New scene for chessboard video

This commit is contained in:
Grant Sanderson
2020-06-13 15:19:42 -07:00
parent 512c42f4df
commit 9d5282b74f

View File

@ -1,12 +1,24 @@
from manimlib.imports import *
def boolian_linear_combo(bools):
return reduce(op.xor, [b * n for n, b in enumerate(bools)], 0)
def string_to_bools(message):
# For easter eggs on the board
bits = bin(int.from_bytes(message.encode(), 'big'))[2:]
bits = (len(message) * 8 - len(bits)) * '0' + bits
return [bool(int(b)) for b in bits]
class Chessboard(SGroup):
CONFIG = {
"shape": (8, 8),
"height": 7,
"depth": 0.25,
"colors": [LIGHT_GREY, DARKER_GREY]
"colors": [LIGHT_GREY, DARKER_GREY],
"gloss": 0.2,
}
def __init__(self, **kwargs):
@ -25,11 +37,12 @@ class Chessboard(SGroup):
color = self.colors[(i + j) % 2]
self[i * nc + j].set_color(color)
self.center()
self.set_gloss(self.gloss)
class Coin(Group):
CONFIG = {
"n_sides": 24,
"disk_resolution": (4, 51),
"height": 1,
"depth": 0.1,
"color": GOLD_D,
@ -39,11 +52,14 @@ class Coin(Group):
def __init__(self, **kwargs):
super().__init__(**kwargs)
n = self.n_sides + 1
self.top = Disk3D(resolution=(4, n)).shift(OUT)
self.bottom = Disk3D(resolution=(4, n)).shift(IN)
self.edge = Cylinder(height=2, resolution=(n, 2))
res = self.disk_resolution
self.top = Disk3D(resolution=res, gloss=0.2)
self.bottom = self.top.copy()
self.top.shift(OUT)
self.bottom.shift(IN)
self.edge = Cylinder(height=2, resolution=(res[1], 2))
self.add(self.top, self.bottom, self.edge)
self.rotate(90 * DEGREES, OUT)
self.set_color(self.color)
self.bottom.set_color(RED)
@ -62,6 +78,9 @@ class Coin(Group):
self.set_height(self.height)
self.set_depth(self.depth, stretch=True)
def is_heads(self):
return self.top.get_center()[2] > self.bottom.get_center()[2]
class CoinsOnBoard(Group):
CONFIG = {
@ -104,40 +123,269 @@ class FlipCoin(Animation):
coin.shift(4 * alpha * (1 - alpha) * self.shift_vect)
return coin
# Scenes
# Scenes
class IntroducePuzzle(Scene):
CONFIG = {
"camera_config": {
"apply_depth_test": True,
"samples": 8,
}
"camera_class": ThreeDCamera,
}
def construct(self):
# Setup
frame = self.camera.frame
chessboard = Chessboard()
chessboard.move_to(ORIGIN, OUT)
plane = NumberPlane(
grid = NumberPlane(
x_range=(0, 8), y_range=(0, 8),
faded_line_ratio=1,
faded_line_ratio=0
)
grid.match_height(chessboard)
grid.next_to(chessboard, OUT, 1e-8)
low_grid = grid.copy()
low_grid.next_to(chessboard, IN, 1e-8)
grid.add(low_grid)
grid.set_stroke(GREY, width=2)
grid.set_gloss(0.5)
grid.prepare_for_nonlinear_transform(0)
coins = CoinsOnBoard(chessboard, include_labels=False)
coins_random_order = Group(*coins)
coins_random_order.shuffle()
coins.set_gloss(0.2)
coins_to_flip = Group()
head_bools = string_to_bools('3b1b :)')
for coin, heads in zip(coins, head_bools):
if not heads:
coins_to_flip.add(coin)
coins_to_flip.shuffle()
frame.set_phi(45 * DEGREES)
count_label = VGroup(
Integer(0, edge_to_fix=RIGHT),
TextMobject("Coins")
)
count_label.arrange(RIGHT, aligned_edge=DOWN)
count_label.to_corner(UL)
count_label.fix_in_frame()
self.add(chessboard)
self.play(LaggedStartMap(FadeIn, coins_random_order, lambda m: (m, UP), run_time=1))
# Draw board and coins
frame.set_rotation(-25 * DEGREES, 70 * DEGREES, 0)
self.play(
FadeIn(chessboard),
ShowCreationThenDestruction(grid, lag_ratio=0.01),
frame.set_theta, 0,
frame.set_phi, 45 * DEGREES,
run_time=3,
)
self.wait()
self.add(count_label)
self.play(
ShowIncreasingSubsets(coins),
UpdateFromFunc(count_label[0], lambda m, c=coins: m.set_value(len(c))),
rate_func=bezier([0, 0, 1, 1]),
run_time=2,
)
self.wait()
self.play(LaggedStartMap(FlipCoin, coins_to_flip, run_time=6, lag_ratio=0.1))
self.add(coins)
coins.unlock_shader_data()
self.wait()
coins_to_flip = Group(*[c for c in coins_random_order if random.random() < 0.5])
self.play(LaggedStartMap(FlipCoin, coins_to_flip, run_time=1, lag_ratio=0.05))
# Show key
key = SVGMobject("key")
key.set_stroke(GOLD, 0)
key.set_fill(GOLD, 1)
key.set_gloss(0.5)
key.rotate(PI / 2, OUT)
key.rotate(PI / 4, RIGHT)
