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