mirror of
https://github.com/3b1b/manim.git
synced 2025-07-29 21:12:35 +08:00
Merge branch '3b1b:master' into master
This commit is contained in:
@ -10,7 +10,7 @@ def main():
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print(f"ManimGL \033[32mv{__version__}\033[0m")
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args = manimlib.config.parse_cli()
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if args.version and args.file == None:
|
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if args.version and args.file is None:
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return
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if args.log_level:
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manimlib.logger.log.setLevel(args.log_level)
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@ -24,5 +24,6 @@ def main():
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for scene in scenes:
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scene.run()
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||||
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if __name__ == "__main__":
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main()
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|
@ -174,16 +174,12 @@ class ShowSubmobjectsOneByOne(ShowIncreasingSubsets):
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"int_func": np.ceil,
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}
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def __init__(self, group, **kwargs):
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new_group = Group(*group)
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super().__init__(new_group, **kwargs)
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def update_submobject_list(self, index):
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# N = len(self.all_submobs)
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if index == 0:
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self.mobject.set_submobjects([])
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else:
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self.mobject.set_submobjects(self.all_submobs[index - 1])
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self.mobject.set_submobjects([self.all_submobs[index - 1]])
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# TODO, this is broken...
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|
@ -224,6 +224,8 @@ class FlashAround(VShowPassingFlash):
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def __init__(self, mobject, **kwargs):
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digest_config(self, kwargs)
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path = self.get_path(mobject)
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if mobject.is_fixed_in_frame:
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path.fix_in_frame()
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path.insert_n_curves(self.n_inserted_curves)
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path.set_points(path.get_points_without_null_curves())
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path.set_stroke(self.color, self.stroke_width)
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|
@ -1,4 +1,5 @@
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import moderngl
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import math
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from colour import Color
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import OpenGL.GL as gl
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@ -121,6 +122,15 @@ class CameraFrame(Mobject):
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self.refresh_rotation_matrix()
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return self
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def get_theta(self):
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return self.data["euler_angles"][0]
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def get_phi(self):
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return self.data["euler_angles"][1]
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def get_gamma(self):
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return self.data["euler_angles"][2]
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def get_shape(self):
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return (self.get_width(), self.get_height())
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@ -139,6 +149,16 @@ class CameraFrame(Mobject):
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def get_focal_distance(self):
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return self.focal_distance * self.get_height()
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def get_implied_camera_location(self):
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theta, phi, gamma = self.get_euler_angles()
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dist = self.get_focal_distance()
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x, y, z = self.get_center()
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return (
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x + dist * math.sin(theta) * math.sin(phi),
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y - dist * math.cos(theta) * math.sin(phi),
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z + dist * math.cos(phi)
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)
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def interpolate(self, *args, **kwargs):
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super().interpolate(*args, **kwargs)
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self.refresh_rotation_matrix()
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@ -194,20 +214,30 @@ class Camera(object):
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fbo = self.get_fbo(ctx, 0)
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else:
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fbo = ctx.detect_framebuffer()
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self.ctx = ctx
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self.fbo = fbo
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self.set_ctx_blending()
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# For multisample antialiasing
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fbo_msaa = self.get_fbo(ctx, self.samples)
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fbo_msaa.use()
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self.fbo_msaa = fbo_msaa
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ctx.enable(moderngl.BLEND)
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ctx.blend_func = (
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def set_ctx_blending(self, enable=True):
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if enable:
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self.ctx.enable(moderngl.BLEND)
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else:
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self.ctx.disable(moderngl.BLEND)
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self.ctx.blend_func = (
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moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA,
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moderngl.ONE, moderngl.ONE
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# moderngl.ONE, moderngl.ONE
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)
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self.ctx = ctx
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self.fbo = fbo
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self.fbo_msaa = fbo_msaa
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||||
def set_ctx_depth_test(self, enable=True):
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if enable:
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self.ctx.enable(moderngl.DEPTH_TEST)
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else:
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self.ctx.disable(moderngl.DEPTH_TEST)
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||||
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||||
def init_light_source(self):
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self.light_source = Point(self.light_source_position)
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@ -297,6 +327,9 @@ class Camera(object):
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def get_frame_center(self):
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return self.frame.get_center()
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||||
def get_location(self):
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return self.frame.get_implied_camera_location()
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def resize_frame_shape(self, fixed_dimension=0):
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"""
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Changes frame_shape to match the aspect ratio
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@ -327,17 +360,11 @@ class Camera(object):
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shader_wrapper = render_group["shader_wrapper"]
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shader_program = render_group["prog"]
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self.set_shader_uniforms(shader_program, shader_wrapper)
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self.update_depth_test(shader_wrapper)
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self.set_ctx_depth_test(shader_wrapper.depth_test)
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render_group["vao"].render(int(shader_wrapper.render_primitive))
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if render_group["single_use"]:
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||||
self.release_render_group(render_group)
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||||
|
||||
def update_depth_test(self, shader_wrapper):
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||||
if shader_wrapper.depth_test:
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self.ctx.enable(moderngl.DEPTH_TEST)
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else:
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self.ctx.disable(moderngl.DEPTH_TEST)
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def get_render_group_list(self, mobject):
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try:
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return self.static_mobject_to_render_group_list[id(mobject)]
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@ -410,7 +437,7 @@ class Camera(object):
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for name, path in shader_wrapper.texture_paths.items():
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tid = self.get_texture_id(path)
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shader[name].value = tid
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for name, value in it.chain(shader_wrapper.uniforms.items(), self.perspective_uniforms.items()):
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||||
for name, value in it.chain(self.perspective_uniforms.items(), shader_wrapper.uniforms.items()):
|
||||
try:
|
||||
if isinstance(value, np.ndarray):
|
||||
value = tuple(value)
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||||
@ -427,14 +454,18 @@ class Camera(object):
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||||
anti_alias_width = self.anti_alias_width / (ph / fh)
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||||
# Orient light
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||||
rotation = frame.get_inverse_camera_rotation_matrix()
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light_pos = self.light_source.get_location()
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||||
light_pos = np.dot(rotation, light_pos)
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||||
offset = frame.get_center()
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||||
light_pos = np.dot(
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||||
rotation, self.light_source.get_location() + offset
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)
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||||
cam_pos = self.frame.get_implied_camera_location() # TODO
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||||
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self.perspective_uniforms = {
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"frame_shape": frame.get_shape(),
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"anti_alias_width": anti_alias_width,
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"camera_center": tuple(frame.get_center()),
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||||
"camera_offset": tuple(offset),
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"camera_rotation": tuple(np.array(rotation).T.flatten()),
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"camera_position": tuple(cam_pos),
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||||
"light_source_position": tuple(light_pos),
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"focal_distance": frame.get_focal_distance(),
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||||
}
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||||
@ -445,6 +476,8 @@ class Camera(object):
|
||||
|
||||
def get_texture_id(self, path):
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||||
if path not in self.path_to_texture:
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if self.n_textures == 15: # I have no clue why this is needed
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self.n_textures += 1
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tid = self.n_textures
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self.n_textures += 1
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im = Image.open(path).convert("RGBA")
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||||
@ -468,4 +501,5 @@ class Camera(object):
|
||||
class ThreeDCamera(Camera):
|
||||
CONFIG = {
|
||||
"samples": 4,
|
||||
"anti_alias_width": 0,
|
||||
}
|
||||
|
@ -5,6 +5,7 @@ import importlib
|
||||
import os
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||||
import sys
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||||
import yaml
|
||||
from contextlib import contextmanager
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||||
from screeninfo import get_monitors
|
||||
|
||||
from manimlib.utils.config_ops import merge_dicts_recursively
|
||||
@ -12,6 +13,9 @@ from manimlib.utils.init_config import init_customization
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||||
from manimlib.logger import log
|
||||
|
||||
|
||||
__config_file__ = "custom_config.yml"
|
||||
|
||||
|
||||
def parse_cli():
|
||||
try:
|
||||
parser = argparse.ArgumentParser()
|
||||
@ -112,6 +116,12 @@ def parse_cli():
|
||||
"in two comma separated values, e.g. \"3,6\", it will end"
|
||||
"the rendering at the second value",
|
||||
)
|
||||
parser.add_argument(
|
||||
"-e", "--embed",
|
||||
help="Takes a line number as an argument, and results"
|
||||
"in the scene being called as if the line `self.embed()`"
|
||||
"was inserted into the scene code at that line number."
