3b1b-videos/_2021/shadows.py

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Python
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from manim_imports_ext import *
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import scipy.spatial
# Helpers
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def project_to_xy_plane(p1, p2):
"""
Draw a line from source to p1 to p2. Where does it
intersect the xy plane?
"""
x1, y1, z1 = p1
x2, y2, z2 = p2
if z2 < z1:
z2 = z1 + 1e-2 # TODO, bad hack
vect = p2 - p1
return p1 - (z2 / vect[2]) * vect
def flat_project(point):
return [*point[:2], 0]
def get_pre_shadow(mobject, opacity):
result = mobject.deepcopy()
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if isinstance(result, Group) and isinstance(result[0], VMobject):
result = VGroup(*result)
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result.clear_updaters()
for sm in result.family_members_with_points():
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# color = interpolate_color(sm.get_color(), BLACK, sm.get_opacity())
color = interpolate_color(sm.get_color(), BLACK, opacity)
sm.set_color(color)
sm.set_opacity(opacity)
if isinstance(sm, VMobject):
sm.set_stroke(BLACK, 0.5, opacity=opacity)
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sm.set_gloss(sm.get_gloss() * 0.5)
sm.set_shadow(0)
sm.set_reflectiveness(0)
return result
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def update_shadow(shadow, mobject, light_source):
lp = light_source.get_center() if light_source is not None else None
def project(point):
if lp is None:
return flat_project(point)
else:
return project_to_xy_plane(lp, point)
for sm, mm in zip(shadow.family_members_with_points(), mobject.family_members_with_points()):
sm.set_points(np.apply_along_axis(project, 1, mm.get_points()))
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if isinstance(sm, VMobject) and sm.get_unit_normal()[2] < 0:
sm.reverse_points()
sm.set_fill(opacity=mm.get_fill_opacity())
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def get_shadow(mobject, light_source=None, opacity=0.7):
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shadow = get_pre_shadow(mobject, opacity)
shadow.add_updater(lambda s: update_shadow(s, mobject, light_source))
return shadow
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def get_area(shadow):
return 0.5 * sum(
get_norm(sm.get_area_vector())
for sm in shadow.get_family()
)
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def get_convex_hull(mobject):
points = mobject.get_all_points()
hull = scipy.spatial.ConvexHull(points[:, :2])
return points[hull.vertices]
# Scenes
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class ShadowScene(ThreeDScene):
object_center = [0, 0, 3]
frame_center = [0, 0, 2]
area_label_center = [0, -1.5, 0]
surface_area = 6.0
num_reorientations = 10
plane_dims = (20, 20)
plane_style = {
"stroke_width": 0,
"fill_color": GREY_A,
"fill_opacity": 0.5,
"gloss": 0.5,
"shadow": 0.2,
}
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object_style = {
"stroke_color": WHITE,
"stroke_width": 0.5,
"fill_color": BLUE_E,
"fill_opacity": 0.7,
"reflectiveness": 0.3,
"gloss": 0.1,
"shadow": 0.5,
}
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inf_light = False
glow_radius = 10
glow_factor = 10
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area_label_center = [-2, -1, 0]
unit_size = 2
def setup(self):
