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414 lines
13 KiB
Python
414 lines
13 KiB
Python
from big_ol_pile_of_manim_imports import *
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# Helpers
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def get_shadow(mobject, opacity=0.5):
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result = mobject.deepcopy()
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result.apply_function(lambda p: [p[0], p[1], 0])
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color = interpolate_color(
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mobject.get_fill_color(), BLACK,
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mobject.get_fill_opacity()
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)
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# color = BLACK
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result.set_fill(color, opacity=opacity)
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result.set_stroke(BLACK, 0.5, opacity=opacity)
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result.set_shade_in_3d(False)
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return result
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def get_boundary_points(shadow, n_points=20):
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points = shadow.get_points_defining_boundary()
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return np.array([
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points[np.argmax(np.dot(points, vect.T))]
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for vect in compass_directions(n_points)
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])
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def get_area(planar_mobject):
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boundary = get_boundary_points(planar_mobject, 100)
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xs = boundary[:, 0]
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ys = boundary[:, 1]
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dxs = np.append(xs[-1], xs[:-1]) - xs
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dys = np.append(ys[-1], ys[:-1]) - ys
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return abs(sum([
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0.5 * (x * dy - y * dx)
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for x, dx, y, dy in zip(xs, dxs, ys, dys)
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]))
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def get_xy_plane_projection_point(p1, p2):
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"""
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Draw a line from source to p1 to p2. Where does it
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intersect the xy plane?
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"""
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vect = p2 - p1
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return p1 - (p1[2] / vect[2]) * vect
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# Scenes
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class ShowShadows(ThreeDScene):
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CONFIG = {
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"object_center": [0, 0, 3],
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"area_label_center": [0, -1.5, 0],
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"surface_area": 6.0,
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"num_reorientations": 10,
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"camera_config": {
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"light_source_start_point": 10 * OUT,
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"frame_center": [0, 0, 0.5],
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},
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"initial_orientation_config": {
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"phi": 60 * DEGREES,
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"theta": -120 * DEGREES,
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}
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}
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def setup(self):
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self.add_plane()
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self.setup_orientation_trackers()
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self.setup_object_and_shadow()
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self.add_shadow_area_label()
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self.add_surface_area_label()
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def add_plane(self):
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plane = self.plane = Rectangle(
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width=FRAME_WIDTH,
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height=24.2,
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stroke_width=0,
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fill_color=WHITE,
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fill_opacity=0.35,
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)
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plane.set_sheen(0.2, DR)
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grid = NumberPlane(
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color=LIGHT_GREY,
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secondary_color=DARK_GREY,
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y_radius=int(plane.get_height() / 2),
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stroke_width=1,
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secondary_line_ratio=0,
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)
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plane.add(grid)
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plane.add(VectorizedPoint(10 * IN))
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plane.set_shade_in_3d(True, z_index_as_group=True)
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self.add(plane)
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def setup_orientation_trackers(self):
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# Euler angles
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self.alpha_tracker = ValueTracker(0)
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self.beta_tracker = ValueTracker(0)
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self.gamma_tracker = ValueTracker(0)
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def setup_object_and_shadow(self):
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self.obj3d = updating_mobject_from_func(self.get_reoriented_object)
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self.shadow = updating_mobject_from_func(lambda: get_shadow(self.obj3d))
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def add_shadow_area_label(self):
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text = TextMobject("Shadow area: ")
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decimal = DecimalNumber(0)
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label = VGroup(text, decimal)
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label.arrange_submobjects(RIGHT)
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label.scale(1.5)
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label.move_to(self.area_label_center - decimal.get_center())
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self.shadow_area_label = label
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self.shadow_area_decimal = decimal
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# def update_decimal(decimal):
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# # decimal.set_value(get_area(self.shadow))
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# self.add_fixed_in_frame_mobjects(decimal)
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# decimal.add_updater(update_decimal)
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continual_update = ContinualChangingDecimal(
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decimal,
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lambda a: get_area(self.shadow),
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position_update_func=lambda d: self.add_fixed_in_frame_mobjects(d)
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)
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# self.add_fixed_orientation_mobjects(label)
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self.add_fixed_in_frame_mobjects(label)
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self.add(label)
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self.add(continual_update)
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def add_surface_area_label(self):
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text = TextMobject("Surface area: ")
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decimal = DecimalNumber(self.surface_area)
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label = VGroup(text, decimal)
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label.arrange_submobjects(RIGHT)
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label.scale(1.25)
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label.set_fill(YELLOW)
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label.set_background_stroke(width=3)
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label.next_to(self.obj3d, RIGHT, LARGE_BUFF)
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label.shift(MED_LARGE_BUFF * IN)
