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243 lines
7.5 KiB
Python
243 lines
7.5 KiB
Python
from big_ol_pile_of_manim_imports import *
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class SlidingBlocks(VGroup):
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CONFIG = {
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"block1_config": {
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"mass": 1,
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"velocity": -2,
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"distance": 7,
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"width": 1,
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},
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"block2_config": {
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"mass": 1,
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"velocity": 0,
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"distance": 3,
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"width": 1,
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},
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"block_style": {
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"fill_opacity": 1,
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"fill_color": (GREY, LIGHT_GREY),
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"stroke_width": 3,
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"stroke_color": WHITE,
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"sheen_direction": UL,
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}
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}
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def __init__(self, surrounding_scene, **kwargs):
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VGroup.__init__(self, **kwargs)
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self.surrounding_scene = surrounding_scene
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self.floor = surrounding_scene.floor
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self.wall = surrounding_scene.wall
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self.block1 = self.get_block(**self.block1_config)
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self.block2 = self.get_block(**self.block2_config)
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self.phase_space_point_tracker = self.get_phase_space_point_tracker()
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self.add(
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self.block1, self.block2,
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self.phase_space_point_tracker,
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)
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self.add_updater(self.__class__.update_positions)
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# From here, there's enough information to create
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# a list of all clack times and locations
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def get_block(self, mass, width, distance, velocity):
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block = Square(side_length=width)
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block.mass = mass
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block.velocity = velocity
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block.set_style(**self.block_style)
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block.set_fill(color=interpolate_color(
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block.get_fill_color(),
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BLUE_E,
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(1 - 1.0 / (max(np.log10(mass), 1)))
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))
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block.move_to(
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self.floor.get_top()[1] * UP +
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(self.wall.get_right()[0] + distance) * RIGHT,
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DL,
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)
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label = block.label = TextMobject(
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"{:,}\\,kg".format(mass)
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)
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label.scale(0.8)
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label.next_to(block, UP, SMALL_BUFF)
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block.add(label)
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return block
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def get_phase_space_point_tracker(self):
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block1, block2 = self.block1, self.block2
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w2 = block2.get_width()
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s1 = block1.get_left()[0] - self.wall.get_right()[0] - w2
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s2 = block2.get_right()[0] - self.wall.get_right()[0] - w2
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result = VectorizedPoint([
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s1 * np.sqrt(block1.mass),
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s2 * np.sqrt(block2.mass),
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0
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])
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result.velocity = np.array([
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np.sqrt(block1.mass) * block1.velocity,
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np.sqrt(block2.mass) * block2.velocity,
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0
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])
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return result
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def update_positions(self, dt):
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self.phase_space_point_tracker.shift(
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self.phase_space_point_tracker.velocity * dt
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)
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self.update_blocks_from_phase_space_point_tracker()
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def old_update_positions(self, dt):
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# Based on velocity diagram bouncing...didn't work for
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# large masses, due to frame rate mismatch
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blocks = self.submobjects
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for block in blocks:
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block.shift(block.velocity * dt * RIGHT)
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if blocks[0].get_left()[0] < blocks[1].get_right()[0]:
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# Two blocks collide
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m1 = blocks[0].mass
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m2 = blocks[1].mass
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v1 = blocks[0].velocity
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v2 = blocks[1].velocity
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v_phase_space_point = np.array([
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np.sqrt(m1) * v1, -np.sqrt(m2) * v2
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])
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angle = 2 * np.arctan(np.sqrt(m2 / m1))
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new_vps_point = rotate_vector(v_phase_space_point, angle)
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for block, value in zip(blocks, new_vps_point):
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block.velocity = value / np.sqrt(block.mass)
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blocks[1].move_to(blocks[0].get_corner(DL), DR)
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self.surrounding_scene.clack(blocks[0].get_left())
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if blocks[1].get_left()[0] < self.wall.get_right()[0]:
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# Second block hits wall
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blocks[1].velocity *= -1