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self.camera.frame.reorient(-30, 75)
self.camera.frame.move_to(self.frame_center)
self.add_plane()
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self.add_solid()
self.add_shadow()
self.setup_light_source()
def add_plane(self):
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width, height = self.plane_dims
plane = self.plane = Rectangle(width, height)
plane.set_style(**self.plane_style)
grid = NumberPlane(
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x_range=(-width // 2, width // 2, 2),
y_range=(-height // 2, height // 2, 2),
background_line_style={
"stroke_color": GREY_B,
"stroke_width": 1,
},
faded_line_ratio=4,
)
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grid.axes.match_style(grid.background_lines)
grid.set_flat_stroke(True)
plane.add(grid)
self.add(plane)
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def add_solid(self):
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self.solid = self.get_solid()
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self.solid.move_to(self.object_center)
self.solid.add_updater(lambda m: self.sort_to_camera(m))
self.add(self.solid)
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def get_solid(self):
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cube = VCube()
cube.deactivate_depth_test()
cube.set_height(2)
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cube.set_style(**self.object_style)
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# Wrap in group so that strokes and fills
# are rendered in separate passes
cube = self.cube = Group(*cube)
return cube
def add_shadow(self):
light_source = None if self.inf_light else self.camera.light_source
shadow = get_shadow(self.solid, light_source)
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self.add(shadow, self.solid)
self.shadow = shadow
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def setup_light_source(self):
self.light = self.camera.light_source
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if self.inf_light:
self.light.move_to(100 * OUT)
else:
glow = self.glow = TrueDot(
radius=self.glow_radius,
glow_factor=self.glow_factor,
)
glow.set_color(interpolate_color(YELLOW, WHITE, 0.5))
glow.add_updater(lambda m: m.move_to(self.light))
self.add(glow)
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def sort_to_camera(self, mobject):
cl = self.camera.get_location()
mobject.sort(lambda p: -get_norm(p - cl))
for sm in mobject:
sm.refresh_unit_normal()
return mobject
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def get_shadow_area_label(self):
text = TexText("Shadow area: ")
decimal = DecimalNumber(0)
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decimal.add_updater(lambda d: d.set_value(
get_area(self.shadow) / (self.unit_size**2)
))
label = VGroup(text, decimal)
label.arrange(RIGHT)
label.move_to(self.area_label_center - decimal.get_center())
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label.fix_in_frame()
label.set_stroke(BLACK, 3, background=True)
return label
def begin_ambient_rotation(self, mobject, speed=0.2):
mobject.rot_axis = np.array([1, 1, 1])
def update_mob(mob, dt):
mob.rotate(speed * dt, mob.rot_axis)
mob.rot_axis = rotate_vector(mob.rot_axis, speed * dt, OUT)
return mob
mobject.add_updater(update_mob)
return mobject
def get_shadow_outline(self, stroke_width=1):
outline = VMobject()
outline.set_stroke(WHITE, stroke_width)
