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manim_3b1b/README.md
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<p align="center">
<a href="https://github.com/3b1b/manim">
<img src="https://raw.githubusercontent.com/3b1b/manim/master/logo/cropped.png">
</a>
</p>
[](https://pypi.org/project/manimgl/)
[](http://choosealicense.com/licenses/mit/)
[](https://www.reddit.com/r/manim/)
[](https://discord.com/invite/bYCyhM9Kz2)
[](https://3b1b.github.io/manim/)
Manim is an engine for precise programmatic animations, designed for creating explanatory math videos.
Note, there are two versions of manim. This repository began as a personal project by the author of [3Blue1Brown](https://www.3blue1brown.com/) for the purpose of animating those videos, with video-specific code available [here](https://github.com/3b1b/videos). In 2020 a group of developers forked it into what is now the [community edition](https://github.com/ManimCommunity/manim/), with a goal of being more stable, better tested, quicker to respond to community contributions, and all around friendlier to get started with. See [this page](https://docs.manim.community/en/stable/faq/installation.html#different-versions) for more details.
## Installation
> **WARNING:** These instructions are for ManimGL _only_. Trying to use these instructions to install [ManimCommunity/manim](https://github.com/ManimCommunity/manim) or instructions there to install this version will cause problems. You should first decide which version you wish to install, then only follow the instructions for your desired version.
>
> **Note**: To install manim directly through pip, please pay attention to the name of the installed package. This repository is ManimGL of 3b1b. The package name is `manimgl` instead of `manim` or `manimlib`. Please use `pip install manimgl` to install the version in this repository.
Manim runs on Python 3.7 or higher.
System requirements are [FFmpeg](https://ffmpeg.org/), [OpenGL](https://www.opengl.org/) and [LaTeX](https://www.latex-project.org) (optional, if you want to use LaTeX).
For Linux, [Pango](https://pango.gnome.org) along with its development headers are required. See instruction [here](https://github.com/ManimCommunity/ManimPango#building).
### Directly
```sh
# Install manimgl
pip install manimgl
# Try it out
manimgl
```
For more options, take a look at the [Using manim](#using-manim) sections further below.
If you want to hack on manimlib itself, clone this repository and in that directory execute:
```sh
# Install manimgl
pip install -e .
# Try it out
manimgl example_scenes.py OpeningManimExample
# or
manim-render example_scenes.py OpeningManimExample
```
### Directly (Windows)
1. [Install FFmpeg](https://www.wikihow.com/Install-FFmpeg-on-Windows).
2. Install a LaTeX distribution. [MiKTeX](https://miktex.org/download) is recommended.
3. Install the remaining Python packages.
```sh
git clone https://github.com/3b1b/manim.git
cd manim
pip install -e .
manimgl example_scenes.py OpeningManimExample
```
### Mac OSX
1. Install FFmpeg, LaTeX in terminal using homebrew.
```sh
brew install ffmpeg mactex
```
2. Install latest version of manim using these command.
```sh
git clone https://github.com/3b1b/manim.git
cd manim
pip install -e .
manimgl example_scenes.py OpeningManimExample
```
## Anaconda Install
1. Install LaTeX as above.
2. Create a conda environment using `conda create -n manim python=3.8`.
3. Activate the environment using `conda activate manim`.
4. Install manimgl using `pip install -e .`.
## Using manim
Try running the following:
```sh
manimgl example_scenes.py OpeningManimExample
```
This should pop up a window playing a simple scene.
Some useful flags include:
* `-w` to write the scene to a file
* `-o` to write the scene to a file and open the result
* `-s` to skip to the end and just show the final frame.
* `-so` will save the final frame to an image and show it
* `-n <number>` to skip ahead to the `n`'th animation of a scene.
* `-f` to make the playback window fullscreen
Take a look at custom_config.yml for further configuration. To add your customization, you can either edit this file, or add another file by the same name "custom_config.yml" to whatever directory you are running manim from. For example [this is the one](https://github.com/3b1b/videos/blob/master/custom_config.yml) for 3blue1brown videos. There you can specify where videos should be output to, where manim should look for image files and sounds you want to read in, and other defaults regarding style and video quality.
Look through the [example scenes](https://3b1b.github.io/manim/getting_started/example_scenes.html) to get a sense of how it is used, and feel free to look through the code behind [3blue1brown videos](https://github.com/3b1b/videos) for a much larger set of example. Note, however, that developments are often made to the library without considering backwards compatibility with those old videos. To run an old project with a guarantee that it will work, you will have to go back to the commit which completed that project.
### Documentation
Documentation is in progress at [3b1b.github.io/manim](https://3b1b.github.io/manim/). And there is also a Chinese version maintained by [**@manim-kindergarten**](https://manim.org.cn): [docs.manim.org.cn](https://docs.manim.org.cn/) (in Chinese).
[manim-kindergarten](https://github.com/manim-kindergarten/) wrote and collected some useful extra classes and some codes of videos in [manim_sandbox repo](https://github.com/manim-kindergarten/manim_sandbox).
## Contributing
Is always welcome. As mentioned above, the [community edition](https://github.com/ManimCommunity/manim) has the most active ecosystem for contributions, with testing and continuous integration, but pull requests are welcome here too. Please explain the motivation for a given change and examples of its effect.
## License
This project falls under the MIT license.
|
manim_3b1b/LICENSE.md
|
MIT License
Copyright (c) 2020-2023 3Blue1Brown LLC
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
|
manim_3b1b/setup.py
|
import setuptools
setuptools.setup()
|
manim_3b1b/example_scenes.py
|
from manimlib import *
import numpy as np
# To watch one of these scenes, run the following:
# manimgl example_scenes.py OpeningManimExample
# Use -s to skip to the end and just save the final frame
# Use -w to write the animation to a file
# Use -o to write it to a file and open it once done
# Use -n <number> to skip ahead to the n'th animation of a scene.
class OpeningManimExample(Scene):
def construct(self):
intro_words = Text("""
The original motivation for manim was to
better illustrate mathematical functions
as transformations.
""")
intro_words.to_edge(UP)
self.play(Write(intro_words))
self.wait(2)
# Linear transform
grid = NumberPlane((-10, 10), (-5, 5))
matrix = [[1, 1], [0, 1]]
linear_transform_words = VGroup(
Text("This is what the matrix"),
IntegerMatrix(matrix, include_background_rectangle=True),
Text("looks like")
)
linear_transform_words.arrange(RIGHT)
linear_transform_words.to_edge(UP)
linear_transform_words.set_backstroke(width=5)
self.play(
ShowCreation(grid),
FadeTransform(intro_words, linear_transform_words)
)
self.wait()
self.play(grid.animate.apply_matrix(matrix), run_time=3)
self.wait()
# Complex map
c_grid = ComplexPlane()
moving_c_grid = c_grid.copy()
moving_c_grid.prepare_for_nonlinear_transform()
c_grid.set_stroke(BLUE_E, 1)
c_grid.add_coordinate_labels(font_size=24)
complex_map_words = TexText("""
Or thinking of the plane as $\\mathds{C}$,\\\\
this is the map $z \\rightarrow z^2$
""")
complex_map_words.to_corner(UR)
complex_map_words.set_backstroke(width=5)
self.play(
FadeOut(grid),
Write(c_grid, run_time=3),
FadeIn(moving_c_grid),
FadeTransform(linear_transform_words, complex_map_words),
)
self.wait()
self.play(
moving_c_grid.animate.apply_complex_function(lambda z: z**2),
run_time=6,
)
self.wait(2)
class AnimatingMethods(Scene):
def construct(self):
grid = Tex(R"\pi").get_grid(10, 10, height=4)
self.add(grid)
# You can animate the application of mobject methods with the
# ".animate" syntax:
self.play(grid.animate.shift(LEFT))
# Both of those will interpolate between the mobject's initial
# state and whatever happens when you apply that method.
# For this example, calling grid.shift(LEFT) would shift the
# grid one unit to the left, but both of the previous calls to
# "self.play" animate that motion.
# The same applies for any method, including those setting colors.
self.play(grid.animate.set_color(YELLOW))
self.wait()
self.play(grid.animate.set_submobject_colors_by_gradient(BLUE, GREEN))
self.wait()
self.play(grid.animate.set_height(TAU - MED_SMALL_BUFF))
self.wait()
# The method Mobject.apply_complex_function lets you apply arbitrary
# complex functions, treating the points defining the mobject as
# complex numbers.
self.play(grid.animate.apply_complex_function(np.exp), run_time=5)
self.wait()
# Even more generally, you could apply Mobject.apply_function,
# which takes in functions form R^3 to R^3
self.play(
grid.animate.apply_function(
lambda p: [
p[0] + 0.5 * math.sin(p[1]),
p[1] + 0.5 * math.sin(p[0]),
p[2]
]
),
run_time=5,
)
self.wait()
class TextExample(Scene):
def construct(self):
# To run this scene properly, you should have "Consolas" font in your computer
# for full usage, you can see https://github.com/3b1b/manim/pull/680
text = Text("Here is a text", font="Consolas", font_size=90)
difference = Text(
"""
The most important difference between Text and TexText is that\n
you can change the font more easily, but can't use the LaTeX grammar
""",
font="Arial", font_size=24,
# t2c is a dict that you can choose color for different text
t2c={"Text": BLUE, "TexText": BLUE, "LaTeX": ORANGE}
)
VGroup(text, difference).arrange(DOWN, buff=1)
self.play(Write(text))
self.play(FadeIn(difference, UP))
self.wait(3)
fonts = Text(
"And you can also set the font according to different words",
font="Arial",
t2f={"font": "Consolas", "words": "Consolas"},
t2c={"font": BLUE, "words": GREEN}
)
fonts.set_width(FRAME_WIDTH - 1)
slant = Text(
"And the same as slant and weight",
font="Consolas",
t2s={"slant": ITALIC},
t2w={"weight": BOLD},
t2c={"slant": ORANGE, "weight": RED}
)
VGroup(fonts, slant).arrange(DOWN, buff=0.8)
self.play(FadeOut(text), FadeOut(difference, shift=DOWN))
self.play(Write(fonts))
self.wait()
self.play(Write(slant))
self.wait()
class TexTransformExample(Scene):
def construct(self):
# Tex to color map
t2c = {
"A": BLUE,
"B": TEAL,
"C": GREEN,
}
# Configuration to pass along to each Tex mobject
kw = dict(font_size=72, t2c=t2c)
lines = VGroup(
Tex("A^2 + B^2 = C^2", **kw),
Tex("A^2 = C^2 - B^2", **kw),
Tex("A^2 = (C + B)(C - B)", **kw),
Tex(R"A = \sqrt{(C + B)(C - B)}", **kw),
)
lines.arrange(DOWN, buff=LARGE_BUFF)
self.add(lines[0])
# The animation TransformMatchingStrings will line up parts
# of the source and target which have matching substring strings.
# Here, giving it a little path_arc makes each part rotate into
# their final positions, which feels appropriate for the idea of
# rearranging an equation
self.play(
TransformMatchingStrings(
lines[0].copy(), lines[1],
# matched_keys specifies which substring should
# line up. If it's not specified, the animation
# will align the longest matching substrings.
# In this case, the substring "^2 = C^2" would
# trip it up
matched_keys=["A^2", "B^2", "C^2"],
# When you want a substring from the source
# to go to a non-equal substring from the target,
# use the key map.
key_map={"+": "-"},
path_arc=90 * DEGREES,
),
)
self.wait()
self.play(TransformMatchingStrings(
lines[1].copy(), lines[2],
matched_keys=["A^2"]
))
self.wait()
self.play(
TransformMatchingStrings(
lines[2].copy(), lines[3],
key_map={"2": R"\sqrt"},
path_arc=-30 * DEGREES,
),
)
self.wait(2)
self.play(LaggedStartMap(FadeOut, lines, shift=2 * RIGHT))
# TransformMatchingShapes will try to line up all pieces of a
# source mobject with those of a target, regardless of the
# what Mobject type they are.
source = Text("the morse code", height=1)
target = Text("here come dots", height=1)
saved_source = source.copy()
self.play(Write(source))
self.wait()
kw = dict(run_time=3, path_arc=PI / 2)
self.play(TransformMatchingShapes(source, target, **kw))
self.wait()
self.play(TransformMatchingShapes(target, saved_source, **kw))
self.wait()
class TexIndexing(Scene):
def construct(self):
# You can index into Tex mobject (or other StringMobjects) by substrings
equation = Tex(R"e^{\pi i} = -1", font_size=144)
self.add(equation)
self.play(FlashAround(equation["e"]))
self.wait()
self.play(Indicate(equation[R"\pi"]))
self.wait()
self.play(TransformFromCopy(
equation[R"e^{\pi i}"].copy().set_opacity(0.5),
equation["-1"],
path_arc=-PI / 2,
run_time=3
))
self.play(FadeOut(equation))
# Or regular expressions
equation = Tex("A^2 + B^2 = C^2", font_size=144)
self.play(Write(equation))
for part in equation[re.compile(r"\w\^2")]:
self.play(FlashAround(part))
self.wait()
self.play(FadeOut(equation))
# Indexing by substrings like this may not work when
# the order in which Latex draws symbols does not match
# the order in which they show up in the string.
# For example, here the infinity is drawn before the sigma
# so we don't get the desired behavior.
equation = Tex(R"\sum_{n = 1}^\infty \frac{1}{n^2} = \frac{\pi^2}{6}", font_size=72)
self.play(FadeIn(equation))
self.play(equation[R"\infty"].animate.set_color(RED)) # Doesn't hit the infinity
self.wait()
self.play(FadeOut(equation))
# However you can always fix this by explicitly passing in
# a string you might want to isolate later. Also, using
# \over instead of \frac helps to avoid the issue for fractions
equation = Tex(
R"\sum_{n = 1}^\infty {1 \over n^2} = {\pi^2 \over 6}",
# Explicitly mark "\infty" as a substring you might want to access
isolate=[R"\infty"],
font_size=72
)
self.play(FadeIn(equation))
self.play(equation[R"\infty"].animate.set_color(RED)) # Got it!
self.wait()
self.play(FadeOut(equation))
class UpdatersExample(Scene):
def construct(self):
square = Square()
square.set_fill(BLUE_E, 1)
# On all frames, the constructor Brace(square, UP) will
# be called, and the mobject brace will set its data to match
# that of the newly constructed object
brace = always_redraw(Brace, square, UP)
label = TexText("Width = 0.00")
number = label.make_number_changable("0.00")
# This ensures that the method deicmal.next_to(square)
# is called on every frame
always(label.next_to, brace, UP)
# You could also write the following equivalent line
# label.add_updater(lambda m: m.next_to(brace, UP))
# If the argument itself might change, you can use f_always,
# for which the arguments following the initial Mobject method
# should be functions returning arguments to that method.
# The following line ensures thst decimal.set_value(square.get_y())
# is called every frame
f_always(number.set_value, square.get_width)
# You could also write the following equivalent line
# number.add_updater(lambda m: m.set_value(square.get_width()))
self.add(square, brace, label)
# Notice that the brace and label track with the square
self.play(
square.animate.scale(2),
rate_func=there_and_back,
run_time=2,
)
self.wait()
self.play(
square.animate.set_width(5, stretch=True),
run_time=3,
)
self.wait()
self.play(
square.animate.set_width(2),
run_time=3
)
self.wait()
# In general, you can alway call Mobject.add_updater, and pass in
# a function that you want to be called on every frame. The function
# should take in either one argument, the mobject, or two arguments,
# the mobject and the amount of time since the last frame.
now = self.time
w0 = square.get_width()
square.add_updater(
lambda m: m.set_width(w0 * math.sin(self.time - now) + w0)
)
self.wait(4 * PI)
class CoordinateSystemExample(Scene):
def construct(self):
axes = Axes(
# x-axis ranges from -1 to 10, with a default step size of 1
x_range=(-1, 10),
# y-axis ranges from -2 to 2 with a step size of 0.5
y_range=(-2, 2, 0.5),
# The axes will be stretched so as to match the specified
# height and width
height=6,
width=10,
# Axes is made of two NumberLine mobjects. You can specify
# their configuration with axis_config
axis_config=dict(
stroke_color=GREY_A,
stroke_width=2,
numbers_to_exclude=[0],
),
# Alternatively, you can specify configuration for just one
# of them, like this.
y_axis_config=dict(
numbers_with_elongated_ticks=[-2, 2],
)
)
# Keyword arguments of add_coordinate_labels can be used to
# configure the DecimalNumber mobjects which it creates and
# adds to the axes
axes.add_coordinate_labels(
font_size=20,
num_decimal_places=1,
)
self.add(axes)
# Axes descends from the CoordinateSystem class, meaning
# you can call call axes.coords_to_point, abbreviated to
# axes.c2p, to associate a set of coordinates with a point,
# like so:
dot = Dot(color=RED)
dot.move_to(axes.c2p(0, 0))
self.play(FadeIn(dot, scale=0.5))
self.play(dot.animate.move_to(axes.c2p(3, 2)))
self.wait()
self.play(dot.animate.move_to(axes.c2p(5, 0.5)))
self.wait()