|
||||
)
|
||||
parser.add_argument(
|
||||
"-r", "--resolution",
|
||||
help="Resolution, passed as \"WxH\", e.g. \"1920x1080\"",
|
||||
@ -162,14 +172,30 @@ def get_manim_dir():
|
||||
def get_module(file_name):
|
||||
if file_name is None:
|
||||
return None
|
||||
else:
|
||||
module_name = file_name.replace(os.sep, ".").replace(".py", "")
|
||||
spec = importlib.util.spec_from_file_location(module_name, file_name)
|
||||
module = importlib.util.module_from_spec(spec)
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||||
spec.loader.exec_module(module)
|
||||
return module
|
||||
module_name = file_name.replace(os.sep, ".").replace(".py", "")
|
||||
spec = importlib.util.spec_from_file_location(module_name, file_name)
|
||||
module = importlib.util.module_from_spec(spec)
|
||||
spec.loader.exec_module(module)
|
||||
return module
|
||||
|
||||
|
||||
@contextmanager
|
||||
def insert_embed_line(file_name, lineno):
|
||||
with open(file_name, 'r') as fp:
|
||||
lines = fp.readlines()
|
||||
line = lines[lineno - 1]
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n_spaces = len(line) - len(line.lstrip())
|
||||
lines.insert(lineno - 1, " " * n_spaces + "self.embed()\n")
|
||||
|
||||
alt_file = file_name.replace(".py", "_inserted_embed.py")
|
||||
with open(alt_file, 'w') as fp:
|
||||
fp.writelines(lines)
|
||||
|
||||
try:
|
||||
yield alt_file
|
||||
finally:
|
||||
os.remove(alt_file)
|
||||
|
||||
__config_file__ = "custom_config.yml"
|
||||
|
||||
def get_custom_config():
|
||||
global __config_file__
|
||||
@ -197,9 +223,11 @@ def get_custom_config():
|
||||
|
||||
def check_temporary_storage(config):
|
||||
if config["directories"]["temporary_storage"] == "" and sys.platform == "win32":
|
||||
log.warning("You may be using Windows platform and have not specified the path of"
|
||||
log.warning(
|
||||
"You may be using Windows platform and have not specified the path of"
|
||||
" `temporary_storage`, which may cause OSError. So it is recommended"
|
||||
" to specify the `temporary_storage` in the config file (.yml)")
|
||||
" to specify the `temporary_storage` in the config file (.yml)"
|
||||
)
|
||||
|
||||
|
||||
def get_configuration(args):
|
||||
@ -229,8 +257,10 @@ def get_configuration(args):
|
||||
|
||||
elif not os.path.exists(__config_file__):
|
||||
log.info(f"Using the default configuration file, which you can modify in `{global_defaults_file}`")
|
||||
log.info("If you want to create a local configuration file, you can create a file named"
|
||||
f" `{__config_file__}`, or run `manimgl --config`")
|
||||
log.info(
|
||||
"If you want to create a local configuration file, you can create a file named"
|
||||
f" `{__config_file__}`, or run `manimgl --config`"
|
||||
)
|
||||
|
||||
custom_config = get_custom_config()
|
||||
check_temporary_storage(custom_config)
|
||||
@ -260,7 +290,12 @@ def get_configuration(args):
|
||||
"quiet": args.quiet,
|
||||
}
|
||||
|
||||
module = get_module(args.file)
|
||||
if args.embed is None:
|
||||
module = get_module(args.file)
|
||||
else:
|
||||
with insert_embed_line(args.file, int(args.embed)) as alt_file:
|
||||
module = get_module(alt_file)
|
||||
|
||||
config = {
|
||||
"module": module,
|
||||
"scene_names": args.scene_names,
|
||||
@ -282,7 +317,7 @@ def get_configuration(args):
|
||||
mon_index = custom_config["window_monitor"]
|
||||
monitor = monitors[min(mon_index, len(monitors) - 1)]
|
||||
window_width = monitor.width
|
||||
if not args.full_screen:
|
||||
if not (args.full_screen or custom_config["full_screen"]):
|
||||
window_width //= 2
|
||||
window_height = window_width * 9 // 16
|
||||
config["window_config"] = {
|
||||
|
@ -34,6 +34,7 @@ style:
|
||||
# the window on the monitor, e.g. "960,540"
|
||||
window_position: UR
|
||||
window_monitor: 0
|
||||
full_screen: False
|
||||
# If break_into_partial_movies is set to True, then many small
|
||||
# files will be written corresponding to each Scene.play and
|
||||
# Scene.wait call, and these files will then be combined
|
||||
|
@ -1,5 +1,6 @@
|
||||
import inspect
|
||||
import sys
|
||||
import copy
|
||||
|
||||
from manimlib.scene.scene import Scene
|
||||
from manimlib.config import get_custom_config
|
||||
@ -38,7 +39,7 @@ def prompt_user_for_choice(scene_classes):
|
||||
"\nScene Name or Number: "
|
||||
)
|
||||
return [
|
||||
name_to_class[split_str] if not split_str.isnumeric() else scene_classes[int(split_str)-1]
|
||||
name_to_class[split_str] if not split_str.isnumeric() else scene_classes[int(split_str) - 1]
|
||||
for split_str in user_input.replace(" ", "").split(",")
|
||||
]
|
||||
except IndexError:
|
||||
@ -67,6 +68,24 @@ def get_scene_config(config):
|
||||
])
|
||||
|
||||
|
||||
def compute_total_frames(scene_class, scene_config):
|
||||
"""
|
||||
When a scene is being written to file, a copy of the scene is run with
|
||||
skip_animations set to true so as to count how many frames it will require.
|
||||
This allows for a total progress bar on rendering, and also allows runtime
|
||||
errors to be exposed preemptively for long running scenes. The final frame
|
||||
is saved by default, so that one can more quickly check that the last frame
|
||||
looks as expected.
