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extracted LightSource code into topics file
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512
topics/light.py
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512
topics/light.py
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from helpers import *
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from mobject.tex_mobject import TexMobject
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from mobject import Mobject
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from mobject.vectorized_mobject import *
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from animation.animation import Animation
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from animation.transform import *
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from animation.simple_animations import *
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from animation.continual_animation import *
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from animation.playground import *
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from topics.geometry import *
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from topics.functions import *
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from scene import Scene
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from camera import Camera
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from mobject.svg_mobject import *
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from topics.three_dimensions import *
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from scipy.spatial import ConvexHull
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import traceback
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LIGHT_COLOR = YELLOW
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SWITCH_ON_RUN_TIME = 1.5
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FAST_SWITCH_ON_RUN_TIME = 0.1
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NUM_LEVELS = 30
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NUM_CONES = 7 # in first lighthouse scene
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NUM_VISIBLE_CONES = 5 # ibidem
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ARC_TIP_LENGTH = 0.2
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AMBIENT_FULL = 0.5
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AMBIENT_DIMMED = 0.2
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SPOTLIGHT_FULL = 0.9
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SPOTLIGHT_DIMMED = 0.2
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LIGHT_COLOR = YELLOW
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DEGREES = TAU/360
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inverse_power_law = lambda maxint,scale,cutoff,exponent: \
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(lambda r: maxint * (cutoff/(r/scale+cutoff))**exponent)
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inverse_quadratic = lambda maxint,scale,cutoff: inverse_power_law(maxint,scale,cutoff,2)
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class LightSource(VMobject):
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# combines:
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# a lighthouse
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# an ambient light
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# a spotlight
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# and a shadow
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CONFIG = {
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"source_point": ORIGIN,
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"color": LIGHT_COLOR,
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"num_levels": 10,
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"radius": 5,
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"screen": None,
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"opacity_function": inverse_quadratic(1,2,1),
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"max_opacity_ambient": AMBIENT_FULL,
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"max_opacity_spotlight": SPOTLIGHT_FULL
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}
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def generate_points(self):
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print "LightSource.generate_points"
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self.lighthouse = Lighthouse()
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self.ambient_light = AmbientLight(
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source_point = self.source_point,
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color = self.color,
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num_levels = self.num_levels,
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radius = self.radius,
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opacity_function = self.opacity_function,
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max_opacity = self.max_opacity_ambient
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)
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if self.has_screen():
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self.spotlight = Spotlight(
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source_point = self.source_point,
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color = self.color,
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num_levels = self.num_levels,
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radius = self.radius,
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screen = self.screen,
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opacity_function = self.opacity_function,
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max_opacity = self.max_opacity_spotlight
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)
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else:
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self.spotlight = Spotlight()
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self.shadow = VMobject(fill_color = "BLACK", fill_opacity = 1.0, stroke_color = BLACK)
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self.lighthouse.next_to(self.source_point,DOWN,buff = 0)
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self.ambient_light.move_source_to(self.source_point)
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if self.has_screen():
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self.spotlight.move_source_to(self.source_point)
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self.update_shadow()
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self.add(self.ambient_light,self.spotlight,self.lighthouse, self.shadow)
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def has_screen(self):
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return (self.screen != None)
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def dim_ambient(self):
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self.set_max_opacity_ambient(AMBIENT_DIMMED)
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def set_max_opacity_ambient(self,new_opacity):
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self.max_opacity_ambient = new_opacity
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self.ambient_light.dimming(new_opacity)
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def dim_spotlight(self):
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self.set_max_opacity_spotlight(SPOTLIGHT_DIMMED)
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def set_max_opacity_spotlight(self,new_opacity):
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self.max_opacity_spotlight = new_opacity
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self.spotlight.dimming(new_opacity)
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def set_screen(self, new_screen):
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if self.has_screen():
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self.spotlight.screen = new_screen
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else:
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self.remove(self.spotlight)
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self.spotlight = Spotlight(
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source_point = self.source_point,
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color = self.color,
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num_levels = self.num_levels,
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radius = self.radius,
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screen = new_screen
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)
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self.spotlight.move_source_to(self.source_point)
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self.add(self.spotlight)
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# in any case
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self.screen = new_screen
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def move_source_to(self,point):
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print "LightSource.move_source_to"
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apoint = np.array(point)
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v = apoint - self.source_point
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self.source_point = apoint
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self.lighthouse.next_to(apoint,DOWN,buff = 0)