# Similarly, you can call axes.point_to_coords, or axes.p2c
# print(axes.p2c(dot.get_center()))
# We can draw lines from the axes to better mark the coordinates
# of a given point.
# Here, the always_redraw command means that on each new frame
# the lines will be redrawn
h_line = always_redraw(lambda: axes.get_h_line(dot.get_left()))
v_line = always_redraw(lambda: axes.get_v_line(dot.get_bottom()))
self.play(
ShowCreation(h_line),
ShowCreation(v_line),
)
self.play(dot.animate.move_to(axes.c2p(3, -2)))
self.wait()
self.play(dot.animate.move_to(axes.c2p(1, 1)))
self.wait()
# If we tie the dot to a particular set of coordinates, notice
# that as we move the axes around it respects the coordinate
# system defined by them.
f_always(dot.move_to, lambda: axes.c2p(1, 1))
self.play(
axes.animate.scale(0.75).to_corner(UL),
run_time=2,
)
self.wait()
self.play(FadeOut(VGroup(axes, dot, h_line, v_line)))
# Other coordinate systems you can play around with include
# ThreeDAxes, NumberPlane, and ComplexPlane.
class GraphExample(Scene):
def construct(self):
axes = Axes((-3, 10), (-1, 8), height=6)
axes.add_coordinate_labels()
self.play(Write(axes, lag_ratio=0.01, run_time=1))
# Axes.get_graph will return the graph of a function
sin_graph = axes.get_graph(
lambda x: 2 * math.sin(x),
color=BLUE,
)
# By default, it draws it so as to somewhat smoothly interpolate
# between sampled points (x, f(x)). If the graph is meant to have
# a corner, though, you can set use_smoothing to False
relu_graph = axes.get_graph(
lambda x: max(x, 0),
use_smoothing=False,
color=YELLOW,
)
# For discontinuous functions, you can specify the point of
# discontinuity so that it does not try to draw over the gap.
step_graph = axes.get_graph(
lambda x: 2.0 if x > 3 else 1.0,
discontinuities=[3],
color=GREEN,
)
# Axes.get_graph_label takes in either a string or a mobject.
# If it's a string, it treats it as a LaTeX expression. By default
# it places the label next to the graph near the right side, and
# has it match the color of the graph
sin_label = axes.get_graph_label(sin_graph, "\\sin(x)")
relu_label = axes.get_graph_label(relu_graph, Text("ReLU"))
step_label = axes.get_graph_label(step_graph, Text("Step"), x=4)
self.play(
ShowCreation(sin_graph),
FadeIn(sin_label, RIGHT),
)
self.wait(2)
self.play(
ReplacementTransform(sin_graph, relu_graph),
FadeTransform(sin_label, relu_label),
)
self.wait()
self.play(
ReplacementTransform(relu_graph, step_graph),
FadeTransform(relu_label, step_label),
)
self.wait()
parabola = axes.get_graph(lambda x: 0.25 * x**2)
parabola.set_stroke(BLUE)
self.play(
FadeOut(step_graph),
FadeOut(step_label),
ShowCreation(parabola)
)
self.wait()
# You can use axes.input_to_graph_point, abbreviated
# to axes.i2gp, to find a particular point on a graph
dot = Dot(color=RED)
dot.move_to(axes.i2gp(2, parabola))
self.play(FadeIn(dot, scale=0.5))
# A value tracker lets us animate a parameter, usually
# with the intent of having other mobjects update based
# on the parameter
x_tracker = ValueTracker(2)
f_always(
dot.move_to,
lambda: axes.i2gp(x_tracker.get_value(), parabola)
)
self.play(x_tracker.animate.set_value(4), run_time=3)
self.play(x_tracker.animate.set_value(-2), run_time=3)
self.wait()
class TexAndNumbersExample(Scene):
def construct(self):
axes = Axes((-3, 3), (-3, 3), unit_size=1)
axes.to_edge(DOWN)
axes.add_coordinate_labels(font_size=16)
circle = Circle(radius=2)
circle.set_stroke(YELLOW, 3)
circle.move_to(axes.get_origin())
self.add(axes, circle)
# When numbers show up in tex, they can be readily
# replaced with DecimalMobjects so that methods like
# get_value and set_value can be called on them, and
# animations like ChangeDecimalToValue can be called
# on them.
tex = Tex("x^2 + y^2 = 4.00")
tex.next_to(axes, UP, buff=0.5)
value = tex.make_number_changable("4.00")
# This will tie the right hand side of our equation to
# the square of the radius of the circle
value.add_updater(lambda v: v.set_value(circle.get_radius()**2))
self.add(tex)
text = Text("""
You can manipulate numbers
in Tex mobjects
""", font_size=30)
text.next_to(tex, RIGHT, buff=1.5)
arrow = Arrow(text, tex)
self.add(text, arrow)
self.play(
circle.animate.set_height(2.0),
run_time=4,
rate_func=there_and_back,
)
# By default, tex.make_number_changable replaces the first occurance
# of the number,but by passing replace_all=True it replaces all and
# returns a group of the results
exponents = tex.make_number_changable("2", replace_all=True)
self.play(
LaggedStartMap(
FlashAround, exponents,
lag_ratio=0.2, buff=0.1, color=RED
),
exponents.animate.set_color(RED)
)
def func(x, y):
# Switch from manim coords to axes coords
xa, ya = axes.point_to_coords(np.array([x, y, 0]))
return xa**4 + ya**4 - 4
new_curve = ImplicitFunction(func)
new_curve.match_style(circle)
circle.rotate(angle_of_vector(new_curve.get_start())) # Align
value.clear_updaters()
self.play(
*(ChangeDecimalToValue(exp, 4) for exp in exponents),
ReplacementTransform(circle.copy(), new_curve),
circle.animate.set_stroke(width=1, opacity=0.5),
)
class SurfaceExample(ThreeDScene):
def construct(self):
surface_text = Text("For 3d scenes, try using surfaces")
surface_text.fix_in_frame()
surface_text.to_edge(UP)
self.add(surface_text)
self.wait(0.1)
torus1 = Torus(r1=1, r2=1)
torus2 = Torus(r1=3, r2=1)
sphere = Sphere(radius=3, resolution=torus1.resolution)
# You can texture a surface with up to two images, which will
# be interpreted as the side towards the light, and away from
# the light. These can be either urls, or paths to a local file
# in whatever you've set as the image directory in
# the custom_config.yml file
# day_texture = "EarthTextureMap"
# night_texture = "NightEarthTextureMap"
day_texture = "https://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Whole_world_-_land_and_oceans.jpg/1280px-Whole_world_-_land_and_oceans.jpg"
night_texture = "https://upload.wikimedia.org/wikipedia/commons/thumb/b/ba/The_earth_at_night.jpg/1280px-The_earth_at_night.jpg"
surfaces = [
TexturedSurface(surface, day_texture, night_texture)
for surface in [sphere, torus1, torus2]
]
for mob in surfaces:
mob.shift(IN)
mob.mesh = SurfaceMesh(mob)
mob.mesh.set_stroke(BLUE, 1, opacity=0.5)
surface = surfaces[0]
self.play(
FadeIn(surface),
ShowCreation(surface.mesh, lag_ratio=0.01, run_time=3),
)
for mob in surfaces:
mob.add(mob.mesh)
surface.save_state()
self.play(Rotate(surface, PI / 2), run_time=2)
for mob in surfaces[1:]:
mob.rotate(PI / 2)
self.play(
Transform(surface, surfaces[1]),
run_time=3
)
self.play(
Transform(surface, surfaces[2]),
# Move camera frame during the transition
self.frame.animate.increment_phi(-10 * DEGREES),
self.frame.animate.increment_theta(-20 * DEGREES),
run_time=3
)
# Add ambient rotation
self.frame.add_updater(lambda m, dt: m.increment_theta(-0.1 * dt))
# Play around with where the light is
light_text = Text("You can move around the light source")
light_text.move_to(surface_text)
light_text.fix_in_frame()
self.play(FadeTransform(surface_text, light_text))
light = self.camera.light_source
self.add(light)
light.save_state()
self.play(light.animate.move_to(3 * IN), run_time=5)
self.play(light.animate.shift(10 * OUT), run_time=5)
drag_text = Text("Try moving the mouse while pressing d or f")
drag_text.move_to(light_text)
drag_text.fix_in_frame()
self.play(FadeTransform(light_text, drag_text))
self.wait()
class InteractiveDevelopment(Scene):
def construct(self):
circle = Circle()
circle.set_fill(BLUE, opacity=0.5)
circle.set_stroke(BLUE_E, width=4)
square = Square()
self.play(ShowCreation(square))
self.wait()
# This opens an iPython terminal where you can keep writing
# lines as if they were part of this construct method.
# In particular, 'square', 'circle' and 'self' will all be
# part of the local namespace in that terminal.
self.embed()
# Try copying and pasting some of the lines below into
# the interactive shell
self.play(ReplacementTransform(square, circle))
self.wait()
self.play(circle.animate.stretch(4, 0))
self.play(Rotate(circle, 90 * DEGREES))
self.play(circle.animate.shift(2 * RIGHT).scale(0.25))
text = Text("""
In general, using the interactive shell
is very helpful when developing new scenes
""")
self.play(Write(text))
# In the interactive shell, you can just type
# play, add, remove, clear, wait, save_state and restore,
# instead of self.play, self.add, self.remove, etc.
# To interact with the window, type touch(). You can then
# scroll in the window, or zoom by holding down 'z' while scrolling,
# and change camera perspective by holding down 'd' while moving
# the mouse. Press 'r' to reset to the standard camera position.
# Press 'q' to stop interacting with the window and go back to
# typing new commands into the shell.
# In principle you can customize a scene to be responsive to
# mouse and keyboard interactions
always(circle.move_to, self.mouse_point)
class ControlsExample(Scene):
drag_to_pan = False
def setup(self):
self.textbox = Textbox()
self.checkbox = Checkbox()
self.color_picker = ColorSliders()
self.panel = ControlPanel(
Text("Text", font_size=24), self.textbox, Line(),
Text("Show/Hide Text", font_size=24), self.checkbox, Line(),
Text("Color of Text", font_size=24), self.color_picker
)
self.add(self.panel)
def construct(self):
text = Text("text", font_size=96)
def text_updater(old_text):
assert(isinstance(old_text, Text))
new_text = Text(self.textbox.get_value(), font_size=old_text.font_size)
# new_text.align_data_and_family(old_text)
new_text.move_to(old_text)
if self.checkbox.get_value():
new_text.set_fill(
color=self.color_picker.get_picked_color(),
opacity=self.color_picker.get_picked_opacity()
)
else:
new_text.set_opacity(0)
old_text.become(new_text)
text.add_updater(text_updater)
self.add(MotionMobject(text))
self.textbox.set_value("Manim")
# self.wait(60)
# self.embed()
# See https://github.com/3b1b/videos for many, many more
|
manim_3b1b/manimlib/shader_wrapper.py
|
from __future__ import annotations
import copy
import os
import re
import OpenGL.GL as gl
import moderngl
import numpy as np
from manimlib.utils.iterables import resize_array
from manimlib.utils.shaders import get_shader_code_from_file
from manimlib.utils.shaders import get_shader_program
from manimlib.utils.shaders import image_path_to_texture
from manimlib.utils.shaders import get_texture_id
from manimlib.utils.shaders import get_fill_canvas
from manimlib.utils.shaders import release_texture
from manimlib.utils.shaders import set_program_uniform
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import List, Optional, Dict
from manimlib.typing import UniformDict
# Mobjects that should be rendered with
# the same shader will be organized and
# clumped together based on keeping track
# of a dict holding all the relevant information
# to that shader
class ShaderWrapper(object):
def __init__(
self,
ctx: moderngl.context.Context,
vert_data: np.ndarray,
vert_indices: Optional[np.ndarray] = None,
shader_folder: Optional[str] = None,
mobject_uniforms: Optional[UniformDict] = None, # A dictionary mapping names of uniform variables
texture_paths: Optional[dict[str, str]] = None, # A dictionary mapping names to filepaths for textures.
depth_test: bool = False,
render_primitive: int = moderngl.TRIANGLE_STRIP,
):
self.ctx = ctx
self.vert_data = vert_data
self.vert_indices = (vert_indices or np.zeros(0)).astype(int)
self.vert_attributes = vert_data.dtype.names
self.shader_folder = shader_folder
self.depth_test = depth_test
self.render_primitive = render_primitive
self.program_uniform_mirror: UniformDict = dict()
self.bind_to_mobject_uniforms(mobject_uniforms or dict())
self.init_program_code()
self.init_program()
self.texture_names_to_ids = dict()
if texture_paths is not None:
self.init_textures(texture_paths)
self.init_vao()
self.refresh_id()
def init_program_code(self) -> None:
def get_code(name: str) -> str | None:
return get_shader_code_from_file(
os.path.join(self.shader_folder, f"{name}.glsl")
)
self.program_code: dict[str, str | None] = {
"vertex_shader": get_code("vert"),
"geometry_shader": get_code("geom"),
"fragment_shader": get_code("frag"),
}
def init_program(self):
if not self.shader_folder:
self.program = None
self.vert_format = None
return
self.program = get_shader_program(self.ctx, **self.program_code)
self.vert_format = moderngl.detect_format(self.program, self.vert_attributes)
def init_textures(self, texture_paths: dict[str, str]):
self.texture_names_to_ids = {
name: get_texture_id(image_path_to_texture(path, self.ctx))
for name, path in texture_paths.items()
}
def init_vao(self):
self.vbo = None
self.ibo = None
self.vao = None
def bind_to_mobject_uniforms(self, mobject_uniforms: UniformDict):
self.mobject_uniforms = mobject_uniforms
def __eq__(self, shader_wrapper: ShaderWrapper):
return all((
np.all(self.vert_data == shader_wrapper.vert_data),
np.all(self.vert_indices == shader_wrapper.vert_indices),
self.shader_folder == shader_wrapper.shader_folder,
all(
self.mobject_uniforms[key] == shader_wrapper.mobject_uniforms[key]
for key in self.mobject_uniforms
),
self.depth_test == shader_wrapper.depth_test,
self.render_primitive == shader_wrapper.render_primitive,
))
def copy(self):
result = copy.copy(self)
result.ctx = self.ctx
result.vert_data = self.vert_data.copy()
result.vert_indices = self.vert_indices.copy()
result.init_vao()
return result
def is_valid(self) -> bool:
return all([
self.vert_data is not None,
self.program_code["vertex_shader"] is not None,
self.program_code["fragment_shader"] is not None,
])
def get_id(self) -> str:
return self.id
def create_id(self) -> str:
# A unique id for a shader
program_id = hash("".join(
self.program_code[f"{name}_shader"] or ""
for name in ("vertex", "geometry", "fragment")
))
return "|".join(map(str, [
program_id,
self.mobject_uniforms,
self.depth_test,
self.render_primitive,
self.texture_names_to_ids,
]))
def refresh_id(self) -> None:
self.id = self.create_id()
def replace_code(self, old: str, new: str) -> None:
code_map = self.program_code
for name in code_map:
if code_map[name] is None:
continue
code_map[name] = re.sub(old, new, code_map[name])
self.init_program()
self.refresh_id()
# Changing context
def use_clip_plane(self):
if "clip_plane" not in self.mobject_uniforms:
return False
return any(self.mobject_uniforms["clip_plane"])
def set_ctx_depth_test(self, enable: bool = True) -> None:
if enable:
self.ctx.enable(moderngl.DEPTH_TEST)
else:
self.ctx.disable(moderngl.DEPTH_TEST)
def set_ctx_clip_plane(self, enable: bool = True) -> None:
if enable:
gl.glEnable(gl.GL_CLIP_DISTANCE0)
# Adding data
def combine_with(self, *shader_wrappers: ShaderWrapper) -> ShaderWrapper:
if len(shader_wrappers) > 0:
data_list = [self.vert_data, *(sw.vert_data for sw in shader_wrappers)]
indices_list = [self.vert_indices, *(sw.vert_indices for sw in shader_wrappers)]
self.read_in(data_list, indices_list)
return self
def read_in(
self,
data_list: List[np.ndarray],
indices_list: List[np.ndarray] | None = None
) -> ShaderWrapper:
# Assume all are of the same type
total_len = sum(len(data) for data in data_list)
self.vert_data = resize_array(self.vert_data, total_len)
if total_len == 0:
return self
# Stack the data
np.concatenate(data_list, out=self.vert_data)
if indices_list is None:
self.vert_indices = resize_array(self.vert_indices, 0)
return self
total_verts = sum(len(vi) for vi in indices_list)
if total_verts == 0:
return self
self.vert_indices = resize_array(self.vert_indices, total_verts)
# Stack vert_indices, but adding the appropriate offset
# alogn the way
n_points = 0
n_verts = 0
for data, indices in zip(data_list, indices_list):
new_n_verts = n_verts + len(indices)
self.vert_indices[n_verts:new_n_verts] = indices + n_points
n_verts = new_n_verts
n_points += len(data)
return self
# Related to data and rendering
def pre_render(self):
self.set_ctx_depth_test(self.depth_test)
self.set_ctx_clip_plane(self.use_clip_plane())
def render(self):
assert(self.vao is not None)
self.vao.render()
def update_program_uniforms(self, camera_uniforms: UniformDict):
if self.program is None:
return
for uniforms in [self.mobject_uniforms, camera_uniforms, self.texture_names_to_ids]:
for name, value in uniforms.items():
set_program_uniform(self.program, name, value)
def get_vertex_buffer_object(self, refresh: bool = True):
if refresh:
self.vbo = self.ctx.buffer(self.vert_data)
return self.vbo
def get_index_buffer_object(self, refresh: bool = True):
if refresh and len(self.vert_indices) > 0:
self.ibo = self.ctx.buffer(self.vert_indices.astype(np.uint32))
return self.ibo
def generate_vao(self, refresh: bool = True):
self.release()
# Data buffer
vbo = self.get_vertex_buffer_object(refresh)
ibo = self.get_index_buffer_object(refresh)
# Vertex array object
self.vao = self.ctx.vertex_array(
program=self.program,
content=[(vbo, self.vert_format, *self.vert_attributes)],
index_buffer=ibo,
mode=self.render_primitive,
)
return self.vao
def release(self):
for obj in (self.vbo, self.ibo, self.vao):
if obj is not None:
obj.release()
self.vbo = None
self.ibo = None
self.vao = None
class FillShaderWrapper(ShaderWrapper):
def __init__(
self,
ctx: moderngl.context.Context,
*args,
**kwargs
):
super().__init__(ctx, *args, **kwargs)
self.fill_canvas = get_fill_canvas(self.ctx)
def render(self):
winding = (len(self.vert_indices) == 0)
self.program['winding'].value = winding
if not winding:
super().render()
return
original_fbo = self.ctx.fbo
texture_fbo, texture_vao = self.fill_canvas
texture_fbo.clear()
texture_fbo.use()
gl.glBlendFuncSeparate(
# Ordinary blending for colors
gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA,
# The effect of blending with -a / (1 - a)
# should be to cancel out
gl.GL_ONE_MINUS_DST_ALPHA, gl.GL_ONE,
)
super().render()
original_fbo.use()
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA)
texture_vao.render()
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
|
manim_3b1b/manimlib/__main__.py
|
#!/usr/bin/env python
from manimlib import __version__
import manimlib.config
import manimlib.extract_scene
import manimlib.logger
import manimlib.utils.init_config
def main():
print(f"ManimGL \033[32mv{__version__}\033[0m")
args = manimlib.config.parse_cli()
if args.version and args.file is None:
return
if args.log_level:
manimlib.logger.log.setLevel(args.log_level)
if args.config:
manimlib.utils.init_config.init_customization()
else:
config = manimlib.config.get_configuration(args)
scenes = manimlib.extract_scene.main(config)
for scene in scenes:
scene.run()
if __name__ == "__main__":
main()
|
manim_3b1b/manimlib/default_config.yml
|
directories:
# Set this to true if you want the path to video files
# to match the directory structure of the path to the
# sourcecode generating that video
mirror_module_path: False
# Where should manim output video and image files?
output: ""
# If you want to use images, manim will look to these folders to find them
raster_images: ""
vector_images: ""
# If you want to use sounds, manim will look here to find it.
sounds: ""
# Manim often generates tex_files or other kinds of serialized data
# to keep from having to generate the same thing too many times. By
# default, these will be stored at tempfile.gettempdir(), e.g. this might
# return whatever is at to the TMPDIR environment variable. If you want to
# specify them elsewhere,
temporary_storage: ""
universal_import_line: "from manimlib import *"
style:
tex_template: "default"
font: "Consolas"
text_alignment: "LEFT"
background_color: "#333333"
