extracted LightSource code into topics file

This commit is contained in:
Ben Hambrecht
2018-02-06 11:14:09 +01:00
parent ceccddd262
commit ad23f77701

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