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self.ambient_light.move_source_to(apoint)
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#if self.has_screen():
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# self.spotlight.move_source_to(apoint)
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#self.update()
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return self
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def set_radius(self,new_radius):
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self.radius = new_radius
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self.ambient_light.radius = new_radius
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self.spotlight.radius = new_radius
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def update(self):
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print "LightSource.update"
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self.spotlight.update_sectors()
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self.update_shadow()
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def update_shadow(self):
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point = self.source_point
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projected_screen_points = []
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if not self.has_screen():
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return
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for point in self.screen.get_anchors():
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projected_screen_points.append(self.spotlight.project(point))
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projected_source = project_along_vector(self.source_point,self.spotlight.projection_direction())
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projected_point_cloud_3d = np.append(projected_screen_points,
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np.reshape(projected_source,(1,3)),axis = 0)
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rotation_matrix = z_to_vector(self.spotlight.projection_direction())
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back_rotation_matrix = rotation_matrix.T # i. e. its inverse
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rotated_point_cloud_3d = np.dot(projected_point_cloud_3d,back_rotation_matrix.T)
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# these points now should all have z = 0
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point_cloud_2d = rotated_point_cloud_3d[:,:2]
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# now we can compute the convex hull
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hull_2d = ConvexHull(point_cloud_2d) # guaranteed to run ccw
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hull = []
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# we also need the projected source point
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source_point_2d = np.dot(self.spotlight.project(self.source_point),back_rotation_matrix.T)[:2]
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index = 0
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for point in point_cloud_2d[hull_2d.vertices]:
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if np.all(point - source_point_2d < 1.0e-6):
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source_index = index
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continue
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point_3d = np.array([point[0], point[1], 0])
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hull.append(point_3d)
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index += 1
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index = source_index
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hull_mobject = VMobject()
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hull_mobject.set_points_as_corners(hull)
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hull_mobject.apply_matrix(rotation_matrix)
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anchors = hull_mobject.get_anchors()
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# add two control points for the outer cone
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ray1 = anchors[index - 1] - projected_source
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ray1 = ray1/np.linalg.norm(ray1) * 100
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ray2 = anchors[index] - projected_source
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ray2 = ray2/np.linalg.norm(ray2) * 100
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outpoint1 = anchors[index - 1] + ray1
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outpoint2 = anchors[index] + ray2
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new_anchors = anchors[:index]
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new_anchors = np.append(new_anchors,np.array([outpoint1, outpoint2]),axis = 0)
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new_anchors = np.append(new_anchors,anchors[index:],axis = 0)
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self.shadow.set_points_as_corners(new_anchors)
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# shift it one unit closer to the camera so it is in front of the spotlight
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#self.shadow.shift(-500*self.projection_direction())
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self.shadow.mark_paths_closed = True
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class SwitchOn(LaggedStart):
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CONFIG = {
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"lag_ratio": 0.2,
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"run_time": SWITCH_ON_RUN_TIME
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}
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def __init__(self, light, **kwargs):
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if (not isinstance(light,AmbientLight) and not isinstance(light,Spotlight)):
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raise Exception("Only AmbientLights and Spotlights can be switched on")
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LaggedStart.__init__(self,
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FadeIn, light, **kwargs)
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class SwitchOff(LaggedStart):
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CONFIG = {
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"lag_ratio": 0.2,
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"run_time": SWITCH_ON_RUN_TIME
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}
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def __init__(self, light, **kwargs):
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if (not isinstance(light,AmbientLight) and not isinstance(light,Spotlight)):
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raise Exception("Only AmbientLights and Spotlights can be switched off")
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light.submobjects = light.submobjects[::-1]
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LaggedStart.__init__(self,
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FadeOut, light, **kwargs)
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light.submobjects = light.submobjects[::-1]
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class Lighthouse(SVGMobject):
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CONFIG = {
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"file_name" : "lighthouse",
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"height" : 0.5
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}
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def move_to(self,point):
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self.next_to(point, DOWN, buff = 0)
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class AmbientLight(VMobject):
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# Parameters are:
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# * a source point
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# * an opacity function
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# * a light color
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# * a max opacity
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# * a radius (larger than the opacity's dropoff length)
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# * the number of subdivisions (levels, annuli)
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CONFIG = {
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"source_point" : ORIGIN,
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"opacity_function" : lambda r : 1.0/(r+1.0)**2,
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"color" : LIGHT_COLOR,
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"max_opacity" : 1.0,
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"num_levels" : 10,
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"radius" : 5.0
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}
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def generate_points(self):
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print "AmbientLight.generate_points"
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self.source_point = np.array(self.source_point)
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# in theory, this method is only called once, right?