outline.add_updater(lambda m: m.set_points_as_corners(get_convex_hull(self.shadow)).close_path())
return outline
def get_light_lines(self, outline=None, n_lines=100, only_vertices=False):
if outline is None:
outline = self.get_shadow_outline()
lp = self.light.get_center()
def update_lines(lines):
if only_vertices:
points = outline.get_vertices()
else:
points = [outline.pfp(a) for a in np.linspace(0, 1, n_lines)]
for line, point in zip(lines, points):
if self.inf_light:
line.put_start_and_end_on(lp, point)
else:
line.put_start_and_end_on(point + 10 * OUT, point)
line = Line()
line.insert_n_curves(5)
light_lines = line.replicate(n_lines)
light_lines.set_stroke(YELLOW, 0.5, 0.1)
light_lines.add_updater(update_lines)
return light_lines
def randomly_reorient(self, run_time=1):
# axis = normalize(np.random.random(3))
# angle = PI + np.random.random() * PI
self.solid.rot_axis = normalize(np.random.random(3))
self.solid.rot_time = 0
def update(mob, time):
dt = time - mob.rot_time
mob.rot_time = time
mob.rot_axis = rotate_vector(mob.rot_axis, 5 * dt, normalize(np.random.random(3)))
mob.rotate(TAU * dt, mob.rot_axis)
# self.play(Rotate(self.solid, angle, axis), run_time=run_time)
self.play(UpdateFromAlphaFunc(self.solid, update), run_time=run_time)
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class IntroduceShadow(ShadowScene):
area_label_center = [-2.5, -2, 0]
plane_dims = (30, 20)
def construct(self):
# Setup
light = self.light
cube = self.solid
shadow = self.shadow
outline = self.get_shadow_outline()
frame = self.camera.frame
cube.scale(0.945) # Hack to make the appropriate area 1
# Ambient rotation
frame.add_updater(lambda f, dt: f.increment_theta(0.01 * dt))
light.move_to([-2, 2, 10])
area_label = self.get_shadow_area_label()
question = TexText(
"Puzzle: Find the average\\\\area of a cube's shadow",
font_size=48,
)
question.to_corner(UL)
question.fix_in_frame()
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# Introductory animations
self.shadow.update()
self.play(
FadeIn(question, 0.5 * UP),
*(
LaggedStartMap(DrawBorderThenFill, mob, lag_ratio=0.1, run_time=3)
for mob in (cube, shadow)
)
)
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area_label.update()
outline.update()
self.play(
FadeIn(area_label, lag_ratio=0.1),
ShowCreation(outline),
)
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self.begin_ambient_rotation(cube)
self.wait(8)
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# Ask questions
questions = VGroup(
Text("Where is the light?"),
TexText("``Average'' in what sense?"),
)
questions.set_color(TEAL)
questions.arrange(DOWN, MED_LARGE_BUFF)
questions.to_corner(UR)
questions.fix_in_frame()
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light_lines = always_redraw(lambda: self.get_light_lines(outline))
self.play(
LaggedStartMap(
FadeIn, questions,
shift=0.5 * DOWN,
lag_ratio=0.5
),
ShowCreation(
light_lines,
lag_ratio=0.01,
run_time=2
)
)
self.play(
light.animate.next_to(cube, OUT, 2),
frame.animate.set_height(12).set_z(3),
run_time=3,
)
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self.play(light.animate.shift(1.0 * IN), run_time=2)
self.wait()
self.play(light.animate.shift(2 * OUT), run_time=2)
# Long ambient rotation
self.wait(18)
# Light infinitely far away
underlines = VGroup(*(
Underline(q, buff=-0.05) for q in questions
))
underlines.set_stroke(YELLOW, 1)
underlines.fix_in_frame()
self.play(
questions[0].animate.set_color(YELLOW),
