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https://github.com/3b1b/manim.git
synced 2026-04-26 03:00:23 -04:00
Incremental
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@@ -201,7 +201,7 @@ class EquationSolver1d(GraphScene, ZoomedScene):
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self.solveEquation()
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def color_func(alpha):
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def rev_to_color(alpha):
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alpha = alpha % 1
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colors = ["#FF0000", ORANGE, YELLOW, "#00FF00", "#0000FF", "#FF00FF"]
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num_colors = len(colors)
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@@ -211,119 +211,6 @@ def color_func(alpha):
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return interpolate_color(colors[start_index], colors[end_index], beta)
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# TODO: Perhaps have bullets (pulses) fade out and in at ends of line, instead of jarringly
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# popping out and in?
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#
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# TODO: Perhaps have bullets change color corresponding to a function of their coordinates?
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# This could involve some merging of functoinality with PiWalker
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class LinePulser(ContinualAnimation):
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def __init__(self, line, bullet_template, num_bullets, pulse_time, output_func = None, **kwargs):
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self.line = line
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self.num_bullets = num_bullets
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self.pulse_time = pulse_time
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self.bullets = [bullet_template.copy() for i in range(num_bullets)]
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self.output_func = output_func
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ContinualAnimation.__init__(self, VGroup(line, VGroup(*self.bullets)), **kwargs)
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def update_mobject(self, dt):
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alpha = self.external_time % self.pulse_time
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start = self.line.get_start()
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end = self.line.get_end()
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for i in range(self.num_bullets):
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position = interpolate(start, end,
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np.true_divide((i + alpha),(self.num_bullets)))
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self.bullets[i].move_to(position)
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if self.output_func:
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position_2d = (position[0], position[1])
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rev = point_to_rev(self.output_func(position_2d))
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color = color_func(rev)
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self.bullets[i].set_color(color)
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class ArrowCircleTest(Scene):
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def construct(self):
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circle_radius = 3
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circle = Circle(radius = circle_radius, color = WHITE)
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self.add(circle)
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base_arrow = Arrow(circle_radius * 0.7 * RIGHT, circle_radius * 1.3 * RIGHT)
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def rev_rotate(x, revs):
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x.rotate(revs * TAU, about_point = ORIGIN)
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x.set_color(color_func(revs))
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return x
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num_arrows = 8 * 3
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arrows = [rev_rotate(base_arrow.copy(), (np.true_divide(i, num_arrows))) for i in range(num_arrows)]
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arrows_vgroup = VGroup(*arrows)
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self.play(ShowCreation(arrows_vgroup), run_time = 2.5, rate_func = None)
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self.wait()
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class FuncRotater(Animation):
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CONFIG = {
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"rotate_func" : lambda x : x # Func from alpha to revolutions
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}
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# Perhaps abstract this out into an "Animation updating from original object" class
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def update_submobject(self, submobject, starting_submobject, alpha):
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submobject.points = np.array(starting_submobject.points)
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def update_mobject(self, alpha):
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Animation.update_mobject(self, alpha)
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angle_revs = self.rotate_func(alpha)
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# We do a clockwise rotation
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self.mobject.rotate(
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-angle_revs * TAU,
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about_point = ORIGIN
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)
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self.mobject.set_color(color_func(angle_revs))
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class TestRotater(Scene):
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def construct(self):
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test_line = Line(ORIGIN, RIGHT)
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self.play(FuncRotater(
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test_line,
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rotate_func = lambda x : x % 0.25,
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run_time = 10))
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# TODO: Be careful about clockwise vs. counterclockwise convention throughout!
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# Make sure this is correct everywhere in resulting video.
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class OdometerScene(Scene):
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CONFIG = {
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"rotate_func" : lambda x : np.sin(x * TAU),
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"run_time" : 5,
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"dashed_line_angle" : None,
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"biased_display_start" : None
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}
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def construct(self):
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radius = 1.3
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circle = Circle(center = ORIGIN, radius = radius)
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self.add(circle)
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if self.dashed_line_angle:
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dashed_line = DashedLine(ORIGIN, radius * RIGHT)
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# Clockwise rotation
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dashed_line.rotate(-self.dashed_line_angle * TAU, about_point = ORIGIN)
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self.add(dashed_line)
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num_display = DecimalNumber(0, include_background_rectangle = True)
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num_display.move_to(2 * DOWN)
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display_val_bias = 0
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if self.biased_display_start != None:
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display_val_bias = self.biased_display_start - self.rotate_func(0)
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display_func = lambda alpha : self.rotate_func(alpha) + display_val_bias
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base_arrow = Arrow(ORIGIN, RIGHT, buff = 0)
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self.play(
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FuncRotater(base_arrow, rotate_func = self.rotate_func),
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ChangingDecimal(num_display, display_func),
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run_time = self.run_time,
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rate_func = None)
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def point_to_rev((x, y)):
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# Warning: np.arctan2 would happily discontinuously returns the value 0 for (0, 0), due to
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# design choices in the underlying atan2 library call, but for our purposes, this is
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@@ -463,8 +350,8 @@ class WalkerAnimation(Animation):
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cur_point = self.coords_to_point(cur_x, cur_y)
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self.mobject.walker.move_to(cur_point)
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rev = self.rev_func(cur_coords)
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self.mobject.walker.set_color(color_func(rev))
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self.mobject.arrow.set_color(color_func(rev))
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self.mobject.walker.set_color(rev_to_color(rev))
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self.mobject.arrow.set_color(rev_to_color(rev))
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self.mobject.arrow.rotate(
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rev * TAU,
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about_point = ORIGIN #self.mobject.arrow.get_start()
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@@ -706,6 +593,119 @@ class EquationSolver2d(Scene):
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self.wait()
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# TODO: Perhaps have bullets (pulses) fade out and in at ends of line, instead of jarringly
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# popping out and in?