|
||||
"""
|
||||
pre_config = copy.deepcopy(scene_config)
|
||||
pre_config["file_writer_config"]["write_to_movie"] = False
|
||||
pre_config["file_writer_config"]["save_last_frame"] = True
|
||||
pre_config["skip_animations"] = True
|
||||
pre_scene = scene_class(**pre_config)
|
||||
pre_scene.run()
|
||||
return int(pre_scene.time * scene_config["camera_config"]["frame_rate"])
|
||||
|
||||
|
||||
def get_scenes_to_render(scene_classes, scene_config, config):
|
||||
if config["write_all"]:
|
||||
return [sc(**scene_config) for sc in scene_classes]
|
||||
@ -76,6 +95,9 @@ def get_scenes_to_render(scene_classes, scene_config, config):
|
||||
found = False
|
||||
for scene_class in scene_classes:
|
||||
if scene_class.__name__ == scene_name:
|
||||
fw_config = scene_config["file_writer_config"]
|
||||
if fw_config["write_to_movie"]:
|
||||
fw_config["total_frames"] = compute_total_frames(scene_class, scene_config)
|
||||
scene = scene_class(**scene_config)
|
||||
result.append(scene)
|
||||
found = True
|
||||
|
@ -151,14 +151,14 @@ class CoordinateSystem():
|
||||
else:
|
||||
alpha = binary_search(
|
||||
function=lambda a: self.point_to_coords(
|
||||
graph.point_from_proportion(a)
|
||||
graph.quick_point_from_proportion(a)
|
||||
)[0],
|
||||
target=x,
|
||||
lower_bound=self.x_range[0],
|
||||
upper_bound=self.x_range[1],
|
||||
)
|
||||
if alpha is not None:
|
||||
return graph.point_from_proportion(alpha)
|
||||
return graph.quick_point_from_proportion(alpha)
|
||||
else:
|
||||
return None
|
||||
|
||||
|
@ -507,6 +507,7 @@ class Line(TipableVMobject):
|
||||
|
||||
def set_length(self, length, **kwargs):
|
||||
self.scale(length / self.get_length(), **kwargs)
|
||||
return self
|
||||
|
||||
|
||||
class DashedLine(Line):
|
||||
|
@ -43,10 +43,13 @@ class Mobject(object):
|
||||
"opacity": 1,
|
||||
"dim": 3, # TODO, get rid of this
|
||||
# Lighting parameters
|
||||
# Positive gloss up to 1 makes it reflect the light.
|
||||
"gloss": 0.0,
|
||||
# Positive shadow up to 1 makes a side opposite the light darker
|
||||
# ...
|
||||
# Larger reflectiveness makes things brighter when facing the light
|
||||
"reflectiveness": 0.0,
|
||||
# Larger shadow makes faces opposite the light darker
|
||||
"shadow": 0.0,
|
||||
# Makes parts bright where light gets reflected toward the camera
|
||||
"gloss": 0.0,
|
||||
# For shaders
|
||||
"shader_folder": "",
|
||||
"render_primitive": moderngl.TRIANGLE_STRIP,
|
||||
@ -82,11 +85,11 @@ class Mobject(object):
|
||||
def __str__(self):
|
||||
return self.__class__.__name__
|
||||
|
||||
def __add__(self, other : 'Mobject') -> 'Mobject':
|
||||
def __add__(self, other: 'Mobject') -> 'Mobject':
|
||||
assert(isinstance(other, Mobject))
|
||||
return self.get_group_class()(self, other)
|
||||
|
||||
def __mul__(self, other : 'int') -> 'Mobject':
|
||||
def __mul__(self, other: 'int') -> 'Mobject':
|
||||
assert(isinstance(other, int))
|
||||
return self.replicate(other)
|
||||
|
||||
@ -102,6 +105,7 @@ class Mobject(object):
|
||||
"is_fixed_in_frame": float(self.is_fixed_in_frame),
|
||||
"gloss": self.gloss,
|
||||
"shadow": self.shadow,
|
||||
"reflectiveness": self.reflectiveness,
|
||||
}
|
||||
|
||||
def init_colors(self):
|
||||
@ -153,6 +157,7 @@ class Mobject(object):
|
||||
for mob in self.get_family():
|
||||
for key in mob.data:
|
||||
mob.data[key] = mob.data[key][::-1]
|
||||
self.refresh_unit_normal()
|
||||
return self
|
||||
|
||||
def apply_points_function(self, func, about_point=None, about_edge=ORIGIN, works_on_bounding_box=False):
|
||||
@ -308,6 +313,11 @@ class Mobject(object):
|
||||
self.assemble_family()
|
||||
return self
|
||||
|
||||
def insert_submobject(self, index, new_submob):
|
||||
self.submobjects.insert(index, new_submob)
|
||||
self.assemble_family()
|
||||
return self
|
||||
|
||||
def set_submobjects(self, submobject_list):
|
||||
self.remove(*self.submobjects)
|
||||
self.add(*submobject_list)
|
||||
@ -394,6 +404,7 @@ class Mobject(object):
|
||||
self.submobjects.sort(key=submob_func)
|
||||
else:
|
||||
self.submobjects.sort(key=lambda m: point_to_num_func(m.get_center()))
|
||||
self.assemble_family()
|
||||
return self
|
||||
|
||||
def shuffle(self, recurse=False):
|
||||
@ -401,6 +412,7 @@ class Mobject(object):
|
||||
for submob in self.submobjects:
|
||||
submob.shuffle(recurse=True)
|
||||
random.shuffle(self.submobjects)
|
||||
self.assemble_family()
|
||||
return self
|
||||
|
||||
# Copying
|
||||
@ -974,12 +986,12 @@ class Mobject(object):
|
||||
def fade(self, darkness=0.5, recurse=True):
|
||||
self.set_opacity(1.0 - darkness, recurse=recurse)
|
||||
|
||||
def get_gloss(self):
|
||||
return self.uniforms["gloss"]
|
||||
def get_reflectiveness(self):
|
||||
return self.uniforms["reflectiveness"]
|
||||
|
||||
def set_gloss(self, gloss, recurse=True):
|
||||
def set_reflectiveness(self, reflectiveness, recurse=True):
|
||||
for mob in self.get_family(recurse):
|
||||
mob.uniforms["gloss"] = gloss
|
||||
mob.uniforms["reflectiveness"] = reflectiveness
|
||||
return self
|
||||
|
||||
def get_shadow(self):
|
||||
@ -990,6 +1002,14 @@ class Mobject(object):
|
||||
mob.uniforms["shadow"] = shadow
|
||||
return self
|
||||
|
||||
def get_gloss(self):
|
||||
return self.uniforms["gloss"]
|
||||
|
||||
def set_gloss(self, gloss, recurse=True):
|
||||
for mob in self.get_family(recurse):
|
||||
mob.uniforms["gloss"] = gloss
|
||||
return self
|
||||
|
||||
# Background rectangle
|
||||
|
||||
def add_background_rectangle(self, color=None, opacity=0.75, **kwargs):
|
||||
@ -1371,11 +1391,13 @@ class Mobject(object):
|
||||
@affects_shader_info_id
|
||||
def fix_in_frame(self):
|
||||
self.uniforms["is_fixed_in_frame"] = 1.0
|
||||
self.is_fixed_in_frame = True
|
||||
return self
|
||||
|
||||
@affects_shader_info_id
|
||||
def unfix_from_frame(self):
|
||||
self.uniforms["is_fixed_in_frame"] = 0.0
|
||||
self.is_fixed_in_frame = False
|
||||
return self
|
||||
|
||||
@affects_shader_info_id
|
||||
@ -1617,8 +1639,8 @@ class Group(Mobject):
|
||||
raise Exception("All submobjects must be of type Mobject")