questions[1].animate.set_opacity(0.2),
ShowCreation(underlines[0]),
)
light_points = (
[-2, 2, 6],
[4, 2, 5.5],
[4, -2, 6.5],
[0, 0, 8],
[0, 0, 75],
)
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for point in light_points:
self.play(light.animate.move_to(point), run_time=2)
self.wait()
self.wait(3)
# Flat projection
cube.clear_updaters()
cube.add_updater(lambda m: self.sort_to_camera(m))
cube_copy = cube.deepcopy()
shadow_copy = get_pre_shadow(cube_copy, 0.75)
shadow_copy.apply_function(lambda p: [*p[:2], 0])
self.play(LaggedStart(*(
ReplacementTransform(c.copy().fade(1), s)
for c, s in zip(cube_copy, shadow_copy)
)), lag_ratio=0.9, run_time=2)
self.play(FadeOut(shadow_copy))
self.wait(2)
# Square projection
top_face = cube[np.argmax([f.get_z() for f in cube])]
normal_vect = top_face.get_unit_normal()
theta = np.arccos(normal_vect[2])
axis = normalize(rotate_vector([*normal_vect[:2], 0], PI / 2, OUT))
self.play(
Rotate(cube, -theta, axis),
run_time=2,
)
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top_face = cube[np.argmax([f.get_z() for f in cube])]
verts = top_face.get_vertices()
vect = verts[3] - verts[2]
angle = angle_of_vector(vect)
self.play(Rotate(cube, -angle, OUT))
self.wait()
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corner = cube.get_corner(DL + OUT)
edge_lines = VGroup(
Line(corner, cube.get_corner(DR + OUT)),
Line(corner, cube.get_corner(UL + OUT)),
Line(corner, cube.get_corner(DL + IN)),
)
edge_lines.set_stroke(RED, 2)
s_labels = Tex("s").replicate(3)
s_labels.set_color(RED)
s_labels.rotate(PI / 2, RIGHT)
s_labels.set_stroke(BLACK, 3, background=True)
for label, line, vect in zip(s_labels, edge_lines, [OUT, LEFT, LEFT]):
label.next_to(line, vect, buff=SMALL_BUFF)
s_labels[1].next_to(edge_lines[1], OUT)
s_labels[2].next_to(edge_lines[2], LEFT)
s_squared = Tex("s^2")
s_squared.match_style(s_labels[0])
s_squared.move_to(self.shadow)
frame.generate_target()
frame.target.reorient(10, 60)
frame.target.scale(0.8)
self.play(
LaggedStartMap(ShowCreation, edge_lines),
LaggedStartMap(FadeIn, s_labels, scale=2),
MoveToTarget(frame, run_time=3)
)
self.wait()
self.play(
TransformFromCopy(s_labels[:2], s_squared),
)
self.wait(2)
rect = SurroundingRectangle(area_label)
rect.fix_in_frame()
rect.set_stroke(YELLOW, 3)
s_eq = Tex("s = 1")
s_eq.next_to(area_label, DOWN)
s_eq.set_color(RED)
s_eq.set_stroke(BLACK, 3, background=True)
s_eq.fix_in_frame()
self.play(ShowCreation(rect))
self.play(FadeIn(s_eq, 0.5 * DOWN))
self.wait()
self.play(LaggedStart(*map(FadeOut, (
rect, s_eq, *edge_lines, *s_labels, s_squared,
))))
self.wait()
# Hexagonal orientation
axis = UL
angle = np.arccos(1 / math.sqrt(3))
area_label.suspend_updating()
self.play(
Rotate(cube, -angle, axis),
frame.animate.reorient(-10, 70),
ChangeDecimalToValue(area_label[1], math.sqrt(3)),
UpdateFromFunc(area_label[1], lambda m: m.fix_in_frame()),
run_time=2
)
self.add(area_label)
hex_area_label = Tex("\\sqrt{3} s^2")
hex_area_label.set_color(RED)
hex_area_label.move_to(self.shadow)
self.play(Write(hex_area_label))
self.wait(2)
area_label.resume_updating()
self.play(
FadeOut(hex_area_label),
Rotate(cube, 4, RIGHT)
)
self.wait(3)
# Talk about averages
light_lines.clear_updaters()
self.play(
FadeOut(underlines[0]),
FadeOut(light_lines),
ShowCreation(underlines[1]),
questions[0].animate.set_opacity(0.1),
questions[1].animate.set_fill(YELLOW, 1),
)
self.wait()
samples = VGroup(VectorizedPoint())