# Set the position of preview window, you can use directions, e.g. UL/DR/OL/OO/...
# also, you can also specify the position(pixel) of the upper left corner of
# the window on the monitor, e.g. "960,540"
window_position: UR
window_monitor: 0
full_screen: False
# If break_into_partial_movies is set to True, then many small
# files will be written corresponding to each Scene.play and
# Scene.wait call, and these files will then be combined
# to form the full scene. Sometimes video-editing is made
# easier when working with the broken up scene, which
# effectively has cuts at all the places you might want.
break_into_partial_movies: False
camera_resolutions:
low: "854x480"
med: "1280x720"
high: "1920x1080"
4k: "3840x2160"
default_resolution: "high"
fps: 30
embed_exception_mode: "Verbose"
embed_error_sound: False
|
manim_3b1b/manimlib/__init__.py
|
import pkg_resources
__version__ = pkg_resources.get_distribution("manimgl").version
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import *
from manimlib.constants import *
from manimlib.window import *
from manimlib.animation.animation import *
from manimlib.animation.composition import *
from manimlib.animation.creation import *
from manimlib.animation.fading import *
from manimlib.animation.growing import *
from manimlib.animation.indication import *
from manimlib.animation.movement import *
from manimlib.animation.numbers import *
from manimlib.animation.rotation import *
from manimlib.animation.specialized import *
from manimlib.animation.transform import *
from manimlib.animation.transform_matching_parts import *
from manimlib.animation.update import *
from manimlib.camera.camera import *
from manimlib.mobject.boolean_ops import *
from manimlib.mobject.changing import *
from manimlib.mobject.coordinate_systems import *
from manimlib.mobject.frame import *
from manimlib.mobject.functions import *
from manimlib.mobject.geometry import *
from manimlib.mobject.interactive import *
from manimlib.mobject.matrix import *
from manimlib.mobject.mobject import *
from manimlib.mobject.mobject_update_utils import *
from manimlib.mobject.number_line import *
from manimlib.mobject.numbers import *
from manimlib.mobject.probability import *
from manimlib.mobject.shape_matchers import *
from manimlib.mobject.svg.brace import *
from manimlib.mobject.svg.drawings import *
from manimlib.mobject.svg.tex_mobject import *
from manimlib.mobject.svg.string_mobject import *
from manimlib.mobject.svg.svg_mobject import *
from manimlib.mobject.svg.special_tex import *
from manimlib.mobject.svg.tex_mobject import *
from manimlib.mobject.svg.text_mobject import *
from manimlib.mobject.three_dimensions import *
from manimlib.mobject.types.dot_cloud import *
from manimlib.mobject.types.image_mobject import *
from manimlib.mobject.types.point_cloud_mobject import *
from manimlib.mobject.types.surface import *
from manimlib.mobject.types.vectorized_mobject import *
from manimlib.mobject.value_tracker import *
from manimlib.mobject.vector_field import *
from manimlib.scene.interactive_scene import *
from manimlib.scene.scene import *
from manimlib.utils.bezier import *
from manimlib.utils.color import *
from manimlib.utils.dict_ops import *
from manimlib.utils.customization import *
from manimlib.utils.debug import *
from manimlib.utils.directories import *
from manimlib.utils.file_ops import *
from manimlib.utils.images import *
from manimlib.utils.iterables import *
from manimlib.utils.paths import *
from manimlib.utils.rate_functions import *
from manimlib.utils.simple_functions import *
from manimlib.utils.shaders import *
from manimlib.utils.sounds import *
from manimlib.utils.space_ops import *
from manimlib.utils.tex import *
|
manim_3b1b/manimlib/constants.py
|
from __future__ import annotations
import numpy as np
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import List
from manimlib.typing import ManimColor, Vect3
# Sizes relevant to default camera frame
ASPECT_RATIO: float = 16.0 / 9.0
FRAME_HEIGHT: float = 8.0
FRAME_WIDTH: float = FRAME_HEIGHT * ASPECT_RATIO
FRAME_SHAPE: tuple[float, float] = (FRAME_WIDTH, FRAME_HEIGHT)
FRAME_Y_RADIUS: float = FRAME_HEIGHT / 2
FRAME_X_RADIUS: float = FRAME_WIDTH / 2
DEFAULT_PIXEL_HEIGHT: int = 1080
DEFAULT_PIXEL_WIDTH: int = 1920
DEFAULT_FPS: int = 30
SMALL_BUFF: float = 0.1
MED_SMALL_BUFF: float = 0.25
MED_LARGE_BUFF: float = 0.5
LARGE_BUFF: float = 1
DEFAULT_MOBJECT_TO_EDGE_BUFFER: float = MED_LARGE_BUFF
DEFAULT_MOBJECT_TO_MOBJECT_BUFFER: float = MED_SMALL_BUFF
# In seconds
DEFAULT_WAIT_TIME: float = 1.0
ORIGIN: Vect3 = np.array([0., 0., 0.])
UP: Vect3 = np.array([0., 1., 0.])
DOWN: Vect3 = np.array([0., -1., 0.])
RIGHT: Vect3 = np.array([1., 0., 0.])
LEFT: Vect3 = np.array([-1., 0., 0.])
IN: Vect3 = np.array([0., 0., -1.])
OUT: Vect3 = np.array([0., 0., 1.])
X_AXIS: Vect3 = np.array([1., 0., 0.])
Y_AXIS: Vect3 = np.array([0., 1., 0.])
Z_AXIS: Vect3 = np.array([0., 0., 1.])
NULL_POINTS = np.array([[0., 0., 0.]])
# Useful abbreviations for diagonals
UL: Vect3 = UP + LEFT
UR: Vect3 = UP + RIGHT
DL: Vect3 = DOWN + LEFT
DR: Vect3 = DOWN + RIGHT
TOP: Vect3 = FRAME_Y_RADIUS * UP
BOTTOM: Vect3 = FRAME_Y_RADIUS * DOWN
LEFT_SIDE: Vect3 = FRAME_X_RADIUS * LEFT
RIGHT_SIDE: Vect3 = FRAME_X_RADIUS * RIGHT
PI: float = np.pi
TAU: float = 2 * PI
DEGREES: float = TAU / 360
# Nice to have a constant for readability
# when juxtaposed with expressions like 30 * DEGREES
RADIANS: float = 1
FFMPEG_BIN: str = "ffmpeg"
JOINT_TYPE_MAP: dict = {
"no_joint": 0,
"auto": 1,
"bevel": 2,
"miter": 3,
}
# Related to Text
NORMAL: str = "NORMAL"
ITALIC: str = "ITALIC"
OBLIQUE: str = "OBLIQUE"
BOLD: str = "BOLD"
DEFAULT_STROKE_WIDTH: float = 4
# For keyboard interactions
CTRL_SYMBOL: int = 65508
SHIFT_SYMBOL: int = 65505
COMMAND_SYMBOL: int = 65517
DELETE_SYMBOL: int = 65288
ARROW_SYMBOLS: list[int] = list(range(65361, 65365))
SHIFT_MODIFIER: int = 1
CTRL_MODIFIER: int = 2
COMMAND_MODIFIER: int = 64
# Colors
BLUE_E: ManimColor = "#1C758A"
BLUE_D: ManimColor = "#29ABCA"
BLUE_C: ManimColor = "#58C4DD"
BLUE_B: ManimColor = "#9CDCEB"
BLUE_A: ManimColor = "#C7E9F1"
TEAL_E: ManimColor = "#49A88F"
TEAL_D: ManimColor = "#55C1A7"
TEAL_C: ManimColor = "#5CD0B3"
TEAL_B: ManimColor = "#76DDC0"
TEAL_A: ManimColor = "#ACEAD7"
GREEN_E: ManimColor = "#699C52"
GREEN_D: ManimColor = "#77B05D"
GREEN_C: ManimColor = "#83C167"
GREEN_B: ManimColor = "#A6CF8C"
GREEN_A: ManimColor = "#C9E2AE"
YELLOW_E: ManimColor = "#E8C11C"
YELLOW_D: ManimColor = "#F4D345"
YELLOW_C: ManimColor = "#FFFF00"
YELLOW_B: ManimColor = "#FFEA94"
YELLOW_A: ManimColor = "#FFF1B6"
GOLD_E: ManimColor = "#C78D46"
GOLD_D: ManimColor = "#E1A158"
GOLD_C: ManimColor = "#F0AC5F"
GOLD_B: ManimColor = "#F9B775"
GOLD_A: ManimColor = "#F7C797"
RED_E: ManimColor = "#CF5044"
RED_D: ManimColor = "#E65A4C"
RED_C: ManimColor = "#FC6255"
RED_B: ManimColor = "#FF8080"
RED_A: ManimColor = "#F7A1A3"
MAROON_E: ManimColor = "#94424F"
MAROON_D: ManimColor = "#A24D61"
MAROON_C: ManimColor = "#C55F73"
MAROON_B: ManimColor = "#EC92AB"
MAROON_A: ManimColor = "#ECABC1"
PURPLE_E: ManimColor = "#644172"
PURPLE_D: ManimColor = "#715582"
PURPLE_C: ManimColor = "#9A72AC"
PURPLE_B: ManimColor = "#B189C6"
PURPLE_A: ManimColor = "#CAA3E8"
GREY_E: ManimColor = "#222222"
GREY_D: ManimColor = "#444444"
GREY_C: ManimColor = "#888888"
GREY_B: ManimColor = "#BBBBBB"
GREY_A: ManimColor = "#DDDDDD"
WHITE: ManimColor = "#FFFFFF"
BLACK: ManimColor = "#000000"
GREY_BROWN: ManimColor = "#736357"
DARK_BROWN: ManimColor = "#8B4513"
LIGHT_BROWN: ManimColor = "#CD853F"
PINK: ManimColor = "#D147BD"
LIGHT_PINK: ManimColor = "#DC75CD"
GREEN_SCREEN: ManimColor = "#00FF00"
ORANGE: ManimColor = "#FF862F"
MANIM_COLORS: List[ManimColor] = [
BLACK, GREY_E, GREY_D, GREY_C, GREY_B, GREY_A, WHITE,
BLUE_E, BLUE_D, BLUE_C, BLUE_B, BLUE_A,
TEAL_E, TEAL_D, TEAL_C, TEAL_B, TEAL_A,
GREEN_E, GREEN_D, GREEN_C, GREEN_B, GREEN_A,
YELLOW_E, YELLOW_D, YELLOW_C, YELLOW_B, YELLOW_A,
GOLD_E, GOLD_D, GOLD_C, GOLD_B, GOLD_A,
RED_E, RED_D, RED_C, RED_B, RED_A,
MAROON_E, MAROON_D, MAROON_C, MAROON_B, MAROON_A,
PURPLE_E, PURPLE_D, PURPLE_C, PURPLE_B, PURPLE_A,
GREY_BROWN, DARK_BROWN, LIGHT_BROWN,
PINK, LIGHT_PINK,
]
# Abbreviated names for the "median" colors
BLUE: ManimColor = BLUE_C
TEAL: ManimColor = TEAL_C
GREEN: ManimColor = GREEN_C
YELLOW: ManimColor = YELLOW_C
GOLD: ManimColor = GOLD_C
RED: ManimColor = RED_C
MAROON: ManimColor = MAROON_C
PURPLE: ManimColor = PURPLE_C
GREY: ManimColor = GREY_C
COLORMAP_3B1B: List[ManimColor] = [BLUE_E, GREEN, YELLOW, RED]
|
manim_3b1b/manimlib/typing.py
|
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Union, Tuple, Annotated, Literal, Iterable
from colour import Color
import numpy as np
import re
try:
from typing import Self
except ImportError:
from typing_extensions import Self
# Abbreviations for a common types
ManimColor = Union[str, Color, None]
RangeSpecifier = Tuple[float, float, float] | Tuple[float, float]
Span = tuple[int, int]
SingleSelector = Union[
str,
re.Pattern,
tuple[Union[int, None], Union[int, None]],
]
Selector = Union[SingleSelector, Iterable[SingleSelector]]
UniformDict = Dict[str, float | bool | np.ndarray | tuple]
# These are various alternate names for np.ndarray meant to specify
# certain shapes.
#
# In theory, these annotations could be used to check arrays sizes
# at runtime, but at the moment nothing actually uses them, and
# the names are here primarily to enhance readibility and allow
# for some stronger type checking if numpy has stronger typing
# in the future
FloatArray = np.ndarray[int, np.dtype[np.float64]]
Vect2 = Annotated[FloatArray, Literal[2]]
Vect3 = Annotated[FloatArray, Literal[3]]
Vect4 = Annotated[FloatArray, Literal[4]]
VectN = Annotated[FloatArray, Literal["N"]]
Matrix3x3 = Annotated[FloatArray, Literal[3, 3]]
Vect2Array = Annotated[FloatArray, Literal["N", 2]]
Vect3Array = Annotated[FloatArray, Literal["N", 3]]
Vect4Array = Annotated[FloatArray, Literal["N", 4]]
VectNArray = Annotated[FloatArray, Literal["N", "M"]]
|
manim_3b1b/manimlib/config.py
|
from __future__ import annotations
import argparse
from argparse import Namespace
import colour
import importlib
import inspect
import os
from screeninfo import get_monitors
import sys
import yaml
from manimlib.logger import log
from manimlib.utils.dict_ops import merge_dicts_recursively
from manimlib.utils.init_config import init_customization
from manimlib.constants import FRAME_HEIGHT
from typing import TYPE_CHECKING
if TYPE_CHECKING:
Module = importlib.util.types.ModuleType
__config_file__ = "custom_config.yml"
def parse_cli():
try:
parser = argparse.ArgumentParser()
module_location = parser.add_mutually_exclusive_group()
module_location.add_argument(
"file",
nargs="?",
help="Path to file holding the python code for the scene",
)
parser.add_argument(
"scene_names",
nargs="*",
help="Name of the Scene class you want to see",
)
parser.add_argument(
"-w", "--write_file",
action="store_true",
help="Render the scene as a movie file",
)
parser.add_argument(
"-s", "--skip_animations",
action="store_true",
help="Save the last frame",
)
parser.add_argument(
"-l", "--low_quality",
action="store_true",
help="Render at a low quality (for faster rendering)",
)
parser.add_argument(
"-m", "--medium_quality",
action="store_true",
help="Render at a medium quality",
)
parser.add_argument(
"--hd",
action="store_true",
help="Render at a 1080p",
)
parser.add_argument(
"--uhd",
action="store_true",
help="Render at a 4k",
)
parser.add_argument(
"-f", "--full_screen",
action="store_true",
help="Show window in full screen",
)
parser.add_argument(
"-p", "--presenter_mode",
action="store_true",
help="Scene will stay paused during wait calls until " + \
"space bar or right arrow is hit, like a slide show"
)
parser.add_argument(
"-g", "--save_pngs",
action="store_true",
help="Save each frame as a png",
)
parser.add_argument(
"-i", "--gif",
action="store_true",
help="Save the video as gif",
)
parser.add_argument(
"-t", "--transparent",
action="store_true",
help="Render to a movie file with an alpha channel",
)
parser.add_argument(
"--vcodec",
help="Video codec to use with ffmpeg",
)
parser.add_argument(
"--pix_fmt",
help="Pixel format to use for the output of ffmpeg, defaults to `yuv420p`",
)
parser.add_argument(
"-q", "--quiet",
action="store_true",
help="",
)
parser.add_argument(
"-a", "--write_all",
action="store_true",
help="Write all the scenes from a file",
)
parser.add_argument(
"-o", "--open",
action="store_true",
help="Automatically open the saved file once its done",
)
parser.add_argument(
"--finder",
action="store_true",
help="Show the output file in finder",
)
parser.add_argument(
"--config",
action="store_true",
help="Guide for automatic configuration",
)
parser.add_argument(
"--file_name",
help="Name for the movie or image file",
)
parser.add_argument(
"-n", "--start_at_animation_number",
help="Start rendering not from the first animation, but " + \
"from another, specified by its index. If you pass " + \
"in two comma separated values, e.g. \"3,6\", it will end " + \
"the rendering at the second value",
)
parser.add_argument(
"-e", "--embed",
nargs="?",
const="",
help="Creates a new file where the line `self.embed` is inserted " + \
"into the Scenes construct method. " + \
"If a string is passed in, the line will be inserted below the " + \
"last line of code including that string."
