3b1b-videos/_2021/shadows.py

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from manim_imports_ext import *
# 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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result.clear_updaters()
color = interpolate_color(
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mobject[0].get_fill_color(), BLACK,
mobject[0].get_fill_opacity()
)
# color = BLACK
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for sm in result.family_members_with_points():
sm.set_fill(color, opacity=opacity)
sm.set_stroke(BLACK, 0.5, opacity=opacity)
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()))
def get_shadow(mobject, light_source=None, opacity=0.5):
shadow = get_pre_shadow(mobject, opacity)
shadow.add_updater(lambda s: update_shadow(s, mobject, light_source))
return shadow
def get_boundary_points(shadow, n_points=20):
points = shadow.get_points_defining_boundary()
return np.array([
points[np.argmax(np.dot(points, vect.T))]
for vect in compass_directions(n_points)
])
def get_area(planar_mobject):
boundary = get_boundary_points(planar_mobject, 100)
xs = boundary[:, 0]
ys = boundary[:, 1]
dxs = np.append(xs[-1], xs[:-1]) - xs
dys = np.append(ys[-1], ys[:-1]) - ys
return abs(sum([
0.5 * (x * dy - y * dx)
for x, dx, y, dy in zip(xs, dxs, ys, dys)
]))
# 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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inf_light = False
glow_radius = 10
glow_factor = 10
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):
self.solid = self.get_object()
self.solid.move_to(self.object_center)
self.solid.add_updater(lambda m: self.sort_to_camera(m))
self.add(self.solid)
def get_object(self):
cube = VCube()
cube.deactivate_depth_test()
cube.set_height(2)
cube.set_stroke(WHITE, 0.5)
cube.set_fill(BLUE_E, 0.8)
cube.set_reflectiveness(0.3)
cube.set_gloss(0.1)
cube.set_shadow(0.5)
# 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
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)
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
# TODO
def add_shadow_area_label(self):
text = TexText("Shadow area: ")
decimal = DecimalNumber(0)
label = VGroup(text, decimal)
label.arrange(RIGHT)
label.scale(1.5)
label.move_to(self.area_label_center - decimal.get_center())
self.shadow_area_label = label
self.shadow_area_decimal = decimal
# def update_decimal(decimal):
# # decimal.set_value(get_area(self.shadow))
# self.add_fixed_in_frame_mobjects(decimal)
# decimal.add_updater(update_decimal)
decimal.add_updater(
lambda d: d.set_value(get_area(self.shadow))
)
decimal.add_updater(
lambda d: self.add_fixed_in_frame_mobjects(d)
)
# self.add_fixed_orientation_mobjects(label)
self.add_fixed_in_frame_mobjects(label)
self.add(label)
self.add(decimal)
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# TODO
def add_surface_area_label(self):
text = TexText("Surface area: ")
decimal = DecimalNumber(self.surface_area)
label = VGroup(text, decimal)
label.arrange(RIGHT)
label.scale(1.25)
label.set_fill(YELLOW)
label.set_background_stroke(width=3)
label.next_to(self.obj3d, RIGHT, LARGE_BUFF)
label.shift(MED_LARGE_BUFF * IN)
self.surface_area_label = label
self.add_fixed_orientation_mobjects(label)
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# TODO
def get_average_label(self):
rect = SurroundingRectangle(
self.shadow_area_decimal,
buff=SMALL_BUFF,
color=RED,
)
words = TexText(
"Average", "=",
"$\\frac{\\text{Surface area}}{4}$"
)
words.scale(1.5)
words[0].match_color(rect)
words[2].set_color(self.surface_area_label[0].get_fill_color())
words.set_background_stroke(width=3)
words.next_to(
rect, DOWN,
index_of_submobject_to_align=0,
)
# words.shift(MED_LARGE_BUFF * LEFT)
return VGroup(rect, words)
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class IntroduceShadow(ShadowScene):
def construct(self):
light = self.light
cube = self.cube
self.play(
light.animate.next_to(cube, OUT, 2),
run_time=5,
)
self.wait()
self.embed()
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