samples.next_to(questions, DOWN, buff=0.5)
samples.shift(RIGHT)
self.add(samples)
for x in range(7):
self.randomly_reorient()
sample = area_label[1].copy()
sample.clear_updaters()
sample.fix_in_frame()
self.play(sample.animate.next_to(samples, DOWN))
samples.add(sample)
v_dots = Tex("\\vdots")
v_dots.next_to(samples, DOWN)
v_dots.fix_in_frame()
samples.add(v_dots)
brace = Brace(samples, LEFT)
brace.fix_in_frame()
brace.next_to(samples, LEFT, SMALL_BUFF)
text = TexText(
"Take the mean.", "\\\\What does that\\\\approach?",
font_size=30
)
text[0].shift(MED_SMALL_BUFF * UP)
text.next_to(brace, LEFT)
text.fix_in_frame()
VGroup(text, brace).set_stroke(BLACK, 3, background=True)
self.play(
GrowFromCenter(brace),
FadeIn(text),
Write(v_dots),
)
self.wait()
for x in range(7):
self.randomly_reorient()
self.wait()
class FocusOnOneFace(ShadowScene):
inf_light = True
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def construct(self):
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# Some random tumbling
cube = self.solid
shadow = self.shadow
frame = self.camera.frame
words = VGroup(
Text("Just one orientation"),
Text("Just one face"),
)
words.fix_in_frame()
words.arrange(DOWN, buff=MED_LARGE_BUFF, aligned_edge=LEFT)
words.to_corner(UL)
for x in range(3):
self.wait()
self.randomly_reorient()
self.play(FadeIn(words[0], scale=0.75, run_time=0.5))
self.wait()
# Just one face
index = np.argmax([f.get_z() for f in cube])
face = cube[index]
prev_opacity = face.get_fill_opacity()
cube.generate_target()
cube.target.space_out_submobjects(2, about_point=face.get_center())
cube.target.set_opacity(0)
cube.target[index].set_opacity(prev_opacity)
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self.shadow.set_stroke(width=0)
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self.play(
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MoveToTarget(cube),
FadeIn(words[1]),
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)
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self.play(
frame.animate.reorient(-10, 65),
run_time=3,
)
frame.add_updater(lambda f, dt: f.increment_theta(0.01 * dt))
self.solid = face
self.remove(shadow)
self.add_shadow()
shadow = self.shadow
# Ask about area
area_q = Text("Area?")
area_q.add_updater(lambda m: m.move_to(shadow))
self.play(Write(area_q))
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self.wait()
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# Orient straight up
unit_normal = face.get_unit_normal()
axis = rotate_vector(normalize([*unit_normal[:2], 0]), PI / 2, OUT)
angle = np.arccos(unit_normal[2])
face.generate_target()
face.target.rotate(-angle, axis)
face.target.move_to(3 * OUT)
face.target.rotate(-PI / 4, OUT)
self.play(MoveToTarget(face))
light_lines = self.get_light_lines(n_lines=4, outline=shadow, only_vertices=True)
light_lines.set_stroke(YELLOW, 1, 0.5)
self.play(
frame.animate.set_phi(70 * DEGREES),
FadeIn(light_lines, lag_ratio=0.5),
TransformFromCopy(face, face.deepcopy().set_opacity(0).set_z(0), remover=True),
run_time=3,
)
self.wait(3)
self.play(
Rotate(face, PI / 2, UP),
FadeOut(area_q, scale=0),
run_time=3,
)
self.wait(3)
self.play(
Rotate(face, -PI / 3, UP),
UpdateFromAlphaFunc(light_lines, lambda m, a: m.set_opacity(0.5 * (1 - a)), remover=True),
run_time=2,
)
# Show normal vector
z_axis = VGroup(
Line(ORIGIN, face.get_center()),
Line(face.get_center(), 10 * OUT),
)
z_axis.set_stroke(WHITE, 1)
normal_vect = Vector()