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self.surface_area_label = label
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self.add_fixed_orientation_mobjects(label)
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def construct(self):
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# Show creation
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obj3d = self.obj3d.copy()
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obj3d.clear_updaters()
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temp_shadow = updating_mobject_from_func(lambda: get_shadow(obj3d))
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self.add(temp_shadow)
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self.move_camera(
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**self.initial_orientation_config,
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added_anims=[
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LaggedStart(DrawBorderThenFill, obj3d)
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],
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run_time=2
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)
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self.begin_ambient_camera_rotation(0.01)
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self.remove(obj3d, temp_shadow)
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average_label = self.get_average_label()
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# Reorient
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self.add(self.obj3d, self.shadow)
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for n in range(self.num_reorientations):
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self.randomly_reorient()
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if n == 3:
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self.add_fixed_in_frame_mobjects(average_label)
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self.play(Write(average_label, run_time=2))
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else:
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self.wait()
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def randomly_reorient(self, run_time=3):
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a, b, c = TAU * np.random.random(3)
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self.play(
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self.alpha_tracker.set_value, a,
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self.beta_tracker.set_value, b,
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self.gamma_tracker.set_value, c,
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run_time=run_time
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)
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#
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def get_object(self):
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cube = Cube()
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cube.set_height(1)
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# cube.set_width(2, stretch=True)
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cube.set_stroke(WHITE, 0.5)
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return cube
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def get_reoriented_object(self):
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obj3d = self.get_object()
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angles = [
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self.alpha_tracker.get_value(),
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self.beta_tracker.get_value(),
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self.gamma_tracker.get_value(),
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]
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vects = [OUT, RIGHT, OUT]
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center = self.object_center
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obj3d.move_to(center)
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for angle, vect in zip(angles, vects):
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obj3d.rotate(angle, vect, about_point=center)
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return obj3d
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def get_average_label(self):
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rect = SurroundingRectangle(
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self.shadow_area_decimal,
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buff=SMALL_BUFF,
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color=RED,
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)
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words = TextMobject(
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"Average", "=",
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"$\\frac{\\text{Surface area}}{4}$"
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)
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words.scale(1.5)
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words[0].match_color(rect)
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words[2].set_color(self.surface_area_label[0].get_fill_color())
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words.set_background_stroke(width=3)
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words.next_to(
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rect, DOWN,
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index_of_submobject_to_align=0,
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)
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# words.shift(MED_LARGE_BUFF * LEFT)
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return VGroup(rect, words)
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class ShowInfinitelyFarLightSource(ShowShadows):
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CONFIG = {
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"num_reorientations": 1,
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"camera_center": [0, 0, 1],
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}
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def construct(self):
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self.force_skipping()
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ShowShadows.construct(self)
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self.revert_to_original_skipping_status()
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self.add_light_source_based_shadow_updater()
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self.add_light()
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self.move_light_around()
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self.show_vertical_lines()
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def add_light(self):
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light = self.light = self.get_light()
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light_source = self.camera.light_source
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light.move_to(light_source)
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light_source.add_updater(lambda m: m.move_to(light))
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self.add(light_source)
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self.add_fixed_orientation_mobjects(light)
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def move_light_around(self):
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light = self.light
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self.add_foreground_mobjects(self.shadow_area_label)
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self.play(
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light.move_to, 5 * OUT + DOWN,
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run_time=3
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)
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self.play(Rotating(
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light, angle=TAU, about_point=5 * OUT,
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rate_func=smooth, run_time=3
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))
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self.play(
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light.move_to, 30 * OUT,
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run_time=3,
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)
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self.remove(light)
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def show_vertical_lines(self):
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lines = self.get_vertical_lines()
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obj3d = self.obj3d
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shadow = self.shadow
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target_obj3d = obj3d.copy()
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target_obj3d.become(shadow)
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target_obj3d.match_style(obj3d)
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target_obj3d.set_shade_in_3d(False)
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source_obj3d = obj3d.copy()
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source_obj3d.set_shade_in_3d(False)
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source_obj3d.fade(1)
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self.play(LaggedStart(ShowCreation, lines))
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self.wait()