|
||||
Mobject.__init__(self, **kwargs)
|
||||
self.add(*mobjects)
|
||||
|
||||
def __add__(self, other : 'Mobject' or 'Group'):
|
||||
|
||||
def __add__(self, other: 'Mobject' or 'Group'):
|
||||
assert(isinstance(other, Mobject))
|
||||
return self.add(other)
|
||||
|
||||
|
@ -200,12 +200,11 @@ class Laptop(VGroup):
|
||||
|
||||
class VideoIcon(SVGMobject):
|
||||
CONFIG = {
|
||||
"file_name": "video_icon",
|
||||
"width": FRAME_WIDTH / 12.,
|
||||
}
|
||||
|
||||
def __init__(self, **kwargs):
|
||||
SVGMobject.__init__(self, **kwargs)
|
||||
super().__init__(file_name="video_icon", **kwargs)
|
||||
self.center()
|
||||
self.set_width(self.width)
|
||||
self.set_stroke(color=WHITE, width=0)
|
||||
|
@ -1,4 +1,3 @@
|
||||
import copy
|
||||
import hashlib
|
||||
import os
|
||||
import re
|
||||
|
@ -6,6 +6,7 @@ from manimlib.mobject.types.surface import SGroup
|
||||
from manimlib.mobject.types.vectorized_mobject import VGroup
|
||||
from manimlib.mobject.types.vectorized_mobject import VMobject
|
||||
from manimlib.mobject.geometry import Square
|
||||
from manimlib.utils.bezier import interpolate
|
||||
from manimlib.utils.config_ops import digest_config
|
||||
from manimlib.utils.space_ops import get_norm
|
||||
from manimlib.utils.space_ops import z_to_vector
|
||||
@ -14,9 +15,9 @@ from manimlib.utils.space_ops import compass_directions
|
||||
|
||||
class SurfaceMesh(VGroup):
|
||||
CONFIG = {
|
||||
"resolution": (21, 21),
|
||||
"resolution": (21, 11),
|
||||
"stroke_width": 1,
|
||||
"normal_nudge": 1e-3,
|
||||
"normal_nudge": 1e-2,
|
||||
"depth_test": True,
|
||||
"flat_stroke": False,
|
||||
}
|
||||
@ -32,8 +33,11 @@ class SurfaceMesh(VGroup):
|
||||
|
||||
full_nu, full_nv = uv_surface.resolution
|
||||
part_nu, part_nv = self.resolution
|
||||
u_indices = np.linspace(0, full_nu, part_nu).astype(int)
|
||||
v_indices = np.linspace(0, full_nv, part_nv).astype(int)
|
||||
# 'indices' are treated as floats. Later, there will be
|
||||
# an interpolation between the floor and ceiling of these
|
||||
# indices
|
||||
u_indices = np.linspace(0, full_nu - 1, part_nu)
|
||||
v_indices = np.linspace(0, full_nv - 1, part_nv)
|
||||
|
||||
points, du_points, dv_points = uv_surface.get_surface_points_and_nudged_points()
|
||||
normals = uv_surface.get_unit_normals()
|
||||
@ -42,12 +46,28 @@ class SurfaceMesh(VGroup):
|
||||
|
||||
for ui in u_indices:
|
||||
path = VMobject()
|
||||
full_ui = full_nv * ui
|
||||
path.set_points_smoothly(nudged_points[full_ui:full_ui + full_nv])
|
||||
# full_ui = full_nv * ui
|
||||
# path.set_points_smoothly(
|
||||
# nudged_points[full_ui:full_ui + full_nv]
|
||||
# )
|
||||
low_ui = full_nv * int(math.floor(ui))
|
||||
high_ui = full_nv * int(math.ceil(ui))
|
||||
path.set_points_smoothly(interpolate(
|
||||
nudged_points[low_ui:low_ui + full_nv],
|
||||
nudged_points[high_ui:high_ui + full_nv],
|
||||
ui % 1
|
||||
))
|
||||
self.add(path)
|
||||
for vi in v_indices:
|
||||
path = VMobject()
|
||||
path.set_points_smoothly(nudged_points[vi::full_nv])
|
||||
# path.set_points_smoothly(
|
||||
# nudged_points[vi::full_nv]
|
||||
# )
|
||||
path.set_points_smoothly(interpolate(
|
||||
nudged_points[int(math.floor(vi))::full_nv],
|
||||
nudged_points[int(math.ceil(vi))::full_nv],
|
||||
vi % 1
|
||||
))
|
||||
self.add(path)
|
||||
|
||||
|
||||
|
@ -17,6 +17,7 @@ class DotCloud(PMobject):
|
||||
"color": GREY_C,
|
||||
"opacity": 1,
|
||||
"radius": DEFAULT_DOT_RADIUS,
|
||||
"glow_factor": 0,
|
||||
"shader_folder": "true_dot",
|
||||
"render_primitive": moderngl.POINTS,
|
||||
"shader_dtype": [
|
||||
@ -36,6 +37,10 @@ class DotCloud(PMobject):
|
||||
self.data["radii"] = np.zeros((1, 1))
|
||||
self.set_radius(self.radius)
|
||||
|
||||
def init_uniforms(self):
|
||||
super().init_uniforms()
|
||||
self.uniforms["glow_factor"] = self.glow_factor
|
||||
|
||||
def to_grid(self, n_rows, n_cols, n_layers=1,
|
||||
buff_ratio=None,
|
||||
h_buff_ratio=1.0,
|
||||
@ -85,6 +90,12 @@ class DotCloud(PMobject):
|
||||
def get_radius(self):
|
||||
return self.get_radii().max()
|
||||
|
||||
def set_glow_factor(self, glow_factor):
|
||||
self.uniforms["glow_factor"] = glow_factor
|
||||
|
||||
def get_glow_factor(self):
|
||||
return self.uniforms["glow_factor"]
|
||||
|
||||
def compute_bounding_box(self):
|
||||
bb = super().compute_bounding_box()
|
||||
radius = self.get_radius()
|
||||
@ -98,8 +109,8 @@ class DotCloud(PMobject):
|
||||
self.set_radii(scale_factor * self.get_radii())
|
||||
return self
|
||||
|
||||
def make_3d(self, gloss=0.5, shadow=0.2):
|
||||
self.set_gloss(gloss)
|
||||
def make_3d(self, reflectiveness=0.5, shadow=0.2):
|
||||
self.set_reflectiveness(reflectiveness)
|
||||
self.set_shadow(shadow)
|
||||
self.apply_depth_test()
|
||||
return self
|
||||
|
@ -20,7 +20,8 @@ class Surface(Mobject):
|
||||
"resolution": (101, 101),
|
||||
"color": GREY,
|
||||
"opacity": 1.0,
|
||||
"gloss": 0.3,
|
||||
"reflectiveness": 0.3,
|
||||
"gloss": 0.1,
|
||||
"shadow": 0.4,
|
||||
"prefered_creation_axis": 1,
|
||||
# For du and dv steps. Much smaller and numerical error
|
||||
@ -161,6 +162,11 @@ class Surface(Mobject):
|
||||
tri_is[k::3] = tri_is[k::3][indices]
|
||||
return self
|
||||
|
||||
def always_sort_to_camera(self, camera):
|
||||
self.add_updater(lambda m: m.sort_faces_back_to_front(
|
||||
camera.get_location() - self.get_center()
|
||||
))
|
||||
|
||||
# For shaders
|
||||
def get_shader_data(self):
|
||||
s_points, du_points, dv_points = self.get_surface_points_and_nudged_points()
|
||||
|
@ -12,6 +12,7 @@ from manimlib.utils.bezier import get_smooth_quadratic_bezier_handle_points
|
||||
from manimlib.utils.bezier import get_smooth_cubic_bezier_handle_points
|
||||
from manimlib.utils.bezier import get_quadratic_approximation_of_cubic
|
||||
from manimlib.utils.bezier import interpolate
|
||||
from manimlib.utils.bezier import inverse_interpolate
|
||||
from manimlib.utils.bezier import integer_interpolate
|
||||
from manimlib.utils.bezier import partial_quadratic_bezier_points
|
||||
