from manim_imports_ext import * import scipy.spatial # Helpers 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() if isinstance(result, Group) and isinstance(result[0], VMobject): result = VGroup(*result) result.clear_updaters() for sm in result.family_members_with_points(): color = interpolate_color(sm.get_color(), BLACK, opacity) sm.set_color(color) sm.set_opacity(opacity) if isinstance(sm, VMobject): sm.set_stroke( interpolate_color(sm.get_stroke_color(), BLACK, opacity) ) sm.set_gloss(sm.get_gloss() * 0.5) sm.set_shadow(0) sm.set_reflectiveness(0) return result 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())) if isinstance(sm, VMobject) and sm.get_unit_normal()[2] < 0: sm.reverse_points() sm.set_fill(opacity=mm.get_fill_opacity()) def get_shadow(mobject, light_source=None, opacity=0.7): shadow = get_pre_shadow(mobject, opacity) shadow.add_updater(lambda s: update_shadow(s, mobject, light_source)) return shadow def get_area(shadow): return 0.5 * sum( get_norm(sm.get_area_vector()) for sm in shadow.get_family() ) def get_convex_hull(mobject): points = mobject.get_all_points() hull = scipy.spatial.ConvexHull(points[:, :2]) return points[hull.vertices] def sort_to_camera(mobject, camera_frame): cl = camera_frame.get_implied_camera_location() mobject.sort(lambda p: -get_norm(p - cl)) for sm in mobject: sm.refresh_unit_normal() return mobject # Scenes 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, } 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, } inf_light = False glow_radius = 10 glow_factor = 10 area_label_center = [-2, -1, 0] unit_size = 2 def setup(self): self.camera.frame.reorient(-30, 75) self.camera.frame.move_to(self.frame_center) self.add_plane() self.add_solid() self.add_shadow() self.setup_light_source() def add_plane(self): width, height = self.plane_dims grid = NumberPlane( x_range=(-width // 2, width // 2, 2), y_range=(-8, height // 2, 2), background_line_style={ "stroke_color": GREY_B, "stroke_width": 1, }, faded_line_ratio=4, ) grid.shift(-grid.get_origin()) grid.set_width(width) grid.axes.match_style(grid.background_lines) grid.set_flat_stroke(True) grid.insert_n_curves(3) plane = Rectangle() plane.replace(grid, stretch=True) plane.set_style(**self.plane_style) plane.set_stroke(width=0) self.plane = plane plane.add(grid) self.add(plane) def add_solid(self): self.solid = self.get_solid() self.solid.move_to(self.object_center) self.solid.add_updater(lambda m: self.sort_to_camera(m)) self.add(self.solid) def get_solid(self): cube = VCube() cube.deactivate_depth_test() cube.set_height(2) cube.set_style(**self.object_style) # 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) self.add(shadow, self.solid) self.shadow = shadow def setup_light_source(self): self.light = self.camera.light_source 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) def sort_to_camera(self, mobject): return sort_to_camera(mobject, self.camera.frame) def get_shadow_area_label(self): text = TexText("Shadow area: ") decimal = DecimalNumber(0) 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()) label.fix_in_frame() label.set_stroke(BLACK, 3, background=True) return label def begin_ambient_rotation(self, mobject, speed=0.2, about_point=None): mobject.rot_axis = np.array([1, 1, 1]) def update_mob(mob, dt): mob.rotate(speed * dt, mob.rot_axis, about_point=about_point) 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() def update_lines(lines): lp = self.light.get_center() 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.set_points_as_corners([point + 10 * OUT, point]) else: line.set_points_as_corners([lp, point]) line = Line(IN, OUT) 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, mobject=None, run_time=1, angle=TAU, about_point=None): if mobject is None: mobject = self.solid mobject.rot_axis = normalize(np.random.random(3)) mobject.