get_fc = face.get_center
get_un = face.get_unit_normal
def get_theta():
return np.arccos(get_un()[2])
normal_vect.add_updater(lambda v: v.put_start_and_end_on(
get_fc(), get_fc() + get_un(),
))
arc = always_redraw(lambda: Arc(
start_angle=PI / 2,
angle=-get_theta(),
radius=0.5,
stroke_width=2,
).rotate(PI / 2, RIGHT, about_point=ORIGIN).shift(get_fc()))
theta = Tex("\\theta", font_size=30)
theta.rotate(PI / 2, RIGHT)
theta.add_updater(lambda m: m.move_to(
get_fc() + 1.3 * (arc.pfp(0.5) - get_fc())
))
theta.add_updater(lambda m: m.set_width(min(0.123, max(0.01, arc.get_width()))))
self.play(ShowCreation(normal_vect))
self.wait()
self.add(z_axis[0], face, z_axis[1], normal_vect)
self.play(*map(FadeIn, z_axis))
self.play(
FadeIn(theta, 0.5 * OUT), ShowCreation(arc),
frame.animate.reorient(-10),
)
self.wait(5)
# Show shadow area in the corner
axes = Axes(
(0, 180, 22.5), (0, 1, 0.25),
width=5,
height=2,
axis_config={
"include_tip": False,
"tick_size": 0.05,
"numbers_to_exclude": [],
},
)
axes.to_corner(UR, buff=MED_SMALL_BUFF)
axes.x_axis.add_numbers([0, 45, 90, 135, 180], unit="^\\circ")
y_label = TexText("Shadow's area", font_size=24)
y_label.next_to(axes.y_axis.get_top(), RIGHT, MED_SMALL_BUFF)
ly_label = Tex("s^2", font_size=24)
ly_label.next_to(axes.y_axis.get_top(), LEFT, SMALL_BUFF)
ly_label.shift(0.05 * UP)
axes.add(y_label, ly_label)
axes.fix_in_frame()
graph = axes.get_graph(
lambda x: math.cos(x * DEGREES),
x_range=(0, 90),
)
graph.set_stroke(RED, 3)
graph.fix_in_frame()
question = Text("Can you guess?", font_size=36)
question.to_corner(UR)
question.set_color(RED)
dot = Dot(color=RED)
dot.scale(0.5)
dot.move_to(axes.c2p(0, 1))
dot.fix_in_frame()
self.play(
FadeIn(axes),
Rotate(face, -get_theta(), UP, run_time=2),
)
self.play(FadeIn(dot, shift=2 * UP + RIGHT))
self.wait(2)
self.add(graph, axes)
self.play(
MoveAlongPath(dot, graph.deepcopy()),
ShowCreation(graph),
Rotate(face, PI / 2, UP),
run_time=5
)
self.play(frame.animate.reorient(15), run_time=2)
self.play(frame.animate.reorient(-15), run_time=4)
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self.embed()
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# Older scenes
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class ShowInfinitelyFarLightSource(ShadowScene):
CONFIG = {
"num_reorientations": 1,
"camera_center": [0, 0, 1],
}
def construct(self):
self.force_skipping()
ShowShadows.construct(self)
self.revert_to_original_skipping_status()
self.add_light_source_based_shadow_updater()
self.add_light()
self.move_light_around()
self.show_vertical_lines()
def add_light(self):
light = self.light = self.get_light()
light_source = self.camera.light_source
light.move_to(light_source)
light_source.add_updater(lambda m: m.move_to(light))
self.add(light_source)
self.add_fixed_orientation_mobjects(light)
def move_light_around(self):
light = self.light
self.add_foreground_mobjects(self.shadow_area_label)
self.play(
light.move_to, 5 * OUT + DOWN,
run_time=3
)
self.play(Rotating(
light, angle=TAU, about_point=5 * OUT,
rate_func=smooth, run_time=3
))
self.play(
light.move_to, 30 * OUT,
run_time=3,
)
self.remove(light)
def show_vertical_lines(self):
lines = self.get_vertical_lines()
obj3d = self.obj3d
shadow = self.shadow
target_obj3d = obj3d.copy()
target_obj3d.become(shadow)
target_obj3d.match_style(obj3d)
target_obj3d.set_shade_in_3d(False)
source_obj3d = obj3d.copy()
source_obj3d.set_shade_in_3d(False)
source_obj3d.fade(1)