from manimlib.utils.color import rgb_to_hex
|
||||
@ -74,7 +75,6 @@ class VMobject(Mobject):
|
||||
self.needs_new_triangulation = True
|
||||
self.triangulation = np.zeros(0, dtype='i4')
|
||||
super().__init__(**kwargs)
|
||||
self.refresh_unit_normal()
|
||||
|
||||
def get_group_class(self):
|
||||
return VGroup
|
||||
@ -135,6 +135,10 @@ class VMobject(Mobject):
|
||||
mob.draw_stroke_behind_fill = background
|
||||
return self
|
||||
|
||||
def set_backstroke(self, color=BLACK, width=3, background=True):
|
||||
self.set_stroke(color, width, background=background)
|
||||
return self
|
||||
|
||||
def align_stroke_width_data_to_points(self, recurse=True):
|
||||
for mob in self.get_family(recurse):
|
||||
mob.data["stroke_width"] = resize_with_interpolation(
|
||||
@ -150,6 +154,7 @@ class VMobject(Mobject):
|
||||
stroke_rgba=None,
|
||||
stroke_width=None,
|
||||
stroke_background=True,
|
||||
reflectiveness=None,
|
||||
gloss=None,
|
||||
shadow=None,
|
||||
recurse=True):
|
||||
@ -177,6 +182,8 @@ class VMobject(Mobject):
|
||||
background=stroke_background,
|
||||
)
|
||||
|
||||
if reflectiveness is not None:
|
||||
self.set_reflectiveness(reflectiveness, recurse=recurse)
|
||||
if gloss is not None:
|
||||
self.set_gloss(gloss, recurse=recurse)
|
||||
if shadow is not None:
|
||||
@ -185,10 +192,11 @@ class VMobject(Mobject):
|
||||
|
||||
def get_style(self):
|
||||
return {
|
||||
"fill_rgba": self.data['fill_rgba'],
|
||||
"stroke_rgba": self.data['stroke_rgba'],
|
||||
"stroke_width": self.data['stroke_width'],
|
||||
"fill_rgba": self.data['fill_rgba'].copy(),
|
||||
"stroke_rgba": self.data['stroke_rgba'].copy(),
|
||||
"stroke_width": self.data['stroke_width'].copy(),
|
||||
"stroke_background": self.draw_stroke_behind_fill,
|
||||
"reflectiveness": self.get_reflectiveness(),
|
||||
"gloss": self.get_gloss(),
|
||||
"shadow": self.get_shadow(),
|
||||
}
|
||||
@ -218,16 +226,17 @@ class VMobject(Mobject):
|
||||
return self
|
||||
|
||||
def fade(self, darkness=0.5, recurse=True):
|
||||
factor = 1.0 - darkness
|
||||
self.set_fill(
|
||||
opacity=factor * self.get_fill_opacity(),
|
||||
recurse=False,
|
||||
)
|
||||
self.set_stroke(
|
||||
opacity=factor * self.get_stroke_opacity(),
|
||||
recurse=False,
|
||||
)
|
||||
super().fade(darkness, recurse)
|
||||
mobs = self.get_family() if recurse else [self]
|
||||
for mob in mobs:
|
||||
factor = 1.0 - darkness
|
||||
mob.set_fill(
|
||||
opacity=factor * mob.get_fill_opacity(),
|
||||
recurse=False,
|
||||
)
|
||||
mob.set_stroke(
|
||||
opacity=factor * mob.get_stroke_opacity(),
|
||||
recurse=False,
|
||||
)
|
||||
return self
|
||||
|
||||
def get_fill_colors(self):
|
||||
@ -277,9 +286,9 @@ class VMobject(Mobject):
|
||||
return self.get_stroke_opacities()[0]
|
||||
|
||||
def get_color(self):
|
||||
if self.has_stroke():
|
||||
return self.get_stroke_color()
|
||||
return self.get_fill_color()
|
||||
if self.has_fill():
|
||||
return self.get_fill_color()
|
||||
return self.get_stroke_color()
|
||||
|
||||
def has_stroke(self):
|
||||
return self.get_stroke_widths().any() and self.get_stroke_opacities().any()
|
||||
@ -504,10 +513,10 @@ class VMobject(Mobject):
|
||||
nppc = self.n_points_per_curve
|
||||
remainder = len(points) % nppc
|
||||
points = points[:len(points) - remainder]
|
||||
return [
|
||||
return (
|
||||
points[i:i + nppc]
|
||||
for i in range(0, len(points), nppc)
|
||||
]
|
||||
)
|
||||
|
||||
def get_bezier_tuples(self):
|
||||
return self.get_bezier_tuples_from_points(self.get_points())
|
||||
@ -543,12 +552,35 @@ class VMobject(Mobject):
|
||||
def get_num_curves(self):
|
||||
return self.get_num_points() // self.n_points_per_curve
|
||||
|
||||
def point_from_proportion(self, alpha):
|
||||
def quick_point_from_proportion(self, alpha):
|
||||
# Assumes all curves have the same length, so is inaccurate
|
||||
num_curves = self.get_num_curves()
|
||||
n, residue = integer_interpolate(0, num_curves, alpha)
|
||||
curve_func = self.get_nth_curve_function(n)
|
||||
return curve_func(residue)
|
||||
|
||||
def point_from_proportion(self, alpha):
|
||||
if alpha <= 0:
|
||||
return self.get_start()
|
||||
elif alpha >= 1:
|
||||
return self.get_end()
|
||||
|
||||
partials = [0]
|
||||
for tup in self.get_bezier_tuples():
|
||||
# Approximate length with straight line from start to end
|
||||
arclen = get_norm(tup[0] - tup[-1])
|
||||
partials.append(partials[-1] + arclen)
|
||||
full = partials[-1]
|
||||
if full == 0:
|
||||
return self.get_start()
|
||||
# First index where the partial lenth is more alpha times the full length
|
||||
i = next(
|
||||
(i for i, x in enumerate(partials) if x >= full * alpha),
|
||||
len(partials) # Default
|
||||
)
|
||||
residue = inverse_interpolate(partials[i - 1] / full, partials[i] / full, alpha)
|
||||
return self.get_nth_curve_function(i - 1)(residue)
|
||||
|
||||
def get_anchors_and_handles(self):
|
||||
"""
|
||||
returns anchors1, handles, anchors2,
|
||||
@ -629,17 +661,19 @@ class VMobject(Mobject):
|
||||
area_vect = self.get_area_vector()
|
||||
area = get_norm(area_vect)
|
||||
if area > 0:
|
||||
return area_vect / area
|
||||
normal = area_vect / area
|
||||
else:
|
||||
points = self.get_points()
|
||||
return get_unit_normal(
|
||||
normal = get_unit_normal(
|
||||
points[1] - points[0],
|
||||
points[2] - points[1],
|
||||
)
|
||||
self.data["unit_normal"][:] = normal
|
||||
return normal
|
||||
|
||||
def refresh_unit_normal(self):
|
||||
for mob in self.get_family():
|
||||
mob.data["unit_normal"][:] = mob.get_unit_normal(recompute=True)
|
||||
mob.get_unit_normal(recompute=True)
|
||||
return self
|
||||
|
||||
# Alignment
|
||||
@ -701,7 +735,7 @@ class VMobject(Mobject):
|
||||
if len(points) == 1:
|
||||
return np.repeat(points, nppc * n, 0)
|
||||
|
||||
bezier_groups = self.get_bezier_tuples_from_points(points)
|
||||
bezier_groups = list(self.get_bezier_tuples_from_points(points))
|
||||
norms = np.array([
|
||||
get_norm(bg[nppc - 1] - bg[0])
|
||||
for bg in bezier_groups
|
||||
@ -797,7 +831,7 @@ class VMobject(Mobject):