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blocks[1].move_to(self.wall.get_corner(DR), DL)
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if blocks[0].get_left()[0] < blocks[1].get_right()[0]:
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blocks[0].move_to(blocks[1].get_corner(DR), DL)
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self.surrounding_scene.clack(blocks[1].get_left())
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return self
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def update_blocks_from_phase_space_point_tracker(self):
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block1, block2 = self.block1, self.block2
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ps_point = self.phase_space_point_tracker.get_location()
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theta = np.arctan(np.sqrt(block2.mass / block1.mass))
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ps_point_angle = angle_of_vector(ps_point)
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n_clacks = int(ps_point_angle / theta)
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# TODO, pass on n_clack information to surrounding_scene
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reflected_point = rotate_vector(
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ps_point,
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-2 * np.ceil(n_clacks / 2) * theta
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)
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reflected_point = np.abs(reflected_point)
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shadow_wall_x = self.wall.get_right()[0] + block2.get_width()
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floor_y = self.floor.get_top()[1]
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s1 = reflected_point[0] / np.sqrt(block1.mass)
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s2 = reflected_point[1] / np.sqrt(block2.mass)
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block1.move_to(
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(shadow_wall_x + s1) * RIGHT +
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floor_y * UP,
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DL,
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)
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block2.move_to(
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(shadow_wall_x + s2) * RIGHT +
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floor_y * UP,
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DR,
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)
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class BlocksAndWallScene(Scene):
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CONFIG = {
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"print_clack_times": False,
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"count_clacks": True,
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"sliding_blocks_config": {},
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"floor_y": -2,
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"wall_x": -5,
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}
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def setup(self):
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self.floor = self.get_floor()
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self.wall = self.get_wall()
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self.blocks = SlidingBlocks(self, **self.sliding_blocks_config)
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self.add(self.floor, self.wall, self.blocks)
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if self.count_clacks:
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self.add_clack_counter()
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self.track_times()
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def track_times(self):
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self.clack_times = []
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time_tracker = ValueTracker()
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time_tracker.add_updater(lambda m, dt: m.increment_value(dt))
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self.add(time_tracker)
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self.get_time = time_tracker.get_value
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def add_clack_counter(self):
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clack_counter_label = TextMobject("\\# Clacks: ")
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clack_counter = Integer(0)
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clack_counter.next_to(
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clack_counter_label[-1], RIGHT,
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aligned_edge=DOWN,
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)
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clack_group = VGroup(
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clack_counter_label,
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clack_counter,
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)
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clack_group.to_corner(UR)
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clack_group.shift(LEFT)
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self.add(clack_group)
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self.clack_counter = clack_counter
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def tear_down(self):
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if self.print_clack_times:
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print(self.clack_times)
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def get_wall(self):
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wall = Line(self.floor_y * UP, FRAME_HEIGHT * UP / 2)
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wall.shift(self.wall_x * RIGHT)
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lines = VGroup(*[
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Line(ORIGIN, 0.25 * UR)
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for x in range(15)
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])
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lines.set_stroke(width=1)
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lines.arrange_submobjects(UP, buff=MED_SMALL_BUFF)
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lines.move_to(wall, DR)
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wall.add(lines)
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return wall
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def get_floor(self):
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floor = Line(self.wall_x * RIGHT, FRAME_WIDTH * RIGHT / 2)
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floor.shift(self.floor_y * UP)
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return floor
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def clack(self, location):
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self.clack_times.append(self.get_time())
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if self.count_clacks:
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self.clack_counter.increment_value()
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# Animted scenes
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class MathAndPhysicsConspiring(Scene):
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def construct(self):
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pass
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class ThreeSimpleClacks(BlocksAndWallScene):
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CONFIG = {
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"sliding_blocks_config": {
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"block1_config": {
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"mass": 100,
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"width": 1.5,
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}
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}
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}
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def construct(self):
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while self.blocks[0].get_left()[0] < FRAME_WIDTH / 2:
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self.wait(1)
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