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Bug fixes to 3d display
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@ -27,10 +27,10 @@ class CameraWithPerspective(Camera):
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class ThreeDCamera(CameraWithPerspective):
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CONFIG = {
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"sun_vect" : 5*UP+LEFT,
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"shading_factor" : 0.5,
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"shading_factor" : 0.2,
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"distance" : 5,
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"phi" : 0, #Angle off z axis
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"theta" : -np.pi/2, #Rotation about z axis
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"theta" : -TAU/4, #Rotation about z axis
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}
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def __init__(self, *args, **kwargs):
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Camera.__init__(self, *args, **kwargs)
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@ -78,19 +78,26 @@ class ThreeDCamera(CameraWithPerspective):
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return normal/length
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def display_multiple_vectorized_mobjects(self, vmobjects):
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camera_point = self.spherical_coords_to_point(
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*self.get_spherical_coords()
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)
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def z_cmp(*vmobs):
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#Compare to three dimensional mobjects based on their
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#z value, otherwise don't compare.
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three_d_status = map(should_shade_in_3d, vmobs)
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has_points = [vm.get_num_points() > 0 for vm in vmobs]
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if all(three_d_status) and all(has_points):
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cmp_vect = self.get_unit_normal_vect(vmobs[1])
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return cmp(*[
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np.dot(vm.get_center(), cmp_vect)
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for vm in vmobs
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])
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else:
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return 0
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#Compare to three dimensional mobjects based on
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#how close they are to the camera
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return cmp(*[
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-np.linalg.norm(vm.get_center()-camera_point)
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for vm in vmobs
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])
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# three_d_status = map(should_shade_in_3d, vmobs)
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# has_points = [vm.get_num_points() > 0 for vm in vmobs]
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# if all(three_d_status) and all(has_points):
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# cmp_vect = self.get_unit_normal_vect(vmobs[1])
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# return cmp(*[
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# np.dot(vm.get_center(), cmp_vect)
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# for vm in vmobs
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# ])
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# else:
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# return 0
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Camera.display_multiple_vectorized_mobjects(
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self, sorted(vmobjects, cmp = z_cmp)
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)
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@ -176,9 +183,10 @@ class ThreeDScene(Scene):
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self.add(self.ambient_camera_rotation)
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def get_moving_mobjects(self, *animations):
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if self.camera.rotation_mobject in moving:
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return self.mobjects
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return Scene.get_moving_mobjects(self, *animations)
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moving_mobjects = Scene.get_moving_mobjects(self, *animations)
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if self.camera.rotation_mobject in moving_mobjects:
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return list_update(self.mobjects, moving_mobjects)
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return moving_mobjects
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##############
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