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364 lines
12 KiB
Python
364 lines
12 KiB
Python
from big_ol_pile_of_manim_imports import *
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import subprocess
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from pydub import AudioSegment
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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, WHITE),
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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.mass_ratio = self.block2.mass / self.block1.mass
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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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self.clack_data = self.get_clack_data()
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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(int(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(self.mass_ratio))
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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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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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self.surrounding_scene.update_num_clacks(n_clacks)
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def get_clack_data(self):
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ps_point = self.phase_space_point_tracker.get_location()
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ps_velocity = self.phase_space_point_tracker.velocity
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if ps_velocity[1] != 0:
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raise Exception(
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"Haven't implemented anything to gather clack "
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"data from a start state with block2 moving"
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)
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y = ps_point[1]
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theta = np.arctan(np.sqrt(self.mass_ratio))
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clack_data = []
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for k in range(1, int(PI / theta) + 1):
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clack_ps_point = np.array([
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y / np.tan(k * theta),
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y,
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0
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])
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time = get_norm(ps_point - clack_ps_point) / get_norm(ps_velocity)
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reflected_point = rotate_vector(
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clack_ps_point,
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-2 * np.ceil((k - 1) / 2) * theta
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)
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block2 = self.block2
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s2 = reflected_point[1] / np.sqrt(block2.mass)
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location = np.array([
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self.wall.get_right()[0] + s2,
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block2.get_center()[1],
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0
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])
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if k % 2 == 1:
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location += block2.get_width() * RIGHT
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clack_data.append((location, time))
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return clack_data
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class ClackFlashes(ContinualAnimation):
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CONFIG = {
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"flash_config": {
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"run_time": 0.5,
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"line_length": 0.1,
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"flash_radius": 0.2,
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},
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"start_up_time": 0,
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}
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def __init__(self, clack_data, **kwargs):
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digest_config(self, kwargs)
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self.flashes = []
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group = Group()
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for location, time in clack_data:
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flash = Flash(location, **self.flash_config)
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flash.start_time = time
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flash.end_time = time + flash.run_time
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self.flashes.append(flash)
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ContinualAnimation.__init__(self, group, **kwargs)
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def update_mobject(self, dt):
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total_time = self.external_time
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for flash in self.flashes:
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if flash.start_time < total_time < flash.end_time:
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if flash.mobject not in self.mobject:
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self.mobject.add(flash.mobject)
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flash.update(
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(total_time - flash.start_time) / flash.run_time
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)
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else:
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if flash.mobject in self.mobject:
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self.mobject.remove(flash.mobject)
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class BlocksAndWallScene(Scene):
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CONFIG = {
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"include_sound_file": True,
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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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"clack_counter_label": "\\# Collisions: "
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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.clack_data = self.blocks.clack_data
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self.clack_flashes = ClackFlashes(self.clack_data)
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self.add(self.floor, self.wall, self.blocks, self.clack_flashes)
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if self.count_clacks:
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self.add_clack_counter()
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self.track_time()
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def track_time(self):
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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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self.n_clacks = 0
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clack_counter_label = TextMobject(self.clack_counter_label)
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clack_counter = Integer(self.n_clacks)
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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 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 update_num_clacks(self, n_clacks):
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if hasattr(self, "n_clacks"):
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if n_clacks == self.n_clacks:
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return
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self.clack_counter.set_value(n_clacks)
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def create_sound_file(self, clack_data):
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directory = get_scene_output_directory(self.__class__)
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clack_file = os.path.join(directory, 'sounds', 'bell.wav')
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output_file = self.get_movie_file_path(extension='.wav')
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times = [
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time
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for location, time in clack_data
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if time < 30
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]
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clack = AudioSegment.from_wav(clack_file)
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total_time = max(times) + 1
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clacks = AudioSegment.silent(int(1000 * total_time))
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last_position = 0
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min_diff = 4
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for time in times:
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position = int(1000 * time)
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d_position = position - last_position
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last_position = position
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if d_position < min_diff:
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continue
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clacks = clacks.fade(-50, start=position, end=position + 10)
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clacks = clacks.overlay(
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clack,
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position=position
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)
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clacks.export(output_file, format="wav")
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return output_file
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def close_movie_pipe(self):
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Scene.close_movie_pipe(self)
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if self.include_sound_file:
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sound_file_path = self.create_sound_file(self.clack_data)
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movie_path = self.get_movie_file_path()
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temp_path = self.get_movie_file_path(str(self) + "TempSound")
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commands = [
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"ffmpeg",
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"-i", movie_path,
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"-i", sound_file_path,
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"-c:v", "copy", "-c:a", "aac",
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'-loglevel', 'error',
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"-strict", "experimental",
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temp_path,
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]
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subprocess.call(commands)
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subprocess.call(["rm", sound_file_path])
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subprocess.call(["mv", temp_path, movie_path])
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# Animated 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 BlocksAndWallExample(BlocksAndWallScene):
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CONFIG = {
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"sliding_blocks_config": {
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"block1_config": {
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"mass": 1e4,
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"width": 1.5,
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"velocity": -2,
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}
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}
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}
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def construct(self):
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self.wait(20)
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