)
parser.add_argument(
"-r", "--resolution",
help="Resolution, passed as \"WxH\", e.g. \"1920x1080\"",
)
parser.add_argument(
"--fps",
help="Frame rate, as an integer",
)
parser.add_argument(
"-c", "--color",
help="Background color",
)
parser.add_argument(
"--leave_progress_bars",
action="store_true",
help="Leave progress bars displayed in terminal",
)
parser.add_argument(
"--show_animation_progress",
action="store_true",
help="Show progress bar for each animation",
)
parser.add_argument(
"--prerun",
action="store_true",
help="Calculate total framecount, to display in a progress bar, by doing " + \
"an initial run of the scene which skips animations."
)
parser.add_argument(
"--video_dir",
help="Directory to write video",
)
parser.add_argument(
"--config_file",
help="Path to the custom configuration file",
)
parser.add_argument(
"-v", "--version",
action="store_true",
help="Display the version of manimgl"
)
parser.add_argument(
"--log-level",
help="Level of messages to Display, can be DEBUG / INFO / WARNING / ERROR / CRITICAL"
)
args = parser.parse_args()
args.write_file = any([args.write_file, args.open, args.finder])
return args
except argparse.ArgumentError as err:
log.error(str(err))
sys.exit(2)
def get_manim_dir():
manimlib_module = importlib.import_module("manimlib")
manimlib_dir = os.path.dirname(inspect.getabsfile(manimlib_module))
return os.path.abspath(os.path.join(manimlib_dir, ".."))
def get_module(file_name: str | None) -> Module:
if file_name is None:
return None
module_name = file_name.replace(os.sep, ".").replace(".py", "")
spec = importlib.util.spec_from_file_location(module_name, file_name)
module = importlib.util.module_from_spec(spec)
spec.loader.exec_module(module)
return module
def get_indent(line: str):
return len(line) - len(line.lstrip())
def get_module_with_inserted_embed_line(
file_name: str, scene_name: str, line_marker: str
):
"""
This is hacky, but convenient. When user includes the argument "-e", it will try
to recreate a file that inserts the line `self.embed()` into the end of the scene's
construct method. If there is an argument passed in, it will insert the line after
the last line in the sourcefile which includes that string.
"""
with open(file_name, 'r') as fp:
lines = fp.readlines()
try:
scene_line_number = next(
i for i, line in enumerate(lines)
if line.startswith(f"class {scene_name}")
)
except StopIteration:
log.error(f"No scene {scene_name}")
return
prev_line_num = -1
n_spaces = None
if len(line_marker) == 0:
# Find the end of the construct method
in_construct = False
for index in range(scene_line_number, len(lines) - 1):
line = lines[index]
if line.lstrip().startswith("def construct"):
in_construct = True
n_spaces = get_indent(line) + 4
elif in_construct:
if len(line.strip()) > 0 and get_indent(line) < (n_spaces or 0):
prev_line_num = index - 1
break
if prev_line_num < 0:
prev_line_num = len(lines) - 1
elif line_marker.isdigit():
# Treat the argument as a line number
prev_line_num = int(line_marker) - 1
elif len(line_marker) > 0:
# Treat the argument as a string
try:
prev_line_num = next(
i
for i in range(scene_line_number, len(lines) - 1)
if line_marker in lines[i]
)
except StopIteration:
log.error(f"No lines matching {line_marker}")
sys.exit(2)
# Insert the embed line, rewrite file, then write it back when done
if n_spaces is None:
n_spaces = get_indent(lines[prev_line_num])
inserted_line = " " * n_spaces + "self.embed()\n"
new_lines = list(lines)
new_lines.insert(prev_line_num + 1, inserted_line)
new_file = file_name.replace(".py", "_insert_embed.py")
with open(new_file, 'w') as fp:
fp.writelines(new_lines)
module = get_module(new_file)
# This is to pretend the module imported from the edited lines
# of code actually comes from the original file.
module.__file__ = file_name
os.remove(new_file)
return module
def get_scene_module(args: Namespace) -> Module:
if args.embed is None:
return get_module(args.file)
else:
return get_module_with_inserted_embed_line(
args.file, args.scene_names[0], args.embed
)
def get_custom_config():
global __config_file__
global_defaults_file = os.path.join(get_manim_dir(), "manimlib", "default_config.yml")
if os.path.exists(global_defaults_file):
with open(global_defaults_file, "r") as file:
custom_config = yaml.safe_load(file)
if os.path.exists(__config_file__):
with open(__config_file__, "r") as file:
local_defaults = yaml.safe_load(file)
if local_defaults:
custom_config = merge_dicts_recursively(
custom_config,
local_defaults,
)
else:
with open(__config_file__, "r") as file:
custom_config = yaml.safe_load(file)
# Check temporary storage(custom_config)
if custom_config["directories"]["temporary_storage"] == "" and sys.platform == "win32":
log.warning(
"You may be using Windows platform and have not specified the path of" + \
" `temporary_storage`, which may cause OSError. So it is recommended" + \
" to specify the `temporary_storage` in the config file (.yml)"
)
return custom_config
def init_global_config(config_file):
global __config_file__
# ensure __config_file__ always exists
if config_file is not None:
if not os.path.exists(config_file):
log.error(f"Can't find {config_file}.")
if sys.platform == 'win32':
log.info(f"Copying default configuration file to {config_file}...")
os.system(f"copy default_config.yml {config_file}")
elif sys.platform in ["linux2", "darwin"]:
log.info(f"Copying default configuration file to {config_file}...")
os.system(f"cp default_config.yml {config_file}")
else:
log.info("Please create the configuration file manually.")
log.info("Read configuration from default_config.yml.")
else:
__config_file__ = config_file
global_defaults_file = os.path.join(get_manim_dir(), "manimlib", "default_config.yml")
if not (os.path.exists(global_defaults_file) or os.path.exists(__config_file__)):
log.info("There is no configuration file detected. Switch to the config file initializer:")
init_customization()
elif not os.path.exists(__config_file__):
log.info(f"Using the default configuration file, which you can modify in `{global_defaults_file}`")
log.info(
"If you want to create a local configuration file, you can create a file named" + \
f" `{__config_file__}`, or run `manimgl --config`"
)
def get_file_ext(args: Namespace) -> str:
if args.transparent:
file_ext = ".mov"
elif args.gif:
file_ext = ".gif"
else:
file_ext = ".mp4"
return file_ext
def get_animations_numbers(args: Namespace) -> tuple[int | None, int | None]:
stan = args.start_at_animation_number
if stan is None:
return (None, None)
elif "," in stan:
return tuple(map(int, stan.split(",")))
else:
return int(stan), None
def get_output_directory(args: Namespace, custom_config: dict) -> str:
dir_config = custom_config["directories"]
output_directory = args.video_dir or dir_config["output"]
if dir_config["mirror_module_path"] and args.file:
to_cut = dir_config["removed_mirror_prefix"]
ext = os.path.abspath(args.file)
ext = ext.replace(to_cut, "").replace(".py", "")
if ext.startswith("_"):
ext = ext[1:]
output_directory = os.path.join(output_directory, ext)
return output_directory
def get_file_writer_config(args: Namespace, custom_config: dict) -> dict:
result = {
"write_to_movie": not args.skip_animations and args.write_file,
"break_into_partial_movies": custom_config["break_into_partial_movies"],
"save_last_frame": args.skip_animations and args.write_file,
"save_pngs": args.save_pngs,
# If -t is passed in (for transparent), this will be RGBA
"png_mode": "RGBA" if args.transparent else "RGB",
"movie_file_extension": get_file_ext(args),
"output_directory": get_output_directory(args, custom_config),
"file_name": args.file_name,
"input_file_path": args.file or "",
"open_file_upon_completion": args.open,
"show_file_location_upon_completion": args.finder,
"quiet": args.quiet,
}
if args.vcodec:
result["video_codec"] = args.vcodec
elif args.transparent:
result["video_codec"] = 'prores_ks'
result["pixel_format"] = ''
elif args.gif:
result["video_codec"] = ''
if args.pix_fmt:
result["pixel_format"] = args.pix_fmt
return result
def get_window_config(args: Namespace, custom_config: dict, camera_config: dict) -> dict:
# Default to making window half the screen size
# but make it full screen if -f is passed in
monitors = get_monitors()
mon_index = custom_config["window_monitor"]
monitor = monitors[min(mon_index, len(monitors) - 1)]
aspect_ratio = camera_config["pixel_width"] / camera_config["pixel_height"]
window_width = monitor.width
if not (args.full_screen or custom_config["full_screen"]):
window_width //= 2
window_height = int(window_width / aspect_ratio)
return dict(size=(window_width, window_height))
def get_camera_config(args: Namespace, custom_config: dict) -> dict:
camera_config = {}
camera_resolutions = custom_config["camera_resolutions"]
if args.resolution:
resolution = args.resolution
elif args.low_quality:
resolution = camera_resolutions["low"]
elif args.medium_quality:
resolution = camera_resolutions["med"]
elif args.hd:
resolution = camera_resolutions["high"]
elif args.uhd:
resolution = camera_resolutions["4k"]
else:
resolution = camera_resolutions[camera_resolutions["default_resolution"]]
if args.fps:
fps = int(args.fps)
else:
fps = custom_config["fps"]
width_str, height_str = resolution.split("x")
width = int(width_str)
height = int(height_str)
camera_config.update({
"pixel_width": width,
"pixel_height": height,
"frame_config": {
"frame_shape": ((width / height) * FRAME_HEIGHT, FRAME_HEIGHT),
},
"fps": fps,
})
try:
bg_color = args.color or custom_config["style"]["background_color"]
camera_config["background_color"] = colour.Color(bg_color)
except ValueError as err:
log.error("Please use a valid color")
log.error(err)
sys.exit(2)
# If rendering a transparent image/move, make sure the
# scene has a background opacity of 0
if args.transparent:
camera_config["background_opacity"] = 0
return camera_config
def get_configuration(args: Namespace) -> dict:
init_global_config(args.config_file)
custom_config = get_custom_config()
camera_config = get_camera_config(args, custom_config)
window_config = get_window_config(args, custom_config, camera_config)
start, end = get_animations_numbers(args)
return {
"module": get_scene_module(args),
"scene_names": args.scene_names,
"file_writer_config": get_file_writer_config(args, custom_config),
"camera_config": camera_config,
"window_config": window_config,
"quiet": args.quiet or args.write_all,
"write_all": args.write_all,
"skip_animations": args.skip_animations,
"start_at_animation_number": start,
"end_at_animation_number": end,
"preview": not args.write_file,
"presenter_mode": args.presenter_mode,
"leave_progress_bars": args.leave_progress_bars,
"show_animation_progress": args.show_animation_progress,
"prerun": args.prerun,
"embed_exception_mode": custom_config["embed_exception_mode"],
"embed_error_sound": custom_config["embed_error_sound"],
}
|
manim_3b1b/manimlib/tex_templates.yml
|
# Classical TeX templates
default:
description: ""
compiler: latex
preamble: |-
\usepackage[english]{babel}
\usepackage[utf8]{inputenc}
\usepackage[T1]{fontenc}
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{dsfont}
\usepackage{setspace}
\usepackage{tipa}
\usepackage{relsize}
\usepackage{textcomp}
\usepackage{mathrsfs}
\usepackage{calligra}
\usepackage{wasysym}
\usepackage{ragged2e}
\usepackage{physics}
\usepackage{xcolor}
\usepackage{microtype}
\usepackage{pifont}
\DisableLigatures{encoding = *, family = * }
\linespread{1}
ctex:
description: ""
compiler: xelatex
preamble: |-
\usepackage[UTF8]{ctex}
\usepackage[english]{babel}
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{dsfont}
\usepackage{setspace}
\usepackage{tipa}
\usepackage{relsize}
\usepackage{textcomp}
\usepackage{mathrsfs}
\usepackage{calligra}
\usepackage{wasysym}
\usepackage{ragged2e}
\usepackage{physics}
\usepackage{xcolor}
\usepackage{microtype}
\linespread{1}
# Simplified TeX templates
basic:
description: ""
compiler: latex
preamble: |-
\usepackage[english]{babel}
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
basic_ctex:
description: ""
compiler: xelatex
preamble: |-
\usepackage[UTF8]{ctex}
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
empty:
description: ""
compiler: latex
preamble: ""
empty_ctex:
description: ""
compiler: xelatex
preamble: ""
# A collection of TeX templates for the fonts described at
# http://jf.burnol.free.fr/showcase.html
american_typewriter:
description: American Typewriter
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{American Typewriter}
\usepackage[defaultmathsizes]{mathastext}
antykwa:
description: Antykwa Poltawskiego (TX Fonts for Greek and math symbols)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[OT4,OT1]{fontenc}
\usepackage{txfonts}
\usepackage[upright]{txgreeks}
\usepackage{antpolt}
\usepackage[defaultmathsizes,nolessnomore]{mathastext}
apple_chancery:
description: Apple Chancery
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Apple Chancery}
\usepackage[defaultmathsizes]{mathastext}
auriocus_kalligraphicus:
description: Auriocus Kalligraphicus (Symbol Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{aurical}
\renewcommand{\rmdefault}{AuriocusKalligraphicus}
\usepackage[symbolgreek]{mathastext}
baskervald_adf_fourier:
description: Baskervald ADF with Fourier
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[upright]{fourier}
\usepackage{baskervald}
\usepackage[defaultmathsizes,noasterisk]{mathastext}
baskerville_it:
description: Baskerville (Italic)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Baskerville}
\usepackage[defaultmathsizes,italic]{mathastext}
biolinum:
description: Biolinum
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{txfonts}
\usepackage[upright]{txgreeks}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Minion Pro}
\setsansfont[Mapping=tex-text,Scale=MatchUppercase]{Myriad Pro}
\renewcommand\familydefault\sfdefault
\usepackage[defaultmathsizes]{mathastext}
\renewcommand\familydefault\rmdefault
brushscriptx:
description: BrushScriptX-Italic (PX math and Greek)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{pxfonts}
\renewcommand{\rmdefault}{pbsi}
\renewcommand{\mddefault}{xl}
\renewcommand{\bfdefault}{xl}
\usepackage[defaultmathsizes,noasterisk]{mathastext}
\boldmath
chalkboard_se:
description: Chalkboard SE
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Chalkboard SE}
\usepackage[defaultmathsizes]{mathastext}
chalkduster:
description: Chalkduster
compiler: lualatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Chalkduster}
\usepackage[defaultmathsizes]{mathastext}
comfortaa:
description: Comfortaa
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[default]{comfortaa}
\usepackage[LGRgreek,defaultmathsizes,noasterisk]{mathastext}
\let\varphi\phi
\linespread{1.06}
comic_sans:
description: Comic Sans MS
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Comic Sans MS}
\usepackage[defaultmathsizes]{mathastext}
droid_sans:
description: Droid Sans
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[default]{droidsans}
\usepackage[LGRgreek]{mathastext}
\let\varepsilon\epsilon
droid_sans_it:
description: Droid Sans (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[default]{droidsans}
\usepackage[LGRgreek,defaultmathsizes,italic]{mathastext}
\let\varphi\phi
droid_serif:
description: Droid Serif
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[default]{droidserif}
\usepackage[LGRgreek]{mathastext}
\let\varepsilon\epsilon
droid_serif_px_it:
description: Droid Serif (PX math symbols) (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{pxfonts}
\usepackage[default]{droidserif}
\usepackage[LGRgreek,defaultmathsizes,italic,basic]{mathastext}
\let\varphi\phi
ecf_augie:
description: ECF Augie (Euler Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\renewcommand\familydefault{fau}
\usepackage[defaultmathsizes,eulergreek]{mathastext}
ecf_jd:
description: ECF JD (with TX fonts)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{txfonts}
\usepackage[upright]{txgreeks}
\renewcommand\familydefault{fjd}
\usepackage{mathastext}
\mathversion{bold}
ecf_skeetch:
description: ECF Skeetch (CM Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\DeclareFontFamily{T1}{fsk}{}
\DeclareFontShape{T1}{fsk}{m}{n}{<->s*[1.315] fskmw8t}{}
\renewcommand\rmdefault{fsk}
\usepackage[noendash,defaultmathsizes,nohbar,defaultimath]{mathastext}
ecf_tall_paul:
description: ECF Tall Paul (with Symbol font)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\DeclareFontFamily{T1}{ftp}{}
\DeclareFontShape{T1}{ftp}{m}{n}{<->s*[1.4] ftpmw8t}{}
\renewcommand\familydefault{ftp}
\usepackage[symbol]{mathastext}
\let\infty\inftypsy
ecf_webster:
description: ECF Webster (with TX fonts)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{txfonts}
\usepackage[upright]{txgreeks}
\renewcommand\familydefault{fwb}
\usepackage{mathastext}
\renewcommand{\int}{\intop\limits}
\linespread{1.5}
\mathversion{bold}
electrum_adf:
description: Electrum ADF (CM Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[LGRgreek,basic,defaultmathsizes]{mathastext}
\usepackage[lf]{electrum}
\Mathastext
\let\varphi\phi
epigrafica:
description: Epigrafica
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[LGR,OT1]{fontenc}
\usepackage{epigrafica}
\usepackage[basic,LGRgreek,defaultmathsizes]{mathastext}
\let\varphi\phi
\linespread{1.2}
fourier_utopia:
description: Fourier Utopia (Fourier upright Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[upright]{fourier}
\usepackage{mathastext}
french_cursive:
description: French Cursive (Euler Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[default]{frcursive}
\usepackage[eulergreek,noplusnominus,noequal,nohbar,nolessnomore,noasterisk]{mathastext}
gfs_bodoni:
description: GFS Bodoni
