from helpers import * from mobject.vectorized_mobject import VGroup from topics.geometry import Square from scene import Scene from camera import Camera class ThreeDCamera(Camera): CONFIG = { "sun_vect" : UP+LEFT, "shading_factor" : 0.5, } def __init__(self, *args, **kwargs): Camera.__init__(self, *args, **kwargs) self.unit_sun_vect = self.sun_vect/np.linalg.norm(self.sun_vect) def display_multiple_vectorized_mobjects(self, vmobjects): def cmp_vmobs(*vmobs): return cmp(*[ vm.get_edge_center(IN)[2] for vm in vmobs ]) Camera.display_multiple_vectorized_mobjects( self, sorted(vmobjects, cmp = cmp_vmobs) ) def get_stroke_color(self, vmobject): return Color(rgb = self.get_shaded_rgb( color_to_rgb(vmobject.get_stroke_color()), normal_vect = self.get_unit_normal_vect(vmobject) )) def get_fill_color(self, vmobject): return Color(rgb = self.get_shaded_rgb( color_to_rgb(vmobject.get_fill_color()), normal_vect = self.get_unit_normal_vect(vmobject) )) def get_shaded_rgb(self, rgb, normal_vect): brightness = np.dot(normal_vect, self.unit_sun_vect) if brightness > 0: alpha = self.shading_factor*brightness return interpolate(rgb, np.ones(3), alpha) else: alpha = -self.shading_factor*brightness return interpolate(rgb, np.zeros(3), alpha) def get_unit_normal_vect(self, vmobject): anchors = vmobject.get_anchors() if len(anchors) < 3: return OUT normal = np.cross(anchors[1]-anchors[0], anchors[2]-anchors[1]) if normal[2] < 0: normal = -normal length = np.linalg.norm(normal) if length == 0: return OUT return normal/length class ThreeDScene(Scene): CONFIG = { "camera_class" : ThreeDCamera, } ############## class Cube(VGroup): CONFIG = { "fill_opacity" : 0.75, "fill_color" : BLUE, "stroke_width" : 0, "propogate_style_to_family" : True, "side_length" : 2, } def generate_points(self): for vect in IN, OUT, LEFT, RIGHT, UP, DOWN: face = Square(side_length = self.side_length) face.shift(self.side_length*OUT/2.0) face.apply_function(lambda p : np.dot(p, z_to_vector(vect).T)) self.add(face)