self.play(LaggedStartMap(ShowCreation, lines))
self.wait()
self.add(source_obj3d, lines)
self.play(
ReplacementTransform(source_obj3d, target_obj3d),
run_time=2
)
self.add(target_obj3d, lines)
self.play(FadeOut(target_obj3d),)
self.wait()
lines.add_updater(lambda m: m.become(self.get_vertical_lines()))
for x in range(5):
self.randomly_reorient()
def add_light_source_based_shadow_updater(self):
shadow = self.shadow
light_source = self.camera.light_source
obj3d = self.obj3d
center = obj3d.get_center()
def update(shadow):
lsp = light_source.get_center()
proj_center = get_xy_plane_projection_point(lsp, center)
c_to_lsp = lsp - center
unit_c_to_lsp = normalize(c_to_lsp)
rotation = rotation_matrix(
angle=np.arccos(np.dot(unit_c_to_lsp, OUT)),
axis=normalize(np.cross(unit_c_to_lsp, OUT))
)
new_shadow = get_shadow(
self.obj3d.copy().apply_matrix(rotation)
)
shadow.become(new_shadow)
shadow.scale(get_norm(lsp) / get_norm(c_to_lsp))
shadow.move_to(proj_center)
return shadow
shadow.add_updater(update)
def get_light(self):
n_rings = 40
radii = np.linspace(0, 2, n_rings)
rings = VGroup(*[
Annulus(inner_radius=r1, outer_radius=r2)
for r1, r2 in zip(radii, radii[1:])
])
opacities = np.linspace(1, 0, n_rings)**1.5
for opacity, ring in zip(opacities, rings):
ring.set_fill(YELLOW, opacity)
ring.set_stroke(YELLOW, width=0.1, opacity=opacity)
return rings
def get_vertical_lines(self):
shadow = self.shadow
points = get_boundary_points(shadow, 10)
# half_points = [(p1 + p2) / 2 for p1, p2 in adjacent_pairs(points)]
# points = np.append(points, half_points, axis=0)
light_source = self.light.get_center()
lines = VGroup(*[
DashedLine(light_source, point)
for point in points
])
lines.set_shade_in_3d(True)
for line in lines:
line.remove(*line[:int(0.8 * len(line))])
line[-10:].set_shade_in_3d(False)
line.set_stroke(YELLOW, 1)
return lines
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class CylinderShadows(ShadowScene):
CONFIG = {
"surface_area": 2 * PI + 2 * PI * 2,
"area_label_center": [0, -2, 0],
}
def get_object(self):
height = 2
cylinder = ParametricSurface(
lambda u, v: np.array([
np.cos(TAU * v),
np.sin(TAU * v),
height * (1 - u)
]),
resolution=(6, 32)
)
# circle = Circle(radius=1)
circle = ParametricSurface(
lambda u, v: np.array([
(v + 0.01) * np.cos(TAU * u),
(v + 0.01) * np.sin(TAU * u),
0,
]),
resolution=(16, 8)
)
# circle.set_fill(GREEN, opacity=0.5)
for surface in cylinder, circle:
surface.set_fill_by_checkerboard(GREEN, GREEN_E, opacity=1.0)
# surface.set_fill(GREEN, opacity=0.5)
cylinder.add(circle)
cylinder.add(circle.copy().flip().move_to(height * OUT))
cylinder.set_shade_in_3d(True)
cylinder.set_stroke(width=0)
cylinder.scale(1.003)
return cylinder
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class PrismShadows(ShadowScene):
CONFIG = {
"surface_area": 3 * np.sqrt(3) / 2 + 3 * (np.sqrt(3) * 2),
"object_center": [0, 0, 3],
"area_label_center": [0, -2.25, 0],
}
def get_object(self):
height = 2
prism = VGroup()
triangle = RegularPolygon(3)
verts = triangle.get_anchors()[:3]
rects = [
Polygon(v1, v2, v2 + height * OUT, v1 + height * OUT)
for v1, v2 in adjacent_pairs(verts)
]
prism.add(triangle, *rects)
prism.add(triangle.copy().shift(height * OUT))
triangle.reverse_points()
prism.set_shade_in_3d(True)
prism.set_fill(PINK, 0.8)
prism.set_stroke(WHITE, 1)
return prism
class TheseFourPiAreSquare(PiCreatureScene):
def construct(self):
pass
def create_pi_creatures(self):
pass