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\renewcommand{\rmdefault}{bodoni}
\usepackage[LGRgreek]{mathastext}
\let\varphi\phi
\linespread{1.06}
gfs_didot:
description: GFS Didot (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\renewcommand\rmdefault{udidot}
\usepackage[LGRgreek,defaultmathsizes,italic]{mathastext}
\let\varphi\phi
gfs_neohellenic:
description: GFS NeoHellenic
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\renewcommand{\rmdefault}{neohellenic}
\usepackage[LGRgreek]{mathastext}
\let\varphi\phi
\linespread{1.06}
gnu_freesans_tx:
description: GNU FreeSerif (and TX fonts symbols)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\usepackage{txfonts}
\setmainfont[ExternalLocation,Mapping=tex-text,BoldFont=FreeSerifBold,ItalicFont=FreeSerifItalic,BoldItalicFont=FreeSerifBoldItalic]{FreeSerif}
\usepackage[defaultmathsizes]{mathastext}
gnu_freeserif_freesans:
description: GNU FreeSerif and FreeSans
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[ExternalLocation,Mapping=tex-text,BoldFont=FreeSerifBold,ItalicFont=FreeSerifItalic,BoldItalicFont=FreeSerifBoldItalic]{FreeSerif}
\setsansfont[ExternalLocation,Mapping=tex-text,BoldFont=FreeSansBold,ItalicFont=FreeSansOblique,BoldItalicFont=FreeSansBoldOblique,Scale=MatchLowercase]{FreeSans}
\renewcommand{\familydefault}{lmss}
\usepackage[LGRgreek,defaultmathsizes,noasterisk]{mathastext}
\renewcommand{\familydefault}{\sfdefault}
\Mathastext
\let\varphi\phi
\renewcommand{\familydefault}{\rmdefault}
helvetica_fourier_it:
description: Helvetica with Fourier (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[scaled]{helvet}
\usepackage{fourier}
\renewcommand{\rmdefault}{phv}
\usepackage[italic,defaultmathsizes,noasterisk]{mathastext}
latin_modern_tw:
description: Latin Modern Typewriter Proportional
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[variablett]{lmodern}
\renewcommand{\rmdefault}{\ttdefault}
\usepackage[LGRgreek]{mathastext}
\MTgreekfont{lmtt}
\Mathastext
\let\varepsilon\epsilon
latin_modern_tw_it:
description: Latin Modern Typewriter Proportional (CM Greek) (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[variablett,nomath]{lmodern}
\renewcommand{\familydefault}{\ttdefault}
\usepackage[frenchmath]{mathastext}
\linespread{1.08}
libertine:
description: Libertine
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{libertine}
\usepackage[greek=n]{libgreek}
\usepackage[noasterisk,defaultmathsizes]{mathastext}
libris_adf_fourier:
description: Libris ADF with Fourier
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[upright]{fourier}
\usepackage{libris}
\renewcommand{\familydefault}{\sfdefault}
\usepackage[noasterisk]{mathastext}
minion_pro_myriad_pro:
description: Minion Pro and Myriad Pro (and TX fonts symbols)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage[default]{droidserif}
\usepackage[LGRgreek]{mathastext}
\let\varepsilon\epsilon
minion_pro_tx:
description: Minion Pro (and TX fonts symbols)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{txfonts}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Minion Pro}
\usepackage[defaultmathsizes]{mathastext}
new_century_schoolbook:
description: New Century Schoolbook (Symbol Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{newcent}
\usepackage[symbolgreek]{mathastext}
\linespread{1.1}
new_century_schoolbook_px:
description: New Century Schoolbook (Symbol Greek, PX math symbols)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{pxfonts}
\usepackage{newcent}
\usepackage[symbolgreek,defaultmathsizes]{mathastext}
\linespread{1.06}
noteworthy_light:
description: Noteworthy Light
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Noteworthy Light}
\usepackage[defaultmathsizes]{mathastext}
palatino:
description: Palatino (Symbol Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{palatino}
\usepackage[symbolmax,defaultmathsizes]{mathastext}
papyrus:
description: Papyrus
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Papyrus}
\usepackage[defaultmathsizes]{mathastext}
romande_adf_fourier_it:
description: Romande ADF with Fourier (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{fourier}
\usepackage{romande}
\usepackage[italic,defaultmathsizes,noasterisk]{mathastext}
\renewcommand{\itshape}{\swashstyle}
slitex:
description: SliTeX (Euler Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{tpslifonts}
\usepackage[eulergreek,defaultmathsizes]{mathastext}
\MTEulerScale{1.06}
\linespread{1.2}
times_fourier_it:
description: Times with Fourier (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{fourier}
\renewcommand{\rmdefault}{ptm}
\usepackage[italic,defaultmathsizes,noasterisk]{mathastext}
urw_avant_garde:
description: URW Avant Garde (Symbol Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{avant}
\renewcommand{\familydefault}{\sfdefault}
\usepackage[symbolgreek,defaultmathsizes]{mathastext}
urw_zapf_chancery:
description: URW Zapf Chancery (CM Greek)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\DeclareFontFamily{T1}{pzc}{}
\DeclareFontShape{T1}{pzc}{mb}{it}{<->s*[1.2] pzcmi8t}{}
\DeclareFontShape{T1}{pzc}{m}{it}{<->ssub * pzc/mb/it}{}
\DeclareFontShape{T1}{pzc}{mb}{sl}{<->ssub * pzc/mb/it}{}
\DeclareFontShape{T1}{pzc}{m}{sl}{<->ssub * pzc/mb/sl}{}
\DeclareFontShape{T1}{pzc}{m}{n}{<->ssub * pzc/mb/it}{}
\usepackage{chancery}
\usepackage{mathastext}
\linespread{1.05}
\boldmath
venturis_adf_fourier_it:
description: Venturis ADF with Fourier (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{fourier}
\usepackage[lf]{venturis}
\usepackage[italic,defaultmathsizes,noasterisk]{mathastext}
verdana_it:
description: Verdana (Italic)
compiler: xelatex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[no-math]{fontspec}
\setmainfont[Mapping=tex-text]{Verdana}
\usepackage[defaultmathsizes,italic]{mathastext}
vollkorn:
description: Vollkorn (TX fonts for Greek and math symbols)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage[T1]{fontenc}
\usepackage{txfonts}
\usepackage[upright]{txgreeks}
\usepackage{vollkorn}
\usepackage[defaultmathsizes]{mathastext}
vollkorn_fourier_it:
description: Vollkorn with Fourier (Italic)
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\usepackage{fourier}
\usepackage{vollkorn}
\usepackage[italic,nohbar]{mathastext}
zapf_chancery:
description: Zapf Chancery
compiler: latex
preamble: |-
\usepackage{amsmath}
\usepackage{amssymb}
\usepackage{xcolor}
\DeclareFontFamily{T1}{pzc}{}
\DeclareFontShape{T1}{pzc}{mb}{it}{<->s*[1.2] pzcmi8t}{}
\DeclareFontShape{T1}{pzc}{m}{it}{<->ssub * pzc/mb/it}{}
\usepackage{chancery}
\renewcommand\shapedefault\itdefault
\renewcommand\bfdefault\mddefault
\usepackage[defaultmathsizes]{mathastext}
\linespread{1.05}
|
manim_3b1b/manimlib/window.py
|
from __future__ import annotations
import numpy as np
import moderngl_window as mglw
from moderngl_window.context.pyglet.window import Window as PygletWindow
from moderngl_window.timers.clock import Timer
from screeninfo import get_monitors
from manimlib.constants import FRAME_SHAPE
from manimlib.utils.customization import get_customization
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.scene.scene import Scene
class Window(PygletWindow):
fullscreen: bool = False
resizable: bool = True
gl_version: tuple[int, int] = (3, 3)
vsync: bool = True
cursor: bool = True
def __init__(
self,
scene: Scene,
size: tuple[int, int] = (1280, 720),
samples: int = 0
):
scene.window = self
super().__init__(size=size, samples=samples)
self.default_size = size
self.default_position = self.find_initial_position(size)
self.scene = scene
self.pressed_keys = set()
self.title = str(scene)
self.size = size
mglw.activate_context(window=self)
self.timer = Timer()
self.config = mglw.WindowConfig(ctx=self.ctx, wnd=self, timer=self.timer)
self.timer.start()
self.to_default_position()
def to_default_position(self):
self.position = self.default_position
# Hack. Sometimes, namely when configured to open in a separate window,
# the window needs to be resized to display correctly.
w, h = self.default_size
self.size = (w - 1, h - 1)
self.size = (w, h)
def find_initial_position(self, size: tuple[int, int]) -> tuple[int, int]:
custom_position = get_customization()["window_position"]
monitors = get_monitors()
mon_index = get_customization()["window_monitor"]
monitor = monitors[min(mon_index, len(monitors) - 1)]
window_width, window_height = size
# Position might be specified with a string of the form
# x,y for integers x and y
if "," in custom_position:
return tuple(map(int, custom_position.split(",")))
# Alternatively, it might be specified with a string like
# UR, OO, DL, etc. specifying what corner it should go to
char_to_n = {"L": 0, "U": 0, "O": 1, "R": 2, "D": 2}
width_diff = monitor.width - window_width
height_diff = monitor.height - window_height
return (
monitor.x + char_to_n[custom_position[1]] * width_diff // 2,
-monitor.y + char_to_n[custom_position[0]] * height_diff // 2,
)
# Delegate event handling to scene
def pixel_coords_to_space_coords(
self,
px: int,
py: int,
relative: bool = False
) -> np.ndarray:
if not hasattr(self.scene, "frame"):
return np.zeros(3)
pixel_shape = np.array(self.size)
fixed_frame_shape = np.array(FRAME_SHAPE)
frame = self.scene.frame
coords = np.zeros(3)
coords[:2] = (fixed_frame_shape / pixel_shape) * np.array([px, py])
if not relative:
coords[:2] -= 0.5 * fixed_frame_shape
return frame.from_fixed_frame_point(coords, relative)
def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None:
super().on_mouse_motion(x, y, dx, dy)
point = self.pixel_coords_to_space_coords(x, y)
d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True)
self.scene.on_mouse_motion(point, d_point)
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int) -> None:
super().on_mouse_drag(x, y, dx, dy, buttons, modifiers)
point = self.pixel_coords_to_space_coords(x, y)
d_point = self.pixel_coords_to_space_coords(dx, dy, relative=True)
self.scene.on_mouse_drag(point, d_point, buttons, modifiers)
def on_mouse_press(self, x: int, y: int, button: int, mods: int) -> None:
super().on_mouse_press(x, y, button, mods)
point = self.pixel_coords_to_space_coords(x, y)
self.scene.on_mouse_press(point, button, mods)
def on_mouse_release(self, x: int, y: int, button: int, mods: int) -> None:
super().on_mouse_release(x, y, button, mods)
point = self.pixel_coords_to_space_coords(x, y)
self.scene.on_mouse_release(point, button, mods)
def on_mouse_scroll(self, x: int, y: int, x_offset: float, y_offset: float) -> None:
super().on_mouse_scroll(x, y, x_offset, y_offset)
point = self.pixel_coords_to_space_coords(x, y)
offset = self.pixel_coords_to_space_coords(x_offset, y_offset, relative=True)
self.scene.on_mouse_scroll(point, offset, x_offset, y_offset)
def on_key_press(self, symbol: int, modifiers: int) -> None:
self.pressed_keys.add(symbol) # Modifiers?
super().on_key_press(symbol, modifiers)
self.scene.on_key_press(symbol, modifiers)
def on_key_release(self, symbol: int, modifiers: int) -> None:
self.pressed_keys.difference_update({symbol}) # Modifiers?
super().on_key_release(symbol, modifiers)
self.scene.on_key_release(symbol, modifiers)
def on_resize(self, width: int, height: int) -> None:
super().on_resize(width, height)
self.scene.on_resize(width, height)
def on_show(self) -> None:
super().on_show()
self.scene.on_show()
def on_hide(self) -> None:
super().on_hide()
self.scene.on_hide()
def on_close(self) -> None:
super().on_close()
self.scene.on_close()
def is_key_pressed(self, symbol: int) -> bool:
return (symbol in self.pressed_keys)
|
manim_3b1b/manimlib/extract_scene.py
|
import copy
import inspect
import sys
from manimlib.config import get_custom_config
from manimlib.logger import log
from manimlib.scene.interactive_scene import InteractiveScene
from manimlib.scene.scene import Scene
class BlankScene(InteractiveScene):
def construct(self):
exec(get_custom_config()["universal_import_line"])
self.embed()
def is_child_scene(obj, module):
if not inspect.isclass(obj):
return False
if not issubclass(obj, Scene):
return False
if obj == Scene:
return False
if not obj.__module__.startswith(module.__name__):
return False
return True
def prompt_user_for_choice(scene_classes):
name_to_class = {}
max_digits = len(str(len(scene_classes)))
for idx, scene_class in enumerate(scene_classes, start=1):
name = scene_class.__name__
print(f"{str(idx).zfill(max_digits)}: {name}")
name_to_class[name] = scene_class
try:
user_input = input(
"\nThat module has multiple scenes, " + \
"which ones would you like to render?" + \
"\nScene Name or Number: "
)
return [
name_to_class[split_str] if not split_str.isnumeric() else scene_classes[int(split_str) - 1]
for split_str in user_input.replace(" ", "").split(",")
]
except IndexError:
log.error("Invalid scene number")
sys.exit(2)
except KeyError:
log.error("Invalid scene name")
sys.exit(2)
except EOFError:
sys.exit(1)
def get_scene_config(config):
scene_parameters = inspect.signature(Scene).parameters.keys()
return {
key: config[key]
for key in set(scene_parameters).intersection(config.keys())
}
def compute_total_frames(scene_class, scene_config):
"""
When a scene is being written to file, a copy of the scene is run with
skip_animations set to true so as to count how many frames it will require.
This allows for a total progress bar on rendering, and also allows runtime
errors to be exposed preemptively for long running scenes.
"""
pre_config = copy.deepcopy(scene_config)
pre_config["file_writer_config"]["write_to_movie"] = False
pre_config["file_writer_config"]["save_last_frame"] = False
pre_config["file_writer_config"]["quiet"] = True
pre_config["skip_animations"] = True
pre_scene = scene_class(**pre_config)
pre_scene.run()
total_time = pre_scene.time - pre_scene.skip_time
return int(total_time * scene_config["camera_config"]["fps"])
def scene_from_class(scene_class, scene_config, config):
fw_config = scene_config["file_writer_config"]
if fw_config["write_to_movie"] and config["prerun"]:
fw_config["total_frames"] = compute_total_frames(scene_class, scene_config)
return scene_class(**scene_config)
def get_scenes_to_render(all_scene_classes, scene_config, config):
if config["write_all"]:
return [sc(**scene_config) for sc in all_scene_classes]
names_to_classes = {sc.__name__ : sc for sc in all_scene_classes}
scene_names = config["scene_names"]
for name in set.difference(set(scene_names), names_to_classes):
log.error(f"No scene named {name} found")
scene_names.remove(name)
if scene_names:
classes_to_run = [names_to_classes[name] for name in scene_names]
elif len(all_scene_classes) == 1:
classes_to_run = [all_scene_classes[0]]
else:
classes_to_run = prompt_user_for_choice(all_scene_classes)
return [
scene_from_class(scene_class, scene_config, config)
for scene_class in classes_to_run
]
def get_scene_classes_from_module(module):
if hasattr(module, "SCENES_IN_ORDER"):
return module.SCENES_IN_ORDER
else:
return [
member[1]
for member in inspect.getmembers(
module,
lambda x: is_child_scene(x, module)
)
]
def main(config):
module = config["module"]
scene_config = get_scene_config(config)
if module is None:
# If no module was passed in, just play the blank scene
return [BlankScene(**scene_config)]
all_scene_classes = get_scene_classes_from_module(module)
scenes = get_scenes_to_render(all_scene_classes, scene_config, config)
return scenes
|
manim_3b1b/manimlib/logger.py
|
import logging
from rich.logging import RichHandler
__all__ = ["log"]
FORMAT = "%(message)s"
logging.basicConfig(
level=logging.WARNING, format=FORMAT, datefmt="[%X]", handlers=[RichHandler()]
)
log = logging.getLogger("manimgl")
log.setLevel("DEBUG")
|
manim_3b1b/manimlib/scene/__init__.py
| |
manim_3b1b/manimlib/scene/interactive_scene.py
|
from __future__ import annotations
import itertools as it
import numpy as np
import pyperclip
from IPython.core.getipython import get_ipython
from manimlib.animation.fading import FadeIn
from manimlib.constants import ARROW_SYMBOLS, CTRL_SYMBOL, DELETE_SYMBOL, SHIFT_SYMBOL
from manimlib.constants import COMMAND_MODIFIER, SHIFT_MODIFIER
from manimlib.constants import DL, DOWN, DR, LEFT, ORIGIN, RIGHT, UL, UP, UR
from manimlib.constants import FRAME_WIDTH, FRAME_HEIGHT, SMALL_BUFF
from manimlib.constants import PI
from manimlib.constants import DEGREES
from manimlib.constants import MANIM_COLORS, WHITE, GREY_A, GREY_C
from manimlib.mobject.geometry import Line
from manimlib.mobject.geometry import Rectangle
from manimlib.mobject.geometry import Square
from manimlib.mobject.mobject import Group
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.numbers import DecimalNumber
from manimlib.mobject.svg.tex_mobject import Tex
from manimlib.mobject.svg.text_mobject import Text
from manimlib.mobject.types.dot_cloud import DotCloud
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VHighlight
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.scene.scene import Scene
from manimlib.scene.scene import SceneState
from manimlib.scene.scene import PAN_3D_KEY
from manimlib.utils.family_ops import extract_mobject_family_members
from manimlib.utils.space_ops import get_norm
from manimlib.utils.tex_file_writing import LatexError
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import Vect3
SELECT_KEY = 's'
UNSELECT_KEY = 'u'
GRAB_KEY = 'g'
X_GRAB_KEY = 'h'
Y_GRAB_KEY = 'v'
GRAB_KEYS = [GRAB_KEY, X_GRAB_KEY, Y_GRAB_KEY]
RESIZE_KEY = 't'
COLOR_KEY = 'c'
INFORMATION_KEY = 'i'
CURSOR_KEY = 'k'
# Note, a lot of the functionality here is still buggy and very much a work in progress.
class InteractiveScene(Scene):
"""
To select mobjects on screen, hold ctrl and move the mouse to highlight a region,
or just tap ctrl to select the mobject under the cursor.
