1] : normalize(camera_position - point);
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vec3 unit_normal = flat_stroke ? v_unit_normal[1] : normalize(camera_position - point);
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// Set styling
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color = finalize_color(joint_color, point, unit_normal);
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// Figure out the step from the point to the corners of the
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// triangle strip around the polyline
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vec3 step = step_to_corner(point, tangent, unit_normal, joint_angle, inside_curve);
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vec3 step = step_to_corner(point, tangent, unit_normal, joint_angle, inside_curve, flat_stroke);
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float aaw = max(anti_alias_width * pixel_size, 1e-8);
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// Emit two corners
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@ -167,6 +168,7 @@ void main() {
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if (vec3(v_stroke_width[0], v_stroke_width[1], v_stroke_width[2]) == vec3(0.0, 0.0, 0.0)) return;
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if (vec3(v_color[0].a, v_color[1].a, v_color[2].a) == vec3(0.0, 0.0, 0.0)) return;
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bool flat_stroke = bool(flat_stroke_float) || bool(is_fixed_in_frame);
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// Coefficients such that the quadratic bezier is c0 + c1 * t + c2 * t^2
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vec3 c0 = verts[0];
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@ -210,7 +212,7 @@ void main() {
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emit_point_with_width(
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point, tangent, joint_angle,
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stroke_width, color,
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inside_curve
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inside_curve, flat_stroke
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);
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}
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EndPrimitive();
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