key.move_to(3 * OUT)
key.scale(0.8)
key.to_edge(LEFT, buff=1)
k = boolian_linear_combo(head_bools) ^ 63 # To make the flip below the actual solution
key_cube = Cube(resolution=(6, 6))
key_cube.match_color(chessboard[k])
key_cube.replace(chessboard[k], stretch=True)
chessboard.replace_submobject(k, key_cube)
key_square = key_cube[0]
chessboard.generate_target()
chessboard.save_state()
for i, cube in enumerate(chessboard.target):
if i == k:
cube[0].set_color(MAROON_E)
else:
cube.set_color(interpolate_color(cube.get_color(), BLACK, 0.8))
key.generate_target()
key.target.rotate(PI / 4, LEFT)
key.target.set_width(0.7 * key_square.get_width())
key.target.next_to(key_square, IN, buff=SMALL_BUFF)
self.play(FadeIn(key, LEFT))
self.wait()
self.play(
FadeOut(coins, lag_ratio=0.01),
MoveToTarget(chessboard),
)
ks_top = key_square.get_top()
self.play(
Rotate(key_square, PI / 2, axis=LEFT, about_point=ks_top),
MoveToTarget(key),
frame.set_phi, 60 * DEGREES,
run_time=2,
)
self.play(
Rotate(key_square, PI / 2, axis=RIGHT, about_point=ks_top),
run_time=2,
)
chessboard.unlock_shader_data()
chessboard.saved_state[k][0].match_color(key_square)
self.play(
chessboard.restore,
FadeIn(coins),
frame.set_phi, 20 * DEGREES,
frame.move_to, 2 * LEFT,
run_time=3
)
# State goal
goal = TextMobject(
"Communicate where\\\\the key is",
" by turning\\\\over one coin.",
alignment=""
)
goal.next_to(count_label, DOWN, LARGE_BUFF, LEFT)
goal.fix_in_frame()
goal[1].set_color(YELLOW)
self.play(FadeIn(goal[0]))
self.wait()
self.play(FadeIn(goal[1]))
self.wait()
coin = coins[63]
rect = SurroundingRectangle(coin, color=TEAL)
self.play(FadeInFromLarge(rect))
self.play(FlipCoin(coin), FadeOut(rect))
class FromCoinToSquareMaps(Scene):
CONFIG = {
"camera_class": ThreeDCamera,
"messages": [
"Please, ",
"go watch",
"Stand-up",
"Maths on",
"YouTube."
],
"flip_lag_ratio": 0.05,
}
def construct(self):
messages = self.messages
board1 = Chessboard()
board1.set_width(5.5)
board1.to_corner(DL)
board2 = board1.copy()
board2.to_corner(DR)
coins = CoinsOnBoard(board1)
bools = string_to_bools(messages[0])
for coin, head in zip(coins, bools):
if not head:
coin.flip(RIGHT)
for cube in board2:
cube.original_color = cube.get_color()
arrow = Arrow(board1.get_right(), board2.get_left())
arrow.tip.set_stroke(width=0)
title1 = TextMobject("Pattern of coins")
title2 = TextMobject("Individual square")
for title, board in [(title1, board1), (title2, board2)]:
title.scale(0.5 / title[0][0].get_height())
title.next_to(board, UP, MED_LARGE_BUFF)
title2.align_to(title1, UP)
def get_special_square(coins=coins, board=board2):
bools = [coin.is_heads() for coin in coins]
return board[boolian_linear_combo(bools)]
self.add(board1)
self.add(title1)
self.add(coins)
self.play(
GrowArrow(arrow),
FadeIn(board2, 2 * LEFT)
)
square = get_special_square()
rect = SurroundingRectangle(square, buff=0)
rect.set_color(PINK)
rect.next_to(square, OUT, buff=0.01)
self.play(
square.set_color, MAROON_C,
ShowCreation(rect),
FadeIn(title2)
)
for message in messages[1:]:
new_bools = string_to_bools(message)
coins_to_flip = Group()
for coin, to_heads in zip(coins, new_bools):
if coin.is_heads() ^ to_heads:
coins_to_flip.add(coin)
coins_to_flip.shuffle()
self.play(LaggedStartMap(
FlipCoin, coins_to_flip,
lag_ratio=self.flip_lag_ratio,
run_time=1,
))
new_square = get_special_square()
self.play(
square.set_color, square.original_color,
new_square.set_color, MAROON_C,
rect.move_to, new_square, OUT,
rect.shift, 0.01 * OUT,
)
square = new_square
self.wait()
class FromCoinToSquareMapsSingleFlips(FromCoinToSquareMaps):
CONFIG = {
"messages": [
"FlipBits",
"BlipBits",
"ClipBits",
"ChipBits",
"ChipBats",
"ChipRats",
]
}
class DiagramOfProgression(Scene):
def construct(self):
stages = VGroup(*[Rectangle(4, 2) for x in range(4)])
stages.arrange_in_grid(buff=1)
stages.set_height(6)
stages.to_edge(DOWN)
titles = VGroup(
TextMobject("Prisoners conspire"),
TextMobject("Prisoner 1 sees key"),
TextMobject("Prisoner 1 flips coin"),
)
self.add(stages)
self.embed()