Pressing command + t will toggle between modes where you either select top level
mobjects part of the scene, or low level pieces.
Hold 'g' to grab the selection and move it around
Hold 'h' to drag it constrained in the horizontal direction
Hold 'v' to drag it constrained in the vertical direction
Hold 't' to resize selection, adding 'shift' to resize with respect to a corner
Command + 'c' copies the ids of selections to clipboard
Command + 'v' will paste either:
- The copied mobject
- A Tex mobject based on copied LaTeX
- A Text mobject based on copied Text
Command + 'z' restores selection back to its original state
Command + 's' saves the selected mobjects to file
"""
corner_dot_config = dict(
color=WHITE,
radius=0.05,
glow_factor=2.0,
)
selection_rectangle_stroke_color = WHITE
selection_rectangle_stroke_width = 1.0
palette_colors = MANIM_COLORS
selection_nudge_size = 0.05
cursor_location_config = dict(
font_size=24,
fill_color=GREY_C,
num_decimal_places=3,
)
time_label_config = dict(
font_size=24,
fill_color=GREY_C,
num_decimal_places=1,
)
crosshair_width = 0.2
crosshair_style = dict(
stroke_color=GREY_A,
stroke_width=[3, 0, 3],
)
def setup(self):
self.selection = Group()
self.selection_highlight = self.get_selection_highlight()
self.selection_rectangle = self.get_selection_rectangle()
self.crosshair = self.get_crosshair()
self.information_label = self.get_information_label()
self.color_palette = self.get_color_palette()
self.unselectables = [
self.selection,
self.selection_highlight,
self.selection_rectangle,
self.crosshair,
self.information_label,
self.camera.frame
]
self.select_top_level_mobs = True
self.regenerate_selection_search_set()
self.is_selecting = False
self.is_grabbing = False
self.add(self.selection_highlight)
def get_selection_rectangle(self):
rect = Rectangle(
stroke_color=self.selection_rectangle_stroke_color,
stroke_width=self.selection_rectangle_stroke_width,
)
rect.fix_in_frame()
rect.fixed_corner = ORIGIN
rect.add_updater(self.update_selection_rectangle)
return rect
def update_selection_rectangle(self, rect: Rectangle):
p1 = rect.fixed_corner
p2 = self.frame.to_fixed_frame_point(self.mouse_point.get_center())
rect.set_points_as_corners([
p1, np.array([p2[0], p1[1], 0]),
p2, np.array([p1[0], p2[1], 0]),
p1,
])
return rect
def get_selection_highlight(self):
result = Group()
result.tracked_mobjects = []
result.add_updater(self.update_selection_highlight)
return result
def update_selection_highlight(self, highlight: Mobject):
if set(highlight.tracked_mobjects) == set(self.selection):
return
# Otherwise, refresh contents of highlight
highlight.tracked_mobjects = list(self.selection)
highlight.set_submobjects([
self.get_highlight(mob)
for mob in self.selection
])
try:
index = min((
i for i, mob in enumerate(self.mobjects)
for sm in self.selection
if sm in mob.get_family()
))
self.mobjects.remove(highlight)
self.mobjects.insert(index - 1, highlight)
except ValueError:
pass
def get_crosshair(self):
lines = VMobject().replicate(2)
lines[0].set_points([LEFT, ORIGIN, RIGHT])
lines[1].set_points([UP, ORIGIN, DOWN])
crosshair = VGroup(*lines)
crosshair.set_width(self.crosshair_width)
crosshair.set_style(**self.crosshair_style)
crosshair.set_animating_status(True)
crosshair.fix_in_frame()
return crosshair
def get_color_palette(self):
palette = VGroup(*(
Square(fill_color=color, fill_opacity=1, side_length=1)
for color in self.palette_colors
))
palette.set_stroke(width=0)
palette.arrange(RIGHT, buff=0.5)
palette.set_width(FRAME_WIDTH - 0.5)
palette.to_edge(DOWN, buff=SMALL_BUFF)
palette.fix_in_frame()
return palette
def get_information_label(self):
loc_label = VGroup(*(
DecimalNumber(**self.cursor_location_config)
for n in range(3)
))
def update_coords(loc_label):
for mob, coord in zip(loc_label, self.mouse_point.get_location()):
mob.set_value(coord)
loc_label.arrange(RIGHT, buff=loc_label.get_height())
loc_label.to_corner(DR, buff=SMALL_BUFF)
loc_label.fix_in_frame()
return loc_label
loc_label.add_updater(update_coords)
time_label = DecimalNumber(0, **self.time_label_config)
time_label.to_corner(DL, buff=SMALL_BUFF)
time_label.fix_in_frame()
time_label.add_updater(lambda m, dt: m.increment_value(dt))
return VGroup(loc_label, time_label)
# Overrides
def get_state(self):
return SceneState(self, ignore=[
self.selection_highlight,
self.selection_rectangle,
self.crosshair,
])
def restore_state(self, scene_state: SceneState):
super().restore_state(scene_state)
self.mobjects.insert(0, self.selection_highlight)
def add(self, *mobjects: Mobject):
super().add(*mobjects)
self.regenerate_selection_search_set()
def remove(self, *mobjects: Mobject):
super().remove(*mobjects)
self.regenerate_selection_search_set()
# Related to selection
def toggle_selection_mode(self):
self.select_top_level_mobs = not self.select_top_level_mobs
self.refresh_selection_scope()
self.regenerate_selection_search_set()
def get_selection_search_set(self) -> list[Mobject]:
return self.selection_search_set
def regenerate_selection_search_set(self):
selectable = list(filter(
lambda m: m not in self.unselectables,
self.mobjects
))
if self.select_top_level_mobs:
self.selection_search_set = selectable
else:
self.selection_search_set = [
submob
for mob in selectable
for submob in mob.family_members_with_points()
]
def refresh_selection_scope(self):
curr = list(self.selection)
if self.select_top_level_mobs:
self.selection.set_submobjects([
mob
for mob in self.mobjects
if any(sm in mob.get_family() for sm in curr)
])
self.selection.refresh_bounding_box(recurse_down=True)
else:
self.selection.set_submobjects(
extract_mobject_family_members(
curr, exclude_pointless=True,
)
)
def get_corner_dots(self, mobject: Mobject) -> Mobject:
dots = DotCloud(**self.corner_dot_config)
radius = float(self.corner_dot_config["radius"])
if mobject.get_depth() < 1e-2:
vects = [DL, UL, UR, DR]
else:
vects = np.array(list(it.product(*3 * [[-1, 1]])))
dots.add_updater(lambda d: d.set_points([
mobject.get_corner(v) + v * radius
for v in vects
]))
return dots
def get_highlight(self, mobject: Mobject) -> Mobject:
if isinstance(mobject, VMobject) and mobject.has_points() and not self.select_top_level_mobs:
length = max([mobject.get_height(), mobject.get_width()])
result = VHighlight(
mobject,
max_stroke_addition=min([50 * length, 10]),
)
result.add_updater(lambda m: m.replace(mobject, stretch=True))
return result
elif isinstance(mobject, DotCloud):
return Mobject()
else:
return self.get_corner_dots(mobject)
def add_to_selection(self, *mobjects: Mobject):
mobs = list(filter(
lambda m: m not in self.unselectables and m not in self.selection,
mobjects
))
if len(mobs) == 0:
return
self.selection.add(*mobs)
for mob in mobs:
mob.set_animating_status(True)
def toggle_from_selection(self, *mobjects: Mobject):
for mob in mobjects:
if mob in self.selection:
self.selection.remove(mob)
mob.set_animating_status(False)
mob.refresh_bounding_box()
else:
self.add_to_selection(mob)
def clear_selection(self):
for mob in self.selection:
mob.set_animating_status(False)
mob.refresh_bounding_box()
self.selection.set_submobjects([])
def disable_interaction(self, *mobjects: Mobject):
for mob in mobjects:
for sm in mob.get_family():
self.unselectables.append(sm)
self.regenerate_selection_search_set()
def enable_interaction(self, *mobjects: Mobject):
for mob in mobjects:
for sm in mob.get_family():
if sm in self.unselectables:
self.unselectables.remove(sm)
# Functions for keyboard actions
def copy_selection(self):
names = []
shell = get_ipython()
for mob in self.selection:
name = str(id(mob))
if shell is None:
continue
for key, value in shell.user_ns.items():
if mob is value:
name = key
names.append(name)
pyperclip.copy(", ".join(names))
def paste_selection(self):
clipboard_str = pyperclip.paste()
# Try pasting a mobject
try:
ids = map(int, clipboard_str.split(","))
mobs = map(self.id_to_mobject, ids)
mob_copies = [m.copy() for m in mobs if m is not None]
self.clear_selection()
self.play(*(
FadeIn(mc, run_time=0.5, scale=1.5)
for mc in mob_copies
))
self.add_to_selection(*mob_copies)
return
except ValueError:
pass
# Otherwise, treat as tex or text
if set("\\^=+").intersection(clipboard_str): # Proxy to text for LaTeX
try:
new_mob = Tex(clipboard_str)
except LatexError:
return
else:
new_mob = Text(clipboard_str)
self.clear_selection()
self.add(new_mob)
self.add_to_selection(new_mob)
def delete_selection(self):
self.remove(*self.selection)
self.clear_selection()
def enable_selection(self):
self.is_selecting = True
self.add(self.selection_rectangle)
self.selection_rectangle.fixed_corner = self.frame.to_fixed_frame_point(
self.mouse_point.get_center()
)
def gather_new_selection(self):
self.is_selecting = False
if self.selection_rectangle in self.mobjects:
self.remove(self.selection_rectangle)
additions = []
for mob in reversed(self.get_selection_search_set()):
if self.selection_rectangle.is_touching(mob):
additions.append(mob)
if self.selection_rectangle.get_arc_length() < 1e-2:
break
self.toggle_from_selection(*additions)
def prepare_grab(self):
mp = self.mouse_point.get_center()
self.mouse_to_selection = mp - self.selection.get_center()
self.is_grabbing = True
def prepare_resizing(self, about_corner=False):
center = self.selection.get_center()
mp = self.mouse_point.get_center()
if about_corner:
self.scale_about_point = self.selection.get_corner(center - mp)
else:
self.scale_about_point = center
self.scale_ref_vect = mp - self.scale_about_point
self.scale_ref_width = self.selection.get_width()
self.scale_ref_height = self.selection.get_height()
def toggle_color_palette(self):
if len(self.selection) == 0:
return
if self.color_palette not in self.mobjects:
self.save_state()
self.add(self.color_palette)
else:
self.remove(self.color_palette)
def display_information(self, show=True):
if show:
self.add(self.information_label)
else:
self.remove(self.information_label)
def group_selection(self):
group = self.get_group(*self.selection)
self.add(group)
self.clear_selection()
self.add_to_selection(group)
def ungroup_selection(self):
pieces = []
for mob in list(self.selection):
self.remove(mob)
pieces.extend(list(mob))
self.clear_selection()
self.add(*pieces)
self.add_to_selection(*pieces)
def nudge_selection(self, vect: np.ndarray, large: bool = False):
nudge = self.selection_nudge_size
if large:
nudge *= 10
self.selection.shift(nudge * vect)
def save_selection_to_file(self):
if len(self.selection) == 1:
self.save_mobject_to_file(self.selection[0])
else:
self.save_mobject_to_file(self.selection)
# Key actions
def on_key_press(self, symbol: int, modifiers: int) -> None:
super().on_key_press(symbol, modifiers)
char = chr(symbol)
if char == SELECT_KEY and modifiers == 0:
self.enable_selection()
if char == UNSELECT_KEY:
self.clear_selection()
elif char in GRAB_KEYS and modifiers == 0:
self.prepare_grab()
elif char == RESIZE_KEY and modifiers in [0, SHIFT_MODIFIER]:
self.prepare_resizing(about_corner=(modifiers == SHIFT_MODIFIER))
elif symbol == SHIFT_SYMBOL:
if self.window.is_key_pressed(ord("t")):
self.prepare_resizing(about_corner=True)
elif char == COLOR_KEY and modifiers == 0:
self.toggle_color_palette()
elif char == INFORMATION_KEY and modifiers == 0:
self.display_information()
elif char == "c" and modifiers == COMMAND_MODIFIER:
self.copy_selection()
elif char == "v" and modifiers == COMMAND_MODIFIER:
self.paste_selection()
elif char == "x" and modifiers == COMMAND_MODIFIER:
self.copy_selection()
self.delete_selection()
elif symbol == DELETE_SYMBOL:
self.delete_selection()
elif char == "a" and modifiers == COMMAND_MODIFIER:
self.clear_selection()
self.add_to_selection(*self.mobjects)
elif char == "g" and modifiers == COMMAND_MODIFIER:
self.group_selection()
elif char == "g" and modifiers == COMMAND_MODIFIER | SHIFT_MODIFIER:
self.ungroup_selection()
elif char == "t" and modifiers == COMMAND_MODIFIER:
self.toggle_selection_mode()
elif char == "s" and modifiers == COMMAND_MODIFIER:
self.save_selection_to_file()
elif char == PAN_3D_KEY and modifiers == COMMAND_MODIFIER:
self.copy_frame_anim_call()
elif symbol in ARROW_SYMBOLS:
self.nudge_selection(
vect=[LEFT, UP, RIGHT, DOWN][ARROW_SYMBOLS.index(symbol)],
large=(modifiers & SHIFT_MODIFIER),
)
# Adding crosshair
if char == CURSOR_KEY:
if self.crosshair in self.mobjects:
self.remove(self.crosshair)
else:
self.add(self.crosshair)
if char == SELECT_KEY:
self.add(self.crosshair)
# Conditions for saving state
if char in [GRAB_KEY, X_GRAB_KEY, Y_GRAB_KEY, RESIZE_KEY]:
self.save_state()
def on_key_release(self, symbol: int, modifiers: int) -> None:
super().on_key_release(symbol, modifiers)
if chr(symbol) == SELECT_KEY:
self.gather_new_selection()
if chr(symbol) in GRAB_KEYS:
self.is_grabbing = False
elif chr(symbol) == INFORMATION_KEY:
self.display_information(False)
elif symbol == SHIFT_SYMBOL and self.window.is_key_pressed(ord(RESIZE_KEY)):
self.prepare_resizing(about_corner=False)
# Mouse actions
def handle_grabbing(self, point: Vect3):
diff = point - self.mouse_to_selection
if self.window.is_key_pressed(ord(GRAB_KEY)):
self.selection.move_to(diff)
elif self.window.is_key_pressed(ord(X_GRAB_KEY)):
self.selection.set_x(diff[0])
elif self.window.is_key_pressed(ord(Y_GRAB_KEY)):
self.selection.set_y(diff[1])
def handle_resizing(self, point: Vect3):
if not hasattr(self, "scale_about_point"):
return
vect = point - self.scale_about_point
if self.window.is_key_pressed(CTRL_SYMBOL):
for i in (0, 1):
scalar = vect[i] / self.scale_ref_vect[i]
self.selection.rescale_to_fit(
scalar * [self.scale_ref_width, self.scale_ref_height][i],
dim=i,
about_point=self.scale_about_point,
stretch=True,
)
else:
scalar = get_norm(vect) / get_norm(self.scale_ref_vect)
self.selection.set_width(
scalar * self.scale_ref_width,
about_point=self.scale_about_point
)
def handle_sweeping_selection(self, point: Vect3):
mob = self.point_to_mobject(
point,
search_set=self.get_selection_search_set(),
buff=SMALL_BUFF
)
if mob is not None:
self.add_to_selection(mob)
def choose_color(self, point: Vect3):
# Search through all mobject on the screen, not just the palette
to_search = [
sm
for mobject in self.mobjects
for sm in mobject.family_members_with_points()
if mobject not in self.unselectables
]
mob = self.point_to_mobject(point, to_search)
if mob is not None:
self.selection.set_color(mob.get_color())
self.remove(self.color_palette)
def on_mouse_motion(self, point: Vect3, d_point: Vect3) -> None:
super().on_mouse_motion(point, d_point)
self.crosshair.move_to(self.frame.to_fixed_frame_point(point))
if self.is_grabbing:
self.handle_grabbing(point)
elif self.window.is_key_pressed(ord(RESIZE_KEY)):
self.handle_resizing(point)
elif self.window.is_key_pressed(ord(SELECT_KEY)) and self.window.is_key_pressed(SHIFT_SYMBOL):
self.handle_sweeping_selection(point)
def on_mouse_drag(
self,
point: Vect3,
d_point: Vect3,
buttons: int,
modifiers: int
) -> None:
super().on_mouse_drag(point, d_point, buttons, modifiers)
self.crosshair.move_to(self.frame.to_fixed_frame_point(point))
def on_mouse_release(self, point: Vect3, button: int, mods: int) -> None:
super().on_mouse_release(point, button, mods)
if self.color_palette in self.mobjects:
self.choose_color(point)
else:
self.clear_selection()
# Copying code to recreate state
def copy_frame_anim_call(self):
frame = self.frame
center = frame.get_center()
height = frame.get_height()
angles = frame.get_euler_angles()
call = f"self.frame.animate.reorient"
call += str(tuple((angles / DEGREES).astype(int)))
if any(center != 0):
call += f".move_to({list(np.round(center, 2))})"
if height != FRAME_HEIGHT:
call += ".set_height({:.2f})".format(height)
pyperclip.copy(call)
|
manim_3b1b/manimlib/scene/scene.py
|
from __future__ import annotations
from collections import OrderedDict
import inspect
import os
import platform
import pyperclip
import random
import time
from functools import wraps
from IPython.terminal import pt_inputhooks
from IPython.terminal.embed import InteractiveShellEmbed
from IPython.core.getipython import get_ipython
import numpy as np
from tqdm.auto import tqdm as ProgressDisplay
from manimlib.animation.animation import prepare_animation
from manimlib.animation.fading import VFadeInThenOut
from manimlib.camera.camera import Camera
from manimlib.camera.camera_frame import CameraFrame
from manimlib.config import get_module
from manimlib.constants import ARROW_SYMBOLS
from manimlib.constants import DEFAULT_WAIT_TIME
from manimlib.constants import COMMAND_MODIFIER
from manimlib.constants import SHIFT_MODIFIER
from manimlib.constants import RED
from manimlib.event_handler import EVENT_DISPATCHER
from manimlib.event_handler.event_type import EventType
from manimlib.logger import log
from manimlib.mobject.frame import FullScreenRectangle
from manimlib.mobject.mobject import _AnimationBuilder
from manimlib.mobject.mobject import Group
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.scene.scene_file_writer import SceneFileWriter
from manimlib.utils.family_ops import extract_mobject_family_members
from manimlib.utils.family_ops import recursive_mobject_remove
from manimlib.utils.iterables import batch_by_property
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Callable, Iterable
from manimlib.typing import Vect3
from PIL.Image import Image
from manimlib.animation.animation import Animation
PAN_3D_KEY = 'd'
FRAME_SHIFT_KEY = 'f'
RESET_FRAME_KEY = 'r'
QUIT_KEY = 'q'
class Scene(object):
random_seed: int = 0
pan_sensitivity: float = 0.5
scroll_sensitivity: float = 20
drag_to_pan: bool = True
max_num_saved_states: int = 50
default_camera_config: dict = dict()
default_window_config: dict = dict()
default_file_writer_config: dict = dict()
samples = 0
# Euler angles, in degrees
default_frame_orientation = (0, 0)
def __init__(
self,
window_config: dict = dict(),
camera_config: dict = dict(),
file_writer_config: dict = dict(),
skip_animations: bool = False,
always_update_mobjects: bool = False,
start_at_animation_number: int | None = None,
end_at_animation_number: int | None = None,
leave_progress_bars: bool = False,
preview: bool = True,
presenter_mode: bool = False,
show_animation_progress: bool = False,
embed_exception_mode: str = "",
embed_error_sound: bool = False,
):
self.skip_animations = skip_animations
self.always_update_mobjects = always_update_mobjects
self.start_at_animation_number = start_at_animation_number
self.end_at_animation_number = end_at_animation_number
self.leave_progress_bars = leave_progress_bars
self.preview = preview
self.presenter_mode = presenter_mode
self.show_animation_progress = show_animation_progress
self.embed_exception_mode = embed_exception_mode
self.embed_error_sound = embed_error_sound
self.camera_config = {**self.default_camera_config, **camera_config}
self.window_config = {**self.default_window_config, **window_config}
for config in self.camera_config, self.window_config:
config["samples"] = self.samples
self.file_writer_config = {**self.default_file_writer_config, **file_writer_config}
# Initialize window, if applicable
if self.preview:
from manimlib.window import Window
self.window = Window(scene=self, **self.window_config)
self.camera_config["window"] = self.window
self.camera_config["fps"] = 30 # Where's that 30 from?