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(angle * dt, mob.rot_axis, about_point=about_point) self.play(UpdateFromAlphaFunc(mobject, update), run_time=run_time) class IntroduceShadow(ShadowScene): area_label_center = [-2.5, -2, 0] plane_dims = (32, 20) def construct(self): # Setup light = self.light light.move_to([-2, 2, 10]) cube = self.solid cube.scale(0.945) # Hack to make the appropriate area 1 shadow = self.shadow outline = self.get_shadow_outline() frame = self.camera.frame frame.add_updater(lambda f, dt: f.increment_theta(0.01 * dt)) # Ambient rotation area_label = self.get_shadow_area_label() light_lines = self.get_light_lines(outline) # Introductory animations self.shadow.update() self.play( *( LaggedStartMap(DrawBorderThenFill, mob, lag_ratio=0.1, run_time=3) for mob in (cube, shadow) ) ) self.wait(1) self.play( light.animate.next_to(cube, LEFT + OUT, buff=2), run_time=2, ) light_lines.update() area_label.update() self.play( FadeIn(area_label, lag_ratio=0.1), ShowCreation(outline, run_time=3, rate_func=linear), ShowCreation(light_lines, lag_ratio=0.01, run_time=3), ) self.wait(2) # Change size and orientation self.play( cube.animate.scale(0.5), run_time=2, rate_func=there_and_back, ) self.randomly_reorient(run_time=2, angle=PI) self.wait() self.play( light.animate.set_x(0), run_time=5, ) self.wait() self.begin_ambient_rotation(cube) self.play(light.animate.shift(IN), run_time=2) self.wait() self.play(light.animate.shift(OUT), run_time=2) self.wait(2) # Ask question question = TexText( "Puzzle: Find the average\\\\area of a cube's shadow", font_size=48, ) question.to_corner(UL) question.fix_in_frame() subquestion = Text("(Averaged over all orientations)") subquestion.match_width(question) subquestion.next_to(question, DOWN, MED_LARGE_BUFF) subquestion.set_fill(GREY_B) subquestion.fix_in_frame() self.play(FadeIn(question, UP)) self.wait() self.play(Write(subquestion)) self.wait(8) # Where is the light? light_comment = Text("Where is the light?") light_comment.set_color(YELLOW) light_comment.to_corner(UR) light_comment.fix_in_frame() self.play(FadeIn(light_comment, 0.5 * UP)) self.play( light.animate.next_to(cube, OUT, 1.0), run_time=3, ) self.play(light.animate.shift(2 * OUT + 4 * RIGHT), run_time=4) self.wait(2) self.play( frame.animate.set_height(12).set_z(5), light.animate.next_to(cube, OUT, buff=7), run_time=3, ) self.wait() self.play(light.animate.move_to(75 * OUT), run_time=3) self.wait() self.play( frame.animate.set_height(8).set_z(2), LaggedStart(*map(FadeOut, (question, subquestion, light_comment))), run_time=2 ) # 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)) 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() 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.set_height(6.5) 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) diagonal = Line(cube.get_nadir(), cube.get_zenith()) diagonal.set_stroke(WHITE, 2) diagonal.scale(2) diagonal.move_to(ORIGIN, IN) self.add(diagonal, cube) self.play(ShowCreation(diagonal)) hex_area_label = Tex("\\sqrt{3} s^2") hex_area_label.set_color(RED) hex_area_label.move_to(self.shadow) hex_area_label.shift(0.35 * DOWN) self.play(Write(hex_area_label)) self.wait(10) area_label.resume_updating() self.play( Uncreate(diagonal), FadeOut(hex_area_label), Rotate(cube, 4, RIGHT) ) # Talk about averages light_lines.clear_updaters() self.play( FadeOut(light_lines), FadeIn(question, 0.5 * UP), ApplyMethod(frame.set_height, 8, run_time=2) ) self.wait() self.play(FadeIn(subquestion, 0.5 * UP)) self.wait() samples = VGroup(VectorizedPoint()) samples.to_corner(UR) samples.shift(1.5 * LEFT) self.add(samples) for x in range(9): 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 def construct(self): # 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(2): self.wait() self.randomly_reorient() self.play(FadeIn(words[0], scale=0.75, run_time=0.5)) self.wait() # Just one face cube.update() index = np.argmax([f.get_z() for f in cube]) face = cube[index] prev_opacity = face.get_fill_opacity() cube.generate_target(use_deepcopy=True) cube.target.clear_updaters() cube.target.space_out_submobjects(2, about_point=face.get_center()) cube.target.set_opacity(0) cube.target[index].set_opacity(prev_opacity) self.shadow.set_stroke(width=0) self.play( MoveToTarget(cube), FadeIn(words[1]), ) 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)) self.wait() # 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 def get_un(): return face.get_unit_normal(recompute=True) 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.set_backstroke() 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), ) 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( UpdateFromFunc(dot, lambda d: d.move_to(graph.get_end())), ShowCreation(graph), Rotate(face, PI / 2, UP), run_time=5 ) self.play(frame.animate.reorient(45), run_time=2) self.play(frame.animate.reorient(5), run_time=4) # Show vertical plane plane = Rectangle(width=self.plane.get_width(), height=5) plane.insert_n_curves(100) plane.set_fill(WHITE, 0.25) plane.set_stroke(width=0) plane.apply_depth_test() plane.rotate(PI / 2, RIGHT) plane.move_to(ORIGIN, IN) plane.save_state() plane.stretch(0, 2, about_edge=IN) face.apply_depth_test() self.shadow.apply_depth_test() self.play( LaggedStartMap(FadeOut, VGroup(*words, graph, axes, dot)), Restore(plane, run_time=3) ) self.play(Rotate(face, -60 * DEGREES, UP, run_time=2)) # Slice up face face_copy = face.deepcopy() face_copy.rotate(-get_theta(), UP) face_copy.move_to(ORIGIN) n_slices = 25 rects = Rectangle().replicate(n_slices) rects.arrange(DOWN, buff=0) rects.replace(face_copy, stretch=True) slices = VGroup(*(Intersection(face_copy, rect) for rect in rects)) slices.match_style(face_copy) slices.set_stroke(width=0) slices.rotate(get_theta(), UP) slices.move_to(face) slices.apply_depth_test() slices.save_state() slice_outlines = slices.copy() slice_outlines.set_stroke(RED, 1) slice_outlines.set_fill(opacity=0) slice_outlines.deactivate_depth_test() frame.clear_updaters() self.play( frame.animate.set_euler_angles(PI / 2, get_theta()), FadeOut(VGroup(theta, arc)), run_time=2 ) self.play(ShowCreation(slice_outlines, lag_ratio=0.05)) self.remove(face) self.add(slices) self.remove(self.shadow) self.solid = slices self.add_shadow() self.shadow.set_stroke(width=0) self.add(normal_vect, plane, slice_outlines) slices.insert_n_curves(10) slices.generate_target() for sm in slices.target: sm.stretch(0.5, 1) self.play( MoveToTarget(slices), FadeOut(slice_outlines), run_time=2 ) self.wait(2) # Focus on one slice long_slice = slices[len(slices) // 2].deepcopy() line = Line(long_slice.get_corner(LEFT + OUT), long_slice.get_corner(RIGHT + IN)) line.scale(0.97) line.set_stroke(BLUE, 3) frame.generate_target() frame.target.reorient(0, 90) frame.target.set_height(6) frame.target.move_to(2.5 * OUT) self.shadow.clear_updaters() self.play( MoveToTarget(frame), *map(FadeIn, (theta, arc)), FadeOut(plane), FadeOut(slices), FadeOut(self.shadow), FadeIn(line), run_time=2, ) self.wait() # Analyze slice shadow = line.copy() shadow.stretch(0, 2, about_edge=IN) shadow.set_stroke(BLUE_E) vert_line = Line(line.get_start(), shadow.get_start()) vert_line.set_stroke(GREY_B, 3) shadow_label = Text("Shadow") shadow_label.set_fill(BLUE_E) shadow_label.set_backstroke() shadow_label.rotate(PI / 2, RIGHT) shadow_label.next_to(shadow, IN, SMALL_BUFF) self.play( TransformFromCopy(line, shadow), FadeIn(shadow_label, 0.5 * IN), ) self.wait() self.play(ShowCreation(vert_line)) self.wait() top_theta_group = VGroup( z_axis[1].copy(), arc.copy().clear_updaters(), theta.copy().clear_updaters(), Line(*normal_vect.get_start_and_end()).match_style(z_axis[1].copy()), ) self.play( top_theta_group.animate.move_to(line.get_start(), LEFT + IN) ) elbow = Elbow(angle=-get_theta()) elbow.set_stroke(WHITE, 2) ul_arc = Arc( radius=0.4, start_angle=-get_theta(), angle=-(PI / 2 - get_theta()) ) ul_arc.match_style(elbow) supl = Tex("90^\\circ - \\theta", font_size=24) supl.next_to(ul_arc, DOWN, SMALL_BUFF, aligned_edge=LEFT) supl.set_backstroke() supl[0][:3].shift(SMALL_BUFF * RIGHT / 