|
||||
# how to send the points as to the vertex shader.
|
||||
# First triangles come directly from the points
|
||||
if normal_vector is None:
|
||||
normal_vector = self.get_unit_normal()
|
||||
normal_vector = self.get_unit_normal(recompute=True)
|
||||
|
||||
if not self.needs_new_triangulation:
|
||||
return self.triangulation
|
||||
|
@ -135,7 +135,7 @@ class Scene(object):
|
||||
for term in ("play", "wait", "add", "remove", "clear", "save_state", "restore"):
|
||||
local_ns[term] = getattr(self, term)
|
||||
log.info("Tips: Now the embed iPython terminal is open. But you can't interact with"
|
||||
" the window directly. To do so, you need to type `touch()` or `self.interact()`")
|
||||
" the window directly. To do so, you need to type `touch()` or `self.interact()`")
|
||||
shell(local_ns=local_ns, stack_depth=2)
|
||||
# End scene when exiting an embed.
|
||||
raise EndSceneEarlyException()
|
||||
@ -282,48 +282,42 @@ class Scene(object):
|
||||
self.skip_time += self.time
|
||||
|
||||
# Methods associated with running animations
|
||||
def get_time_progression(self, run_time, n_iterations=None, override_skip_animations=False):
|
||||
def get_time_progression(self, run_time, n_iterations=None, desc="", override_skip_animations=False):
|
||||
if self.skip_animations and not override_skip_animations:
|
||||
times = [run_time]
|
||||
return [run_time]
|
||||
else:
|
||||
step = 1 / self.camera.frame_rate
|
||||
times = np.arange(0, run_time, step)
|
||||
time_progression = ProgressDisplay(
|
||||
|
||||
if self.file_writer.has_progress_display:
|
||||
self.file_writer.set_progress_display_subdescription(desc)
|
||||
return times
|
||||
|
||||
return ProgressDisplay(
|
||||
times,
|
||||
total=n_iterations,
|
||||
leave=self.leave_progress_bars,
|
||||
ascii=True if platform.system() == 'Windows' else None
|
||||
ascii=True if platform.system() == 'Windows' else None,
|
||||
desc=desc,
|
||||
)
|
||||
return time_progression
|
||||
|
||||
def get_run_time(self, animations):
|
||||
return np.max([animation.run_time for animation in animations])
|
||||
|
||||
def get_animation_time_progression(self, animations):
|
||||
run_time = self.get_run_time(animations)
|
||||
time_progression = self.get_time_progression(run_time)
|
||||
time_progression.set_description("".join([
|
||||
f"Animation {self.num_plays}: {animations[0]}",
|
||||
", etc." if len(animations) > 1 else "",
|
||||
]))
|
||||
description = f"{self.num_plays} {animations[0]}"
|
||||
if len(animations) > 1:
|
||||
description += ", etc."
|
||||
time_progression = self.get_time_progression(run_time, desc=description)
|
||||
return time_progression
|
||||
|
||||
def get_wait_time_progression(self, duration, stop_condition):
|
||||
def get_wait_time_progression(self, duration, stop_condition=None):
|
||||
kw = {"desc": f"{self.num_plays} Waiting"}
|
||||
if stop_condition is not None:
|
||||
time_progression = self.get_time_progression(
|
||||
duration,
|
||||
n_iterations=-1, # So it doesn't show % progress
|
||||
override_skip_animations=True
|
||||
)
|
||||
time_progression.set_description(
|
||||
"Waiting for {}".format(stop_condition.__name__)
|
||||
)
|
||||
else:
|
||||
time_progression = self.get_time_progression(duration)
|
||||
time_progression.set_description(
|
||||
"Waiting {}".format(self.num_plays)
|
||||
)
|
||||
return time_progression
|
||||
kw["n_iterations"] = -1 # So it doesn't show % progress
|
||||
kw["override_skip_animations"] = True
|
||||
return self.get_time_progression(duration, **kw)
|
||||
|
||||
def anims_from_play_args(self, *args, **kwargs):
|
||||
"""
|
||||
@ -488,13 +482,9 @@ class Scene(object):
|
||||
time_progression.close()
|
||||
break
|
||||
self.unlock_mobject_data()
|
||||
elif self.skip_animations:
|
||||
# Do nothing
|
||||
return self
|
||||
else:
|
||||
self.update_frame(duration)
|
||||
n_frames = int(duration * self.camera.frame_rate)
|
||||
for n in range(n_frames):
|
||||
for n in self.get_wait_time_progression(duration):
|
||||
self.emit_frame()
|
||||
return self
|
||||
|
||||
|
@ -5,6 +5,7 @@ import subprocess as sp
|
||||
import os
|
||||
import sys
|
||||
import platform
|
||||
from tqdm import tqdm as ProgressDisplay
|
||||
|
||||
from manimlib.constants import FFMPEG_BIN
|
||||
from manimlib.utils.config_ops import digest_config
|
||||
@ -35,12 +36,15 @@ class SceneFileWriter(object):
|
||||
"open_file_upon_completion": False,
|
||||
"show_file_location_upon_completion": False,
|
||||
"quiet": False,
|
||||
"total_frames": 0,
|
||||
"progress_description_len": 35,
|
||||
}
|
||||
|
||||
def __init__(self, scene, **kwargs):
|
||||
digest_config(self, kwargs)
|
||||
self.scene = scene
|
||||
self.writing_process = None
|
||||
self.has_progress_display = False
|
||||
self.init_output_directories()
|
||||
self.init_audio()
|
||||
|
||||
@ -205,15 +209,37 @@ class SceneFileWriter(object):
|
||||
command += [self.temp_file_path]
|
||||
self.writing_process = sp.Popen(command, stdin=sp.PIPE)
|
||||
|
||||
if self.total_frames > 0:
|
||||
self.progress_display = ProgressDisplay(
|
||||
range(self.total_frames),
|
||||
leave=False,
|
||||
ascii=True if platform.system() == 'Windows' else None,
|
||||
desc="Full render: "
|
||||
)
|
||||
self.has_progress_display = True
|
||||
|
||||
def set_progress_display_subdescription(self, desc):
|
||||
desc_len = self.progress_description_len
|
||||
full_desc = f"Full render ({desc})"
|
||||
if len(full_desc) > desc_len:
|
||||
full_desc = full_desc[:desc_len - 4] + "...)"