else:
self.window = None
# Core state of the scene
self.camera: Camera = Camera(**self.camera_config)
self.frame: CameraFrame = self.camera.frame
self.frame.reorient(*self.default_frame_orientation)
self.frame.make_orientation_default()
self.file_writer = SceneFileWriter(self, **self.file_writer_config)
self.mobjects: list[Mobject] = [self.camera.frame]
self.render_groups: list[Mobject] = []
self.id_to_mobject_map: dict[int, Mobject] = dict()
self.num_plays: int = 0
self.time: float = 0
self.skip_time: float = 0
self.original_skipping_status: bool = self.skip_animations
self.checkpoint_states: dict[str, list[tuple[Mobject, Mobject]]] = dict()
self.undo_stack = []
self.redo_stack = []
if self.start_at_animation_number is not None:
self.skip_animations = True
if self.file_writer.has_progress_display():
self.show_animation_progress = False
# Items associated with interaction
self.mouse_point = Point()
self.mouse_drag_point = Point()
self.hold_on_wait = self.presenter_mode
self.quit_interaction = False
# Much nicer to work with deterministic scenes
if self.random_seed is not None:
random.seed(self.random_seed)
np.random.seed(self.random_seed)
def __str__(self) -> str:
return self.__class__.__name__
def run(self) -> None:
self.virtual_animation_start_time: float = 0
self.real_animation_start_time: float = time.time()
self.file_writer.begin()
self.setup()
try:
self.construct()
self.interact()
except EndScene:
pass
except KeyboardInterrupt:
# Get rid keyboard interupt symbols
print("", end="\r")
self.file_writer.ended_with_interrupt = True
self.tear_down()
def setup(self) -> None:
"""
This is meant to be implement by any scenes which
are comonly subclassed, and have some common setup
involved before the construct method is called.
"""
pass
def construct(self) -> None:
# Where all the animation happens
# To be implemented in subclasses
pass
def tear_down(self) -> None:
self.stop_skipping()
self.file_writer.finish()
if self.window:
self.window.destroy()
self.window = None
def interact(self) -> None:
"""
If there is a window, enter a loop
which updates the frame while under
the hood calling the pyglet event loop
"""
if self.window is None:
return
log.info(
"\nTips: Using the keys `d`, `f`, or `z` " +
"you can interact with the scene. " +
"Press `command + q` or `esc` to quit"
)
self.skip_animations = False
while not self.is_window_closing():
self.update_frame(1 / self.camera.fps)
def embed(
self,
close_scene_on_exit: bool = True,
show_animation_progress: bool = False,
) -> None:
if not self.preview:
return # Embed is only relevant with a preview
self.stop_skipping()
self.update_frame()
self.save_state()
self.show_animation_progress = show_animation_progress
# Create embedded IPython terminal to be configured
shell = InteractiveShellEmbed.instance()
# Use the locals namespace of the caller
caller_frame = inspect.currentframe().f_back
local_ns = dict(caller_frame.f_locals)
# Add a few custom shortcuts
local_ns.update(
play=self.play,
wait=self.wait,
add=self.add,
remove=self.remove,
clear=self.clear,
save_state=self.save_state,
undo=self.undo,
redo=self.redo,
i2g=self.i2g,
i2m=self.i2m,
checkpoint_paste=self.checkpoint_paste,
)
# Enables gui interactions during the embed
def inputhook(context):
while not context.input_is_ready():
if not self.is_window_closing():
self.update_frame(dt=0)
if self.is_window_closing():
shell.ask_exit()
pt_inputhooks.register("manim", inputhook)
shell.enable_gui("manim")
# This is hacky, but there's an issue with ipython which is that
# when you define lambda's or list comprehensions during a shell session,
# they are not aware of local variables in the surrounding scope. Because
# That comes up a fair bit during scene construction, to get around this,
# we (admittedly sketchily) update the global namespace to match the local
# namespace, since this is just a shell session anyway.
shell.events.register(
"pre_run_cell",
lambda: shell.user_global_ns.update(shell.user_ns)
)
# Operation to run after each ipython command
def post_cell_func():
if not self.is_window_closing():
self.update_frame(dt=0, ignore_skipping=True)
self.save_state()
shell.events.register("post_run_cell", post_cell_func)
# Flash border, and potentially play sound, on exceptions
def custom_exc(shell, etype, evalue, tb, tb_offset=None):
# still show the error don't just swallow it
shell.showtraceback((etype, evalue, tb), tb_offset=tb_offset)
if self.embed_error_sound:
os.system("printf '\a'")
rect = FullScreenRectangle().set_stroke(RED, 30).set_fill(opacity=0)
rect.fix_in_frame()
self.play(VFadeInThenOut(rect, run_time=0.5))
shell.set_custom_exc((Exception,), custom_exc)
# Set desired exception mode
shell.magic(f"xmode {self.embed_exception_mode}")
# Launch shell
shell(
local_ns=local_ns,
# Pretend like we're embeding in the caller function, not here
stack_depth=2,
# Specify that the present module is the caller's, not here
module=get_module(caller_frame.f_globals["__file__"])
)
# End scene when exiting an embed
if close_scene_on_exit:
raise EndScene()
# Only these methods should touch the camera
def get_image(self) -> Image:
if self.window is not None:
self.camera.use_window_fbo(False)
self.camera.capture(*self.render_groups)
image = self.camera.get_image()
if self.window is not None:
self.camera.use_window_fbo(True)
return image
def show(self) -> None:
self.update_frame(ignore_skipping=True)
self.get_image().show()
def update_frame(self, dt: float = 0, ignore_skipping: bool = False) -> None:
self.increment_time(dt)
self.update_mobjects(dt)
if self.skip_animations and not ignore_skipping:
return
if self.is_window_closing():
raise EndScene()
if self.window:
self.window.clear()
self.camera.capture(*self.render_groups)
if self.window:
self.window.swap_buffers()
vt = self.time - self.virtual_animation_start_time
rt = time.time() - self.real_animation_start_time
if rt < vt:
self.update_frame(0)
def emit_frame(self) -> None:
if not self.skip_animations:
self.file_writer.write_frame(self.camera)
# Related to updating
def update_mobjects(self, dt: float) -> None:
for mobject in self.mobjects:
mobject.update(dt)
def should_update_mobjects(self) -> bool:
return self.always_update_mobjects or any([
len(mob.get_family_updaters()) > 0
for mob in self.mobjects
])
def has_time_based_updaters(self) -> bool:
return any([
sm.has_time_based_updater()
for mob in self.mobjects()
for sm in mob.get_family()
])
# Related to time
def get_time(self) -> float:
return self.time
def increment_time(self, dt: float) -> None:
self.time += dt
# Related to internal mobject organization
def get_top_level_mobjects(self) -> list[Mobject]:
# Return only those which are not in the family
# of another mobject from the scene
mobjects = self.get_mobjects()
families = [m.get_family() for m in mobjects]
def is_top_level(mobject):
num_families = sum([
(mobject in family)
for family in families
])
return num_families == 1
return list(filter(is_top_level, mobjects))
def get_mobject_family_members(self) -> list[Mobject]:
return extract_mobject_family_members(self.mobjects)
def assemble_render_groups(self):
"""
Rendering can be more efficient when mobjects of the
same type are grouped together, so this function creates
Groups of all clusters of adjacent Mobjects in the scene
"""
batches = batch_by_property(
self.mobjects,
lambda m: str(type(m)) + str(m.get_uniforms())
)
for group in self.render_groups:
group.clear()
self.render_groups = [
batch[0].get_group_class()(*batch)
for batch, key in batches
]
def affects_mobject_list(func: Callable):
@wraps(func)
def wrapper(self, *args, **kwargs):
func(self, *args, **kwargs)
self.assemble_render_groups()
return self
return wrapper
@affects_mobject_list
def add(self, *new_mobjects: Mobject):
"""
Mobjects will be displayed, from background to
foreground in the order with which they are added.
"""
self.remove(*new_mobjects)
self.mobjects += new_mobjects
self.id_to_mobject_map.update({
id(sm): sm
for m in new_mobjects
for sm in m.get_family()
})
return self
def add_mobjects_among(self, values: Iterable):
"""
This is meant mostly for quick prototyping,
e.g. to add all mobjects defined up to a point,
call self.add_mobjects_among(locals().values())
"""
self.add(*filter(
lambda m: isinstance(m, Mobject),
values
))
return self
@affects_mobject_list
def replace(self, mobject: Mobject, *replacements: Mobject):
if mobject in self.mobjects:
index = self.mobjects.index(mobject)
self.mobjects = [
*self.mobjects[:index],
*replacements,
*self.mobjects[index + 1:]
]
return self
@affects_mobject_list
def remove(self, *mobjects_to_remove: Mobject):
"""
Removes anything in mobjects from scenes mobject list, but in the event that one
of the items to be removed is a member of the family of an item in mobject_list,
the other family members are added back into the list.
For example, if the scene includes Group(m1, m2, m3), and we call scene.remove(m1),
the desired behavior is for the scene to then include m2 and m3 (ungrouped).
"""
to_remove = set(extract_mobject_family_members(mobjects_to_remove))
new_mobjects, _ = recursive_mobject_remove(self.mobjects, to_remove)
self.mobjects = new_mobjects
def bring_to_front(self, *mobjects: Mobject):
self.add(*mobjects)
return self
@affects_mobject_list
def bring_to_back(self, *mobjects: Mobject):
self.remove(*mobjects)
self.mobjects = list(mobjects) + self.mobjects
return self
@affects_mobject_list
def clear(self):
self.mobjects = []
return self
def get_mobjects(self) -> list[Mobject]:
return list(self.mobjects)
def get_mobject_copies(self) -> list[Mobject]:
return [m.copy() for m in self.mobjects]
def point_to_mobject(
self,
point: np.ndarray,
search_set: Iterable[Mobject] | None = None,
buff: float = 0
) -> Mobject | None:
"""
E.g. if clicking on the scene, this returns the top layer mobject
under a given point
"""
if search_set is None:
search_set = self.mobjects
for mobject in reversed(search_set):
if mobject.is_point_touching(point, buff=buff):
return mobject
return None
def get_group(self, *mobjects):
if all(isinstance(m, VMobject) for m in mobjects):
return VGroup(*mobjects)
else:
return Group(*mobjects)
def id_to_mobject(self, id_value):
return self.id_to_mobject_map[id_value]
def ids_to_group(self, *id_values):
return self.get_group(*filter(
lambda x: x is not None,
map(self.id_to_mobject, id_values)
))
def i2g(self, *id_values):
return self.ids_to_group(*id_values)
def i2m(self, id_value):
return self.id_to_mobject(id_value)
# Related to skipping
def update_skipping_status(self) -> None:
if self.start_at_animation_number is not None:
if self.num_plays == self.start_at_animation_number:
self.skip_time = self.time
if not self.original_skipping_status:
self.stop_skipping()
if self.end_at_animation_number is not None:
if self.num_plays >= self.end_at_animation_number:
raise EndScene()
def stop_skipping(self) -> None:
self.virtual_animation_start_time = self.time
self.skip_animations = False
# Methods associated with running animations
def get_time_progression(
self,
run_time: float,
n_iterations: int | None = None,
desc: str = "",
override_skip_animations: bool = False
) -> list[float] | np.ndarray | ProgressDisplay:
if self.skip_animations and not override_skip_animations:
return [run_time]
times = np.arange(0, run_time, 1 / self.camera.fps)
self.file_writer.set_progress_display_description(sub_desc=desc)
if self.show_animation_progress:
return ProgressDisplay(
times,
total=n_iterations,
leave=self.leave_progress_bars,
ascii=True if platform.system() == 'Windows' else None,
desc=desc,
bar_format="{l_bar} {n_fmt:3}/{total_fmt:3} {rate_fmt}{postfix}",
)
else:
return times
def get_run_time(self, animations: Iterable[Animation]) -> float:
return np.max([animation.get_run_time() for animation in animations])
def get_animation_time_progression(
self,
animations: Iterable[Animation]
) -> list[float] | np.ndarray | ProgressDisplay:
animations = list(animations)
run_time = self.get_run_time(animations)
description = f"{self.num_plays} {animations[0]}"
if len(animations) > 1:
description += ", etc."