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#
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# TODO: Perhaps have bullets change color corresponding to a function of their coordinates?
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# This could involve some merging of functoinality with PiWalker
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class LinePulser(ContinualAnimation):
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def __init__(self, line, bullet_template, num_bullets, pulse_time, output_func = None, **kwargs):
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self.line = line
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self.num_bullets = num_bullets
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self.pulse_time = pulse_time
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self.bullets = [bullet_template.copy() for i in range(num_bullets)]
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self.output_func = output_func
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ContinualAnimation.__init__(self, VGroup(line, VGroup(*self.bullets)), **kwargs)
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def update_mobject(self, dt):
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alpha = self.external_time % self.pulse_time
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start = self.line.get_start()
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end = self.line.get_end()
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for i in range(self.num_bullets):
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position = interpolate(start, end,
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np.true_divide((i + alpha),(self.num_bullets)))
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self.bullets[i].move_to(position)
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if self.output_func:
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position_2d = (position[0], position[1])
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rev = point_to_rev(self.output_func(position_2d))
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color = rev_to_color(rev)
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self.bullets[i].set_color(color)
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class ArrowCircleTest(Scene):
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def construct(self):
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circle_radius = 3
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circle = Circle(radius = circle_radius, color = WHITE)
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self.add(circle)
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base_arrow = Arrow(circle_radius * 0.7 * RIGHT, circle_radius * 1.3 * RIGHT)
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def rev_rotate(x, revs):
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x.rotate(revs * TAU, about_point = ORIGIN)
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x.set_color(rev_to_color(revs))
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return x
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num_arrows = 8 * 3
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arrows = [rev_rotate(base_arrow.copy(), (np.true_divide(i, num_arrows))) for i in range(num_arrows)]
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arrows_vgroup = VGroup(*arrows)
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self.play(ShowCreation(arrows_vgroup), run_time = 2.5, rate_func = None)
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self.wait()
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class FuncRotater(Animation):
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CONFIG = {
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"rotate_func" : lambda x : x # Func from alpha to revolutions
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}
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# Perhaps abstract this out into an "Animation updating from original object" class
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def update_submobject(self, submobject, starting_submobject, alpha):
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submobject.points = np.array(starting_submobject.points)
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def update_mobject(self, alpha):
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Animation.update_mobject(self, alpha)
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angle_revs = self.rotate_func(alpha)
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# We do a clockwise rotation
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self.mobject.rotate(
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-angle_revs * TAU,
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about_point = ORIGIN
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)
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self.mobject.set_color(rev_to_color(angle_revs))
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class TestRotater(Scene):
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def construct(self):
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test_line = Line(ORIGIN, RIGHT)
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self.play(FuncRotater(
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test_line,
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rotate_func = lambda x : x % 0.25,
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run_time = 10))
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# TODO: Be careful about clockwise vs. counterclockwise convention throughout!
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# Make sure this is correct everywhere in resulting video.
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class OdometerScene(Scene):
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CONFIG = {
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"rotate_func" : lambda x : np.sin(x * TAU),
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"run_time" : 5,
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"dashed_line_angle" : None,
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"biased_display_start" : None
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}
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def construct(self):
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radius = 1.3
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circle = Circle(center = ORIGIN, radius = radius)
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self.add(circle)
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if self.dashed_line_angle:
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dashed_line = DashedLine(ORIGIN, radius * RIGHT)
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# Clockwise rotation
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dashed_line.rotate(-self.dashed_line_angle * TAU, about_point = ORIGIN)
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self.add(dashed_line)
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num_display = DecimalNumber(0, include_background_rectangle = True)
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num_display.move_to(2 * DOWN)
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display_val_bias = 0
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if self.biased_display_start != None:
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display_val_bias = self.biased_display_start - self.rotate_func(0)
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display_func = lambda alpha : self.rotate_func(alpha) + display_val_bias
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base_arrow = Arrow(ORIGIN, RIGHT, buff = 0)
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self.play(
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FuncRotater(base_arrow, rotate_func = self.rotate_func),
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ChangingDecimal(num_display, display_func),
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run_time = self.run_time,
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rate_func = None)
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#############
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# Above are mostly general tools; here, we list, in order, finished or near-finished scenes
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@@ -909,7 +909,6 @@ class LoopSplitScene(Scene):
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bullet_template,
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num_bullets = 4,
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pulse_time = 1,
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color_func = None,
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**kwargs):
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line = Line(start, end, **kwargs)
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anim = LinePulser(
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@@ -1086,13 +1085,6 @@ class DiffOdometer(OdometerScene):
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# Writing new Pi walker scenes by parametrizing general template
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# Generalizing Pi walker stuff to make bullets on pulsing lines change colors dynamically according to
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# function traced out
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# Ask about tracked mobject, which is probably very useful for our animations
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# (let's add a ChangingDecimal outputting winding number calculations tracking Pi walkers,
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# particularly in EquationSolver2d)
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# ----
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# Pi creature emotion stuff
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@@ -1103,4 +1095,7 @@ class DiffOdometer(OdometerScene):
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# Domain coloring
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# TODO: Add to camera an option for low-quality background than other rendering, helpful
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# for previews
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# FIN
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