2) ul_angle_group = VGroup(elbow, ul_arc, supl) ul_angle_group.rotate(PI / 2, RIGHT, about_point=ORIGIN) ul_angle_group.shift(line.get_start()) dr_arc = Arc( radius=0.4, start_angle=PI, angle=-get_theta(), ) dr_arc.match_style(ul_arc) dr_arc.rotate(PI / 2, RIGHT, about_point=ORIGIN) dr_arc.shift(line.get_end()) dr_theta = Tex("\\theta", font_size=24) dr_theta.rotate(PI / 2, RIGHT) dr_theta.next_to(dr_arc, LEFT, SMALL_BUFF) dr_theta.shift(SMALL_BUFF * OUT / 2) self.play(ShowCreation(elbow)) self.play( ShowCreation(ul_arc), FadeTransform(top_theta_group[2].copy(), supl), ) self.play( TransformFromCopy(ul_arc, dr_arc), TransformFromCopy(supl[0][4].copy().set_stroke(width=0), dr_theta[0][0]), ) self.wait() # Highlight lower right rect = Rectangle(0.8, 0.5) rect.set_stroke(YELLOW, 2) rect.rotate(PI / 2, RIGHT) rect.move_to(dr_theta, LEFT).shift(SMALL_BUFF * LEFT) self.play( ShowCreation(rect), top_theta_group.animate.fade(0.8), ul_angle_group.animate.fade(0.8), ) self.wait() # Show cosine cos_formula = Tex( "\\cos(\\theta)", "=", "{\\text{Length of }", "\\text{shadow}", "\\over", "\\text{Length of }", "\\text{slice}" "}", ) cos_formula[2:].scale(0.75, about_edge=LEFT) cos_formula.to_corner(UR) cos_formula.fix_in_frame() lower_formula = Tex( "\\text{shadow}", "=", "\\cos(\\theta)", "\\cdot", "\\text{slice}" ) lower_formula.match_width(cos_formula) lower_formula.next_to(cos_formula, DOWN, MED_LARGE_BUFF) lower_formula.fix_in_frame() for tex in cos_formula, lower_formula: tex.set_color_by_tex("shadow", BLUE_D) tex.set_color_by_tex("slice", BLUE_B) self.play(Write(cos_formula)) self.wait() self.play(TransformMatchingTex( VGroup(*(cos_formula[i].copy() for i in [0, 1, 3, 6])), lower_formula, path_arc=PI / 4, )) self.wait() # Bring full face back frame.generate_target() frame.target.reorient(20, 75) frame.target.set_height(6) frame.target.set_z(2) line_shadow = get_shadow(line) line_shadow.set_stroke(BLUE_E, opacity=0.5) self.solid = face self.add_shadow() self.add(z_axis[0], face, z_axis[1], line, normal_vect, theta, arc) self.play( MoveToTarget(frame, run_time=5), FadeIn(face, run_time=3), FadeIn(self.shadow, run_time=3), FadeIn(line_shadow, run_time=3), LaggedStart(*map(FadeOut, [ top_theta_group, ul_angle_group, rect, dr_theta, dr_arc, vert_line, shadow, shadow_label, ]), run_time=4), ) frame.add_updater(lambda f, dt: f.increment_theta(0.01 * dt)) self.wait(2) # Show perpendicular perp = Line( face.pfp(binary_search( lambda a: face.pfp(a)[2], face.get_center()[2], 0, 0.5, )), face.pfp(binary_search( lambda a: face.pfp(a)[2], face.get_center()[2], 0.5, 1.0, )), ) perp.set_stroke(RED, 3) perp_shadow = get_shadow(perp) perp_shadow.set_stroke(RED_E, 3, opacity=0.2) self.add(perp, normal_vect, arc) self.play( ShowCreation(perp), ShowCreation(perp_shadow), ) face.add(line) self.play(Rotate(face, 45 * DEGREES, UP), run_time=3) self.play(Rotate(face, -55 * DEGREES, UP), run_time=3) self.play(Rotate(face, 20 * DEGREES, UP), run_time=2) # Give final area formula final_formula = Tex( "\\text{Area}(", "\\text{shadow}", ")", "=", "|", "\\cos(\\theta)", "|", "s^2" ) final_formula.set_color_by_tex("shadow", BLUE_D) final_formula.match_width(lower_formula) final_formula.next_to(lower_formula, DOWN, MED_LARGE_BUFF) final_formula.fix_in_frame() final_formula.get_parts_by_tex("|").set_opacity(0) final_formula.set_stroke(BLACK, 3, background=True) rect = SurroundingRectangle(final_formula) rect.set_stroke(YELLOW, 2) rect.fix_in_frame() self.play(Write(final_formula)) self.play(ShowCreation(rect)) final_formula.add(rect) self.wait(10) # Absolute value face.remove(line) self.play( frame.animate.shift(0.5 * DOWN + RIGHT).reorient(10), LaggedStart(*map(FadeOut, [cos_formula, lower_formula])), FadeIn(graph), FadeIn(axes), FadeOut(line), FadeOut(line_shadow), FadeOut(perp), FadeOut(perp_shadow), final_formula.animate.shift(2 * DOWN), run_time=2 ) self.play( Rotate(face, PI / 2 - get_theta(), UP), run_time=2 ) new_graph = axes.get_graph( lambda