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# so removing submobs shd not be necessary
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for submob in self.submobjects:
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self.remove(submob)
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# create annuli
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self.radius = float(self.radius)
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dr = self.radius / self.num_levels
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for r in np.arange(0, self.radius, dr):
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alpha = self.max_opacity * self.opacity_function(r)
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annulus = Annulus(
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inner_radius = r,
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outer_radius = r + dr,
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color = self.color,
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fill_opacity = alpha
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)
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annulus.move_arc_center_to(self.source_point)
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self.add(annulus)
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def move_source_to(self,point):
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for line in traceback.format_stack():
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print line.strip()
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print "AmbientLight.move_source_to blablub"
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v = np.array(point) - self.source_point
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print "test"
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self.source_point = np.array(point)
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self.shift(v)
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return self
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def dimming(self,new_alpha):
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old_alpha = self.max_opacity
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self.max_opacity = new_alpha
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for submob in self.submobjects:
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old_submob_alpha = submob.fill_opacity
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new_submob_alpha = old_submob_alpha * new_alpha / old_alpha
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submob.set_fill(opacity = new_submob_alpha)
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class Spotlight(VMobject):
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CONFIG = {
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"source_point" : ORIGIN,
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"opacity_function" : lambda r : 1.0/(r/2+1.0)**2,
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"color" : LIGHT_COLOR,
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"max_opacity" : 1.0,
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"num_levels" : 10,
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"radius" : 5.0,
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"screen" : None,
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"camera": None
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}
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def projection_direction(self):
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if self.camera == None:
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return OUT
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else:
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v = self.camera.get_cartesian_coords()
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return v/np.linalg.norm(v)
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def project(self,point):
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v = self.projection_direction()
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w = project_along_vector(point,v)
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return w
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def generate_points(self):
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self.submobjects = []
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if self.screen != None:
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# look for the screen and create annular sectors
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lower_angle, upper_angle = self.viewing_angles(self.screen)
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self.radius = float(self.radius)
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dr = self.radius / self.num_levels
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lower_ray, upper_ray = self.viewing_rays(self.screen)
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for r in np.arange(0, self.radius, dr):
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new_sector = self.new_sector(r,dr,lower_angle,upper_angle)
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self.add(new_sector)
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#self.update_shadow(point = self.source_point)
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#self.add_to_back(self.shadow)
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def new_sector(self,r,dr,lower_angle,upper_angle):
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alpha = self.max_opacity * self.opacity_function(r)
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annular_sector = AnnularSector(
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inner_radius = r,
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outer_radius = r + dr,
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color = self.color,
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fill_opacity = alpha,