|
||||
else:
|
||||
full_desc += " " * (desc_len - len(full_desc))
|
||||
self.progress_display.set_description(full_desc)
|
||||
|
||||
def write_frame(self, camera):
|
||||
if self.write_to_movie:
|
||||
raw_bytes = camera.get_raw_fbo_data()
|
||||
self.writing_process.stdin.write(raw_bytes)
|
||||
if self.has_progress_display:
|
||||
self.progress_display.update()
|
||||
|
||||
def close_movie_pipe(self):
|
||||
self.writing_process.stdin.close()
|
||||
self.writing_process.wait()
|
||||
self.writing_process.terminate()
|
||||
if self.has_progress_display:
|
||||
self.progress_display.close()
|
||||
shutil.move(self.temp_file_path, self.final_file_path)
|
||||
|
||||
def combine_movie_files(self):
|
||||
|
@ -5,7 +5,6 @@ class ThreeDScene(Scene):
|
||||
CONFIG = {
|
||||
"camera_config": {
|
||||
"samples": 4,
|
||||
"anti_alias_width": 0,
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
uniform vec2 frame_shape;
|
||||
uniform float anti_alias_width;
|
||||
uniform vec3 camera_center;
|
||||
uniform vec3 camera_offset;
|
||||
uniform mat3 camera_rotation;
|
||||
uniform float is_fixed_in_frame;
|
||||
uniform float focal_distance;
|
@ -13,39 +13,56 @@ vec4 add_light(vec4 color,
|
||||
vec3 point,
|
||||
vec3 unit_normal,
|
||||
vec3 light_coords,
|
||||
vec3 cam_coords,
|
||||
float reflectiveness,
|
||||
float gloss,
|
||||
float shadow){
|
||||
if(gloss == 0.0 && shadow == 0.0) return color;
|
||||
if(reflectiveness == 0.0 && gloss == 0.0 && shadow == 0.0) return color;
|
||||
|
||||
float camera_distance = focal_distance;
|
||||
vec4 result = color;
|
||||
// Assume everything has already been rotated such that camera is in the z-direction
|
||||
vec3 to_camera = vec3(0, 0, camera_distance) - point;
|
||||
vec3 to_light = light_coords - point;
|
||||
// cam_coords = vec3(0, 0, focal_distance);
|
||||
vec3 to_camera = normalize(cam_coords - point);
|
||||
vec3 to_light = normalize(light_coords - point);
|
||||
|
||||
// TODO, do we actually want this? It effectively treats surfaces as two-sided
|
||||
if(dot(to_camera,unit_normal) < 0){
|
||||
unit_normal *= -1;
|
||||
}
|
||||
// Note, this effectively treats surfaces as two-sided
|
||||
// if(dot(to_camera, unit_normal) < 0) unit_normal *= -1;
|
||||
|
||||
float light_to_normal = dot(to_light, unit_normal);
|
||||
// When unit normal points towards light, brighten
|
||||
float bright_factor = max(light_to_normal, 0) * reflectiveness;
|
||||
// For glossy surface, add extra shine if light beam go towards camera
|
||||
vec3 light_reflection = -to_light + 2 * unit_normal * dot(to_light, unit_normal);
|
||||
float dot_prod = dot(normalize(light_reflection), normalize(to_camera));
|
||||
float shine = gloss * exp(-3 * pow(1 - dot_prod, 2));
|
||||
float dp2 = dot(normalize(to_light), unit_normal);
|
||||
float darkening = mix(1, max(dp2, 0), shadow);
|
||||
return vec4(
|
||||
darkening * mix(color.rgb, vec3(1.0), shine),
|
||||
color.a
|
||||
);
|
||||
float light_to_cam = dot(light_reflection, to_camera);
|
||||
float shine = gloss * exp(-3 * pow(1 - light_to_cam, 2));
|
||||
bright_factor += shine;
|
||||
|
||||
result.rgb = mix(result.rgb, vec3(1.0), bright_factor);
|
||||
if (light_to_normal < 0){
|
||||
// Darken
|
||||
result.rgb = mix(result.rgb, vec3(0.0), -light_to_normal * shadow);
|
||||
}
|
||||
// float darkening = mix(1, max(light_to_normal, 0), shadow);
|
||||
// return vec4(
|
||||
// darkening * mix(color.rgb, vec3(1.0), shine),
|
||||
// color.a
|
||||
// );
|
||||
return result;
|
||||
}
|
||||
|
||||
vec4 finalize_color(vec4 color,
|
||||
vec3 point,
|
||||
vec3 unit_normal,
|
||||
vec3 light_coords,
|
||||
vec3 cam_coords,
|
||||
float reflectiveness,
|
||||
float gloss,
|
||||
float shadow){
|
||||
///// INSERT COLOR FUNCTION HERE /////
|
||||
// The line above may be replaced by arbitrary code snippets, as per
|
||||
// the method Mobject.set_color_by_code
|
||||
return add_light(color, point, unit_normal, light_coords, gloss, shadow);
|
||||
return add_light(
|
||||
color, point, unit_normal, light_coords, cam_coords,
|
||||
reflectiveness, gloss, shadow
|
||||
);
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
// Assumes the following uniforms exist in the surrounding context:
|
||||
// uniform vec3 camera_center;
|
||||
// uniform vec3 camera_offset;
|
||||
// uniform mat3 camera_rotation;
|
||||
|
||||
vec3 get_rotated_surface_unit_normal_vector(vec3 point, vec3 du_point, vec3 dv_point){
|
||||
|
@ -1,6 +1,6 @@
|
||||
// Assumes the following uniforms exist in the surrounding context:
|
||||
// uniform float is_fixed_in_frame;
|
||||
// uniform vec3 camera_center;
|
||||
// uniform vec3 camera_offset;
|
||||
// uniform mat3 camera_rotation;
|
||||
|
||||
vec3 rotate_point_into_frame(vec3 point){
|
||||
@ -15,5 +15,5 @@ vec3 position_point_into_frame(vec3 point){
|
||||
if(bool(is_fixed_in_frame)){
|
||||
return point;
|
||||
}
|
||||
return rotate_point_into_frame(point - camera_center);
|
||||
return rotate_point_into_frame(point - camera_offset);
|
||||
}
|
||||
|
@ -1,6 +1,8 @@
|
||||
#version 330
|
||||
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
uniform float focal_distance;
|
||||
@ -71,6 +73,8 @@ void main() {
|
||||
xyz_coords,
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
|
@ -1,6 +1,8 @@
|
||||
#version 330
|
||||
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
uniform float focal_distance;
|
||||