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self.add(source_obj3d, lines)
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self.play(
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ReplacementTransform(source_obj3d, target_obj3d),
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run_time=2
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)
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self.add(target_obj3d, lines)
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self.play(FadeOut(target_obj3d),)
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self.wait()
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lines.add_updater(lambda m: m.become(self.get_vertical_lines()))
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for x in range(5):
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self.randomly_reorient()
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def add_light_source_based_shadow_updater(self):
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shadow = self.shadow
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light_source = self.camera.light_source
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obj3d = self.obj3d
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center = obj3d.get_center()
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def update(shadow):
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lsp = light_source.get_center()
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proj_center = get_xy_plane_projection_point(lsp, center)
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c_to_lsp = lsp - center
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unit_c_to_lsp = normalize(c_to_lsp)
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rotation = rotation_matrix(
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angle=np.arccos(np.dot(unit_c_to_lsp, OUT)),
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axis=normalize(np.cross(unit_c_to_lsp, OUT))
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)
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new_shadow = get_shadow(
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self.obj3d.copy().apply_matrix(rotation)
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)
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shadow.become(new_shadow)
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shadow.scale(get_norm(lsp) / get_norm(c_to_lsp))
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shadow.move_to(proj_center)
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return shadow
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shadow.add_updater(update)
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def get_light(self):
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n_rings = 40
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radii = np.linspace(0, 2, n_rings)
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rings = VGroup(*[
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Annulus(inner_radius=r1, outer_radius=r2)
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for r1, r2 in zip(radii, radii[1:])
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])
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opacities = np.linspace(1, 0, n_rings)**1.5
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for opacity, ring in zip(opacities, rings):
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ring.set_fill(YELLOW, opacity)
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ring.set_stroke(YELLOW, width=0.1, opacity=opacity)
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return rings
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def get_vertical_lines(self):
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shadow = self.shadow
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points = get_boundary_points(shadow, 10)
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# half_points = [(p1 + p2) / 2 for p1, p2 in adjacent_pairs(points)]
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# points = np.append(points, half_points, axis=0)
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light_source = self.light.get_center()
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lines = VGroup(*[
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DashedLine(light_source, point)
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for point in points
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])
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lines.set_shade_in_3d(True)
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for line in lines:
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line.remove(*line[:int(0.8 * len(line))])
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line[-10:].set_shade_in_3d(False)
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line.set_stroke(YELLOW, 1)
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return lines
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class CylinderShadows(ShowShadows):
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CONFIG = {
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"surface_area": 2 * PI + 2 * PI * 2,
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"area_label_center": [0, -2, 0],
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}
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def get_object(self):
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height = 2
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cylinder = ParametricSurface(
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lambda u, v: np.array([
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np.cos(TAU * v),
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np.sin(TAU * v),
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height * (1 - u)
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]),
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resolution=(6, 32)
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)
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# circle = Circle(radius=1)
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circle = ParametricSurface(
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lambda u, v: np.array([
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(v + 0.01) * np.cos(TAU * u),
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(v + 0.01) * np.sin(TAU * u),
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0,
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]),
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resolution=(16, 8)
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)
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# circle.set_fill(GREEN, opacity=0.5)
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for surface in cylinder, circle:
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surface.set_fill_by_checkerboard(GREEN, GREEN_E, opacity=1.0)
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# surface.set_fill(GREEN, opacity=0.5)
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cylinder.add(circle)
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cylinder.add(circle.copy().flip().move_to(height * OUT))
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cylinder.set_shade_in_3d(True)
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cylinder.set_stroke(width=0)
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cylinder.scale(1.003)
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return cylinder
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class PrismShadows(ShowShadows):
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CONFIG = {
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"surface_area": 3 * np.sqrt(3) / 2 + 3 * (np.sqrt(3) * 2),
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"object_center": [0, 0, 3],
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"area_label_center": [0, -2.25, 0],
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}
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def get_object(self):
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height = 2
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prism = VGroup()
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triangle = RegularPolygon(3)
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verts = triangle.get_anchors()[:3]
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rects = [
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Polygon(v1, v2, v2 + height * OUT, v1 + height * OUT)
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for v1, v2 in adjacent_pairs(verts)
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]
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prism.add(triangle, *rects)
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prism.add(triangle.copy().shift(height * OUT))
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triangle.reverse_points()
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prism.set_shade_in_3d(True)
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prism.set_fill(PINK, 0.8)
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prism.set_stroke(WHITE, 1)
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return prism
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class TheseFourPiAreSquare(PiCreatureScene):
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def construct(self):
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pass
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def create_pi_creatures(self):
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pass
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