x: math.cos(x * DEGREES), (90, 180), ) new_graph.match_style(graph) new_graph.fix_in_frame() self.play( Rotate(face, PI / 2, UP), ShowCreation(new_graph), run_time=5, ) self.play( Rotate(face, -PI / 4, UP), run_time=2, ) self.wait(3) alt_normal = normal_vect.copy() alt_normal.clear_updaters() alt_normal.rotate(PI, UP, about_point=face.get_center()) alt_normal.set_color(YELLOW) self.add(alt_normal, face, normal_vect, arc, theta) self.play(ShowCreation(alt_normal)) self.wait() self.play(FadeOut(alt_normal)) new_graph.generate_target() new_graph.target.flip(RIGHT) new_graph.target.move_to(graph.get_end(), DL) self.play( MoveToTarget(new_graph), final_formula.get_parts_by_tex("|").animate.set_opacity(1), ) self.play( final_formula.animate.next_to(axes, DOWN) ) self.wait() self.play(Rotate(face, -PI / 2, UP), run_time=5) self.wait(10) class DiscussLinearity(Scene): def construct(self): pass # This should maybe include changing shapes and sizes class AmbientFaceRotation(ShadowScene): inf_light = True show_3d_perspective = True def construct(self): # Setup cube = self.solid frame = self.camera.frame frame.set_height(6) frame.add_updater(lambda f, dt: f.increment_theta(dt * 0.01)) light = self.light light.move_to(75 * OUT) index = np.argmax([f.get_z() for f in cube]) self.solid = face = cube[index] fc = 2.5 * OUT face.move_to(fc) self.remove(cube, self.shadow) self.add(face) self.add_shadow() shadow = self.shadow shadow_fill_opacity = shadow.get_fill_opacity() shadow.add_updater(lambda s: s.set_fill(opacity=shadow_fill_opacity)) if self.show_3d_perspective: z_axis = VGroup( Line(ORIGIN, fc), Line(fc, 10 * OUT), ) z_axis.set_stroke(WHITE, 1) self.add(z_axis[0], face, z_axis[1]) orientation_arrows = VGroup( Vector(RIGHT, stroke_color=RED), Vector(UP, stroke_color=GREEN), Vector(OUT, stroke_color=BLUE), ) orientation_arrows.shift(face.get_center()) face.add(orientation_arrows[:2]) face = Group(face, orientation_arrows[2]) face.add_updater(lambda m: self.sort_to_camera(m)) self.add(face) self.add(get_shadow(orientation_arrows)) else: frame.reorient(0, 0) frame.set_height(3) frame.clear_updaters() fc = 10 * OUT face.move_to(fc) # Ambient rotation self.begin_ambient_rotation(face, about_point=fc) self.wait(30) class AmbientFaceRotationShadowView(AmbientFaceRotation): show_3d_perspective = False class AllPossibleOrientations(ShadowScene): inf_light = True plane_dims = (16, 12) def construct(self): # Setup frame = self.camera.frame frame.reorient(-10, 80) frame.set_height(5) frame.add_updater(lambda f, dt: f.increment_theta(0.02 * dt)) face = self.solid square, normal_vect = face self.solid = square self.remove(self.shadow) self.add_shadow() self.shadow.deactivate_depth_test() self.solid = face fc = square.get_center() # Sphere points sphere = Sphere(radius=1) sphere.set_color(WHITE, 0.5) sphere.move_to(fc) sphere.always_sort_to_camera(self.camera) n_lat_lines = 20 sphere_points = np.array([ sphere.uv_func(phi, theta) for theta in np.linspace(0, PI, n_lat_lines) for phi in random.random() + np.linspace( 0, TAU, int(2 * n_lat_lines * math.sin(theta)) ) ]) sphere_points[:, 2] *= -1 original_sphere_points = sphere_points.copy() sphere_points += fc sphere_dots = DotCloud(sphere_points) sphere_dots.set_radius(0.025) sphere_dots.set_glow_factor(0.5) sphere_dots.make_3d() sphere_dots.apply_depth_test() sphere_dots.add_updater(lambda m: m) face.save_state() z_to_vector N = len(original_sphere_points) self.play( ShowCreation(sphere_dots), UpdateFromAlphaFunc( face, lambda m, a: m.apply_matrix( rotation_between_vectors( normal_vect.get_vector(), original_sphere_points[int(a * (N - 1))], ), about_point=fc ) ), run_time=10, rate_func=linear, ) self.add(sphere_dots) # Embed self.embed() def get_solid(self): face = Square(side_length=2) face.set_style(**self.object_style) face.set_stroke(width=0) normal = Vector(OUT) normal.shift(2e-2 * OUT) face = VGroup(face, normal) face.set_stroke(background=True) face.apply_depth_test() return face