@ -75,7 +77,7 @@ vec2 seek_root(vec2 z, vec2[MAX_DEGREE + 1] coefs, int max_steps, out float n_it
|
||||
}
|
||||
z = z - step;
|
||||
}
|
||||
n_iters -= clamp((threshold - curr_len) / (last_len - curr_len), 0.0, 1.0);
|
||||
n_iters -= log(curr_len) / log(threshold);
|
||||
|
||||
return z;
|
||||
}
|
||||
@ -118,7 +120,7 @@ void main() {
|
||||
color = colors[i];
|
||||
}
|
||||
}
|
||||
color *= 1.0 + (0.01 * saturation_factor) * (n_iters - 5 * saturation_factor);
|
||||
color *= 1.0 + (0.01 * saturation_factor) * (n_iters - 2 * saturation_factor);
|
||||
|
||||
if(black_for_cycles > 0 && min_dist > CLOSE_ENOUGH){
|
||||
color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
@ -151,6 +153,8 @@ void main() {
|
||||
xyz_coords,
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
|
@ -3,7 +3,7 @@
|
||||
#INSERT camera_uniform_declarations.glsl
|
||||
|
||||
in vec4 color;
|
||||
in float fill_all; // Either 0 or 1e
|
||||
in float fill_all; // Either 0 or 1
|
||||
in float uv_anti_alias_width;
|
||||
|
||||
in vec3 xyz_coords;
|
||||
|
@ -11,6 +11,8 @@ uniform float focal_distance;
|
||||
uniform float is_fixed_in_frame;
|
||||
// Needed for finalize_color
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
|
||||
@ -44,6 +46,8 @@ void emit_vertex_wrapper(vec3 point, int index){
|
||||
point,
|
||||
v_global_unit_normal[index],
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
|
@ -13,7 +13,9 @@ uniform float flat_stroke;
|
||||
|
||||
//Needed for lighting
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float joint_type;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
|
||||
@ -259,6 +261,8 @@ void main() {
|
||||
xyz_coords,
|
||||
v_global_unit_normal[index_map[i]],
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
|
@ -1,6 +1,8 @@
|
||||
#version 330
|
||||
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
uniform float focal_distance;
|
||||
@ -19,6 +21,8 @@ void main() {
|
||||
xyz_coords,
|
||||
normalize(v_normal),
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
|
@ -4,6 +4,8 @@ uniform sampler2D LightTexture;
|
||||
uniform sampler2D DarkTexture;
|
||||
uniform float num_textures;
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
uniform float focal_distance;
|
||||
@ -36,6 +38,8 @@ void main() {
|
||||
xyz_coords,
|
||||
normalize(v_normal),
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
|
@ -1,10 +1,13 @@
|
||||
#version 330
|
||||
|
||||
uniform vec3 light_source_position;
|
||||
uniform vec3 camera_position;
|
||||
uniform float reflectiveness;
|
||||
uniform float gloss;
|
||||
uniform float shadow;
|
||||
uniform float anti_alias_width;
|
||||
uniform float focal_distance;
|
||||
uniform float glow_factor;
|
||||
|
||||
in vec4 color;
|
||||
in float radius;
|
||||
@ -22,14 +25,23 @@ void main() {
|
||||
if (signed_dist > 0.5 * anti_alias_width){
|
||||
discard;
|
||||
}
|
||||
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
|
||||
frag_color = finalize_color(
|
||||
color,
|
||||
vec3(point.xy, 0.0),
|
||||
normal,
|
||||
light_source_position,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
frag_color = color;
|
||||
if(gloss > 0 || shadow > 0){
|
||||
vec3 normal = vec3(diff / radius, sqrt(1 - (dist * dist) / (radius * radius)));
|
||||
frag_color = finalize_color(
|
||||
frag_color,
|
||||
vec3(point.xy, 0.0),
|
||||
normal,
|
||||
light_source_position,
|
||||
camera_position,
|
||||
reflectiveness,
|
||||
gloss,
|
||||
shadow
|
||||
);
|
||||
}
|
||||
if(glow_factor > 0){
|
||||
frag_color.a *= pow(1 - dist / radius, glow_factor);
|
||||
}
|
||||
|
||||
frag_color.a *= smoothstep(0.5, -0.5, signed_dist / anti_alias_width);
|
||||
}
|
@ -10,6 +10,15 @@ from manimlib.constants import OUT
|
||||
from manimlib.constants import PI
|
||||
from manimlib.constants import TAU
|
||||
from manimlib.utils.iterables import adjacent_pairs
|
||||
from manimlib.utils.simple_functions import clip
|
||||
|
||||
|
||||
def cross(v1, v2):
|
||||
return [
|
||||
v1[1] * v2[2] - v1[2] * v2[1],
|
||||
v1[2] * v2[0] - v1[0] * v2[2],
|
||||
v1[0] * v2[1] - v1[1] * v2[0]
|
||||
]
|
||||
|
||||
|
||||
def get_norm(vect):
|
||||
@ -147,6 +156,15 @@ def z_to_vector(vector):
|
||||
return rotation_matrix(angle, axis=axis)
|
||||
|
||||
|
||||
def rotation_between_vectors(v1, v2):
|
||||
if np.all(np.isclose(v1, v2)):
|
||||
return np.identity(3)
|
||||
return rotation_matrix(
|
||||
angle=angle_between_vectors(v1, v2),
|
||||
axis=normalize(np.cross(v1, v2))
|
||||
)
|
||||
|
||||
|
||||
def angle_of_vector(vector):
|
||||
"""
|
||||
Returns polar coordinate theta when vector is project on xy plane
|
||||
@ -159,8 +177,7 @@ def angle_between_vectors(v1, v2):
|
||||
Returns the angle between two 3D vectors.
|
||||
This angle will always be btw 0 and pi
|
||||
"""
|
||||
diff = (angle_of_vector(v2) - angle_of_vector(v1)) % TAU
|
||||
return min(diff, TAU - diff)
|
||||
return math.acos(clip(np.dot(normalize(v1), normalize(v2)), -1, 1))
|
||||
|
||||
|
||||
def project_along_vector(point, vector):
|
||||
@ -186,14 +203,6 @@ def normalize_along_axis(array, axis, fall_back=None):
|
||||
return array
|
||||
|
||||
|
||||
def cross(v1, v2):
|
||||
return np.array([
|
||||
v1[1] * v2[2] - v1[2] * v2[1],
|
||||
v1[2] * v2[0] - v1[0] * v2[2],
|
||||
v1[0] * v2[1] - v1[1] * v2[0]
|
||||
])
|
||||
|
||||
|
||||
def get_unit_normal(v1, v2, tol=1e-6):
|
||||
v1 = normalize(v1)
|
||||
v2 = normalize(v2)
|
||||
|
Reference in New Issue
Block a user