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start_angle = lower_angle,
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angle = upper_angle - lower_angle
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)
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# rotate (not project) it into the viewing plane
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rotation_matrix = z_to_vector(self.projection_direction())
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annular_sector.apply_matrix(rotation_matrix)
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# now rotate it inside that plane
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rotated_RIGHT = np.dot(RIGHT, rotation_matrix.T)
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projected_RIGHT = self.project(RIGHT)
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omega = angle_between_vectors(rotated_RIGHT,projected_RIGHT)
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annular_sector.rotate(omega, axis = self.projection_direction())
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annular_sector.move_arc_center_to(self.source_point)
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return annular_sector
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def viewing_angle_of_point(self,point):
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# as measured from the positive x-axis
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v1 = self.project(RIGHT)
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v2 = self.project(np.array(point) - self.source_point)
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absolute_angle = angle_between_vectors(v1, v2)
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# determine the angle's sign depending on their plane's
|
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# choice of orientation. That choice is set by the camera
|
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# position, i. e. projection direction
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if np.dot(self.projection_direction(),np.cross(v1, v2)) > 0:
|
||||
return absolute_angle
|
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else:
|
||||
return -absolute_angle
|
||||
|
||||
|
||||
def viewing_angles(self,screen):
|
||||
|
||||
screen_points = screen.get_anchors()
|
||||
projected_screen_points = map(self.project,screen_points)
|
||||
|
||||
viewing_angles = np.array(map(self.viewing_angle_of_point,
|
||||
projected_screen_points))
|
||||
lower_angle = upper_angle = 0
|
||||
if len(viewing_angles) != 0:
|
||||
lower_angle = np.min(viewing_angles)
|
||||
upper_angle = np.max(viewing_angles)
|
||||
|
||||
return lower_angle, upper_angle
|
||||
|
||||
def viewing_rays(self,screen):
|
||||
|
||||
lower_angle, upper_angle = self.viewing_angles(screen)
|
||||
projected_RIGHT = self.project(RIGHT)/np.linalg.norm(self.project(RIGHT))
|
||||
lower_ray = rotate_vector(projected_RIGHT,lower_angle, axis = self.projection_direction())
|
||||
upper_ray = rotate_vector(projected_RIGHT,upper_angle, axis = self.projection_direction())
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||||
|
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return lower_ray, upper_ray
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|
||||
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||||
def opening_angle(self):
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l,u = self.viewing_angles(self.screen)
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return u - l
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||||
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def start_angle(self):
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l,u = self.viewing_angles(self.screen)
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return l
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||||
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||||
def stop_angle(self):
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||||
l,u = self.viewing_angles(self.screen)
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return u
|
||||
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||||
def move_source_to(self,point):
|
||||
self.source_point = np.array(point)
|
||||
self.update_sectors()
|
||||
return self
|
||||
|
||||
|
||||
def update_sectors(self):
|
||||
if self.screen == None:
|
||||
return
|
||||
for submob in self.submobject_family():
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||||
if type(submob) == AnnularSector:
|
||||
lower_angle, upper_angle = self.viewing_angles(self.screen)
|
||||
dr = submob.outer_radius - submob.inner_radius
|
||||
new_submob = self.new_sector(submob.inner_radius,dr,lower_angle,upper_angle)
|
||||
submob.points = new_submob.points
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
def dimming(self,new_alpha):
|
||||
old_alpha = self.max_opacity
|
||||
self.max_opacity = new_alpha
|
||||
for submob in self.submobjects:
|
||||
if type(submob) != AnnularSector:
|
||||
# it's the shadow, don't dim it
|
||||
continue
|
||||
old_submob_alpha = submob.fill_opacity
|
||||
new_submob_alpha = old_submob_alpha * new_alpha/old_alpha
|
||||
submob.set_fill(opacity = new_submob_alpha)
|
||||
|
||||
def change_opacity_function(self,new_f):
|
||||
self.opacity_function = new_f
|
||||
dr = self.radius/self.num_levels
|
||||
|
||||
sectors = []
|
||||
for submob in self.submobjects:
|
||||
if type(submob) == AnnularSector:
|
||||
sectors.append(submob)
|
||||
|
||||
for (r,submob) in zip(np.arange(0,self.radius,dr),sectors):
|
||||
if type(submob) != AnnularSector:
|
||||
# it's the shadow, don't dim it
|
||||
continue
|
||||
alpha = self.opacity_function(r)
|
||||
submob.set_fill(opacity = alpha)
|
||||
|
||||
|
||||
|
||||
class ScreenTracker(ContinualAnimation):
|
||||
|
||||
def update_mobject(self, dt):
|
||||
self.mobject.update()
|
||||
|
Reference in New Issue
Block a user