time_progression = self.get_time_progression(run_time, desc=description)
return time_progression
def get_wait_time_progression(
self,
duration: float,
stop_condition: Callable[[], bool] | None = None
) -> list[float] | np.ndarray | ProgressDisplay:
kw = {"desc": f"{self.num_plays} Waiting"}
if stop_condition is not None:
kw["n_iterations"] = -1 # So it doesn't show % progress
kw["override_skip_animations"] = True
return self.get_time_progression(duration, **kw)
def pre_play(self):
if self.presenter_mode and self.num_plays == 0:
self.hold_loop()
self.update_skipping_status()
if not self.skip_animations:
self.file_writer.begin_animation()
if self.window:
self.real_animation_start_time = time.time()
self.virtual_animation_start_time = self.time
def post_play(self):
if not self.skip_animations:
self.file_writer.end_animation()
if self.skip_animations and self.window is not None:
# Show some quick frames along the way
self.update_frame(dt=0, ignore_skipping=True)
self.num_plays += 1
def begin_animations(self, animations: Iterable[Animation]) -> None:
for animation in animations:
animation.begin()
# Anything animated that's not already in the
# scene gets added to the scene. Note, for
# animated mobjects that are in the family of
# those on screen, this can result in a restructuring
# of the scene.mobjects list, which is usually desired.
if animation.mobject not in self.mobjects:
self.add(animation.mobject)
def progress_through_animations(self, animations: Iterable[Animation]) -> None:
last_t = 0
for t in self.get_animation_time_progression(animations):
dt = t - last_t
last_t = t
for animation in animations:
animation.update_mobjects(dt)
alpha = t / animation.run_time
animation.interpolate(alpha)
self.update_frame(dt)
self.emit_frame()
def finish_animations(self, animations: Iterable[Animation]) -> None:
for animation in animations:
animation.finish()
animation.clean_up_from_scene(self)
if self.skip_animations:
self.update_mobjects(self.get_run_time(animations))
else:
self.update_mobjects(0)
@affects_mobject_list
def play(
self,
*proto_animations: Animation | _AnimationBuilder,
run_time: float | None = None,
rate_func: Callable[[float], float] | None = None,
lag_ratio: float | None = None,
) -> None:
if len(proto_animations) == 0:
log.warning("Called Scene.play with no animations")
return
animations = list(map(prepare_animation, proto_animations))
for anim in animations:
anim.update_rate_info(run_time, rate_func, lag_ratio)
self.pre_play()
self.begin_animations(animations)
self.progress_through_animations(animations)
self.finish_animations(animations)
self.post_play()
def wait(
self,
duration: float = DEFAULT_WAIT_TIME,
stop_condition: Callable[[], bool] = None,
note: str = None,
ignore_presenter_mode: bool = False
):
self.pre_play()
self.update_mobjects(dt=0) # Any problems with this?
if self.presenter_mode and not self.skip_animations and not ignore_presenter_mode:
if note:
log.info(note)
self.hold_loop()
else:
time_progression = self.get_wait_time_progression(duration, stop_condition)
last_t = 0
for t in time_progression:
dt = t - last_t
last_t = t
self.update_frame(dt)
self.emit_frame()
if stop_condition is not None and stop_condition():
break
self.post_play()
def hold_loop(self):
while self.hold_on_wait:
self.update_frame(dt=1 / self.camera.fps)
self.hold_on_wait = True
def wait_until(
self,
stop_condition: Callable[[], bool],
max_time: float = 60
):
self.wait(max_time, stop_condition=stop_condition)
def force_skipping(self):
self.original_skipping_status = self.skip_animations
self.skip_animations = True
return self
def revert_to_original_skipping_status(self):
if hasattr(self, "original_skipping_status"):
self.skip_animations = self.original_skipping_status
return self
def add_sound(
self,
sound_file: str,
time_offset: float = 0,
gain: float | None = None,
gain_to_background: float | None = None
):
if self.skip_animations:
return
time = self.get_time() + time_offset
self.file_writer.add_sound(sound_file, time, gain, gain_to_background)
# Helpers for interactive development
def get_state(self) -> SceneState:
return SceneState(self)
@affects_mobject_list
def restore_state(self, scene_state: SceneState):
scene_state.restore_scene(self)
def save_state(self) -> None:
if not self.preview:
return
state = self.get_state()
if self.undo_stack and state.mobjects_match(self.undo_stack[-1]):
return
self.redo_stack = []
self.undo_stack.append(state)
if len(self.undo_stack) > self.max_num_saved_states:
self.undo_stack.pop(0)
def undo(self):
if self.undo_stack:
self.redo_stack.append(self.get_state())
self.restore_state(self.undo_stack.pop())
def redo(self):
if self.redo_stack:
self.undo_stack.append(self.get_state())
self.restore_state(self.redo_stack.pop())
def checkpoint_paste(
self,
skip: bool = False,
record: bool = False,
progress_bar: bool = True
):
"""
Used during interactive development to run (or re-run)
a block of scene code.
If the copied selection starts with a comment, this will
revert to the state of the scene the first time this function
was called on a block of code starting with that comment.
"""
shell = get_ipython()
if shell is None or self.window is None:
raise Exception(
"Scene.checkpoint_paste cannot be called outside of " +
"an ipython shell"
)
pasted = pyperclip.paste()
line0 = pasted.lstrip().split("\n")[0]
if line0.startswith("#"):
if line0 not in self.checkpoint_states:
self.checkpoint(line0)
else:
self.revert_to_checkpoint(line0)
prev_skipping = self.skip_animations
self.skip_animations = skip
prev_progress = self.show_animation_progress
self.show_animation_progress = progress_bar
if record:
self.camera.use_window_fbo(False)
self.file_writer.begin_insert()
shell.run_cell(pasted)
if record:
self.file_writer.end_insert()
self.camera.use_window_fbo(True)
self.skip_animations = prev_skipping
self.show_animation_progress = prev_progress
def checkpoint(self, key: str):
self.checkpoint_states[key] = self.get_state()
def revert_to_checkpoint(self, key: str):
if key not in self.checkpoint_states:
log.error(f"No checkpoint at {key}")
return
all_keys = list(self.checkpoint_states.keys())
index = all_keys.index(key)
for later_key in all_keys[index + 1:]:
self.checkpoint_states.pop(later_key)
self.restore_state(self.checkpoint_states[key])
def clear_checkpoints(self):
self.checkpoint_states = dict()
def save_mobject_to_file(self, mobject: Mobject, file_path: str | None = None) -> None:
if file_path is None:
file_path = self.file_writer.get_saved_mobject_path(mobject)
if file_path is None:
return
mobject.save_to_file(file_path)
def load_mobject(self, file_name):
if os.path.exists(file_name):
path = file_name
else:
directory = self.file_writer.get_saved_mobject_directory()
path = os.path.join(directory, file_name)
return Mobject.load(path)
def is_window_closing(self):
return self.window and (self.window.is_closing or self.quit_interaction)
# Event handling
def on_mouse_motion(
self,
point: Vect3,
d_point: Vect3
) -> None:
assert(self.window is not None)
self.mouse_point.move_to(point)
event_data = {"point": point, "d_point": d_point}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseMotionEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
frame = self.camera.frame
# Handle perspective changes
if self.window.is_key_pressed(ord(PAN_3D_KEY)):
ff_d_point = frame.to_fixed_frame_point(d_point, relative=True)
ff_d_point *= self.pan_sensitivity
frame.increment_theta(-ff_d_point[0])
frame.increment_phi(ff_d_point[1])
# Handle frame movements
elif self.window.is_key_pressed(ord(FRAME_SHIFT_KEY)):
frame.shift(-d_point)
def on_mouse_drag(
self,
point: Vect3,
d_point: Vect3,
buttons: int,
modifiers: int
) -> None:
self.mouse_drag_point.move_to(point)
if self.drag_to_pan:
self.frame.shift(-d_point)
event_data = {"point": point, "d_point": d_point, "buttons": buttons, "modifiers": modifiers}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseDragEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
def on_mouse_press(
self,
point: Vect3,
button: int,
mods: int
) -> None:
self.mouse_drag_point.move_to(point)
event_data = {"point": point, "button": button, "mods": mods}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.MousePressEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
def on_mouse_release(
self,
point: Vect3,
button: int,
mods: int
) -> None:
event_data = {"point": point, "button": button, "mods": mods}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseReleaseEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
def on_mouse_scroll(
self,
point: Vect3,
offset: Vect3,
x_pixel_offset: float,
y_pixel_offset: float
) -> None:
event_data = {"point": point, "offset": offset}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.MouseScrollEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
rel_offset = y_pixel_offset / self.camera.get_pixel_height()
self.frame.scale(
1 - self.scroll_sensitivity * rel_offset,
about_point=point
)
def on_key_release(
self,
symbol: int,
modifiers: int
) -> None:
event_data = {"symbol": symbol, "modifiers": modifiers}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyReleaseEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
def on_key_press(
self,
symbol: int,
modifiers: int
) -> None:
try:
char = chr(symbol)
except OverflowError:
log.warning("The value of the pressed key is too large.")
return
event_data = {"symbol": symbol, "modifiers": modifiers}
propagate_event = EVENT_DISPATCHER.dispatch(EventType.KeyPressEvent, **event_data)
if propagate_event is not None and propagate_event is False:
return
if char == RESET_FRAME_KEY:
self.play(self.camera.frame.animate.to_default_state())
elif char == "z" and modifiers == COMMAND_MODIFIER:
self.undo()
elif char == "z" and modifiers == COMMAND_MODIFIER | SHIFT_MODIFIER:
self.redo()
# command + q
elif char == QUIT_KEY and modifiers == COMMAND_MODIFIER:
self.quit_interaction = True
# Space or right arrow
elif char == " " or symbol == ARROW_SYMBOLS[2]:
self.hold_on_wait = False
def on_resize(self, width: int, height: int) -> None:
pass
def on_show(self) -> None:
pass
def on_hide(self) -> None:
pass
def on_close(self) -> None:
pass
class SceneState():
def __init__(self, scene: Scene, ignore: list[Mobject] | None = None):
self.time = scene.time
self.num_plays = scene.num_plays
self.mobjects_to_copies = OrderedDict.fromkeys(scene.mobjects)
if ignore:
for mob in ignore:
self.mobjects_to_copies.pop(mob, None)
last_m2c = scene.undo_stack[-1].mobjects_to_copies if scene.undo_stack else dict()
for mob in self.mobjects_to_copies:
# If it hasn't changed since the last state, just point to the
# same copy as before
if mob in last_m2c and last_m2c[mob].looks_identical(mob):
self.mobjects_to_copies[mob] = last_m2c[mob]
else:
self.mobjects_to_copies[mob] = mob.copy()
def __eq__(self, state: SceneState):
return all((
self.time == state.time,
self.num_plays == state.num_plays,
self.mobjects_to_copies == state.mobjects_to_copies
))
def mobjects_match(self, state: SceneState):
return self.mobjects_to_copies == state.mobjects_to_copies
def n_changes(self, state: SceneState):
m2c = state.mobjects_to_copies
return sum(
1 - int(mob in m2c and mob.looks_identical(m2c[mob]))
for mob in self.mobjects_to_copies
)
def restore_scene(self, scene: Scene):
scene.time = self.time
scene.num_plays = self.num_plays
scene.mobjects = [
mob.become(mob_copy)
for mob, mob_copy in self.mobjects_to_copies.items()
]
class EndScene(Exception):
pass
class ThreeDScene(Scene):
samples = 4
default_frame_orientation = (-30, 70)
always_depth_test = True
def add(self, *mobjects, set_depth_test: bool = True):
for mob in mobjects:
if set_depth_test and not mob.is_fixed_in_frame() and self.always_depth_test:
mob.apply_depth_test()
super().add(*mobjects)
|
manim_3b1b/manimlib/scene/scene_file_writer.py
|
from __future__ import annotations
import os
import platform
import shutil
import subprocess as sp
import sys
import numpy as np
from pydub import AudioSegment
from tqdm.auto import tqdm as ProgressDisplay
from manimlib.constants import FFMPEG_BIN
from manimlib.logger import log
from manimlib.mobject.mobject import Mobject
from manimlib.utils.file_ops import add_extension_if_not_present
from manimlib.utils.file_ops import get_sorted_integer_files
from manimlib.utils.file_ops import guarantee_existence
from manimlib.utils.sounds import get_full_sound_file_path
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from PIL.Image import Image
from manimlib.camera.camera import Camera
from manimlib.scene.scene import Scene
class SceneFileWriter(object):
def __init__(
self,
scene: Scene,
write_to_movie: bool = False,
break_into_partial_movies: bool = False,
save_pngs: bool = False, # TODO, this currently does nothing
png_mode: str = "RGBA",
save_last_frame: bool = False,
movie_file_extension: str = ".mp4",
# What python file is generating this scene
input_file_path: str = "",
# Where should this be written
output_directory: str | None = None,
file_name: str | None = None,
subdirectory_for_videos: bool = False,
open_file_upon_completion: bool = False,
show_file_location_upon_completion: bool = False,
quiet: bool = False,
total_frames: int = 0,
progress_description_len: int = 40,
video_codec: str = "libx264",
pixel_format: str = "yuv420p",
saturation: float = 1.0,
gamma: float = 1.0,
):
self.scene: Scene = scene
self.write_to_movie = write_to_movie
self.break_into_partial_movies = break_into_partial_movies
self.save_pngs = save_pngs
self.png_mode = png_mode
self.save_last_frame = save_last_frame
self.movie_file_extension = movie_file_extension
self.input_file_path = input_file_path
self.output_directory = output_directory
self.file_name = file_name
self.open_file_upon_completion = open_file_upon_completion
self.subdirectory_for_videos = subdirectory_for_videos
self.show_file_location_upon_completion = show_file_location_upon_completion
self.quiet = quiet
self.total_frames = total_frames
self.progress_description_len = progress_description_len
self.video_codec = video_codec
self.pixel_format = pixel_format
self.saturation = saturation
self.gamma = gamma
# State during file writing
self.writing_process: sp.Popen | None = None
self.progress_display: ProgressDisplay | None = None
self.ended_with_interrupt: bool = False
self.init_output_directories()
self.init_audio()
# Output directories and files
def init_output_directories(self) -> None:
out_dir = self.output_directory or ""
scene_name = self.file_name or self.get_default_scene_name()
if self.save_last_frame:
image_dir = guarantee_existence(os.path.join(out_dir, "images"))
image_file = add_extension_if_not_present(scene_name, ".png")
self.image_file_path = os.path.join(image_dir, image_file)
if self.write_to_movie:
if self.subdirectory_for_videos:
movie_dir = guarantee_existence(os.path.join(out_dir, "videos"))
else:
movie_dir = guarantee_existence(out_dir)
movie_file = add_extension_if_not_present(scene_name, self.movie_file_extension)
self.movie_file_path = os.path.join(movie_dir, movie_file)
if self.break_into_partial_movies:
self.partial_movie_directory = guarantee_existence(os.path.join(
movie_dir, "partial_movie_files", scene_name,
))
# A place to save mobjects
self.saved_mobject_directory = os.path.join(
out_dir, "mobjects", str(self.scene)
)
def get_default_module_directory(self) -> str:
path, _ = os.path.splitext(self.input_file_path)
if path.startswith("_"):
path = path[1:]
return path
def get_default_scene_name(self) -> str:
name = str(self.scene)
saan = self.scene.start_at_animation_number
eaan = self.scene.end_at_animation_number
if saan is not None:
name += f"_{saan}"
if eaan is not None:
name += f"_{eaan}"
return name
def get_resolution_directory(self) -> str:
pixel_height = self.scene.camera.pixel_height
fps = self.scene.camera.fps
return "{}p{}".format(
pixel_height, fps
)
# Directory getters
def get_image_file_path(self) -> str:
return self.image_file_path
def get_next_partial_movie_path(self) -> str:
result = os.path.join(
self.partial_movie_directory,
"{:05}{}".format(
self.scene.num_plays,
self.movie_file_extension,
)
)
return result
def get_movie_file_path(self) -> str:
return self.movie_file_path
def get_saved_mobject_directory(self) -> str:
return guarantee_existence(self.saved_mobject_directory)
def get_saved_mobject_path(self, mobject: Mobject) -> str | None:
directory = self.get_saved_mobject_directory()
files = os.listdir(directory)
default_name = str(mobject) + "_0.mob"
index = 0
while default_name in files:
default_name = default_name.replace(str(index), str(index + 1))
index += 1
if platform.system() == 'Darwin':
cmds = [
"osascript", "-e",
f"""
set chosenfile to (choose file name default name "{default_name}" default location "{directory}")
POSIX path of chosenfile
""",
]
process = sp.Popen(cmds, stdout=sp.PIPE)
file_path = process.stdout.read().decode("utf-8").split("\n")[0]
if not file_path:
return
else:
user_name = input(f"Enter mobject file name (default is {default_name}): ")
file_path = os.path.join(directory, user_name or default_name)
if os.path.exists(file_path) or os.path.exists(file_path + ".mob"):
if input(f"{file_path} already exists. Overwrite (y/n)? ") != "y":
return
if not file_path.endswith(".mob"):
file_path = file_path + ".mob"
return file_path
# Sound
def init_audio(self) -> None:
self.includes_sound: bool = False
def create_audio_segment(self) -> None:
self.audio_segment = AudioSegment.silent()
def add_audio_segment(
self,
new_segment: AudioSegment,
time: float | None = None,
gain_to_background: float | None = None
) -> None:
if not self.includes_sound:
self.includes_sound = True
self.create_audio_segment()
segment = self.audio_segment
curr_end = segment.duration_seconds
if time is None:
time = curr_end
if time < 0:
raise Exception("Adding sound at timestamp < 0")
new_end = time + new_segment.duration_seconds
diff = new_end - curr_end
if diff > 0:
segment = segment.append(
AudioSegment.silent(int(np.ceil(diff * 1000))),
crossfade=0,
)
self.audio_segment = segment.overlay(
new_segment,
position=int(1000 * time),
gain_during_overlay=gain_to_background,
)
def add_sound(
self,
sound_file: str,
time: float | None = None,
gain: float | None = None,
gain_to_background: float | None = None
) -> None:
file_path = get_full_sound_file_path(sound_file)
new_segment = AudioSegment.from_file(file_path)
if gain:
new_segment = new_segment.apply_gain(gain)
self.add_audio_segment(new_segment, time, gain_to_background)
# Writers
def begin(self) -> None:
if not self.break_into_partial_movies and self.write_to_movie:
self.open_movie_pipe(self.get_movie_file_path())
def begin_animation(self) -> None:
if self.break_into_partial_movies and self.write_to_movie:
self.open_movie_pipe(self.get_next_partial_movie_path())
def end_animation(self) -> None:
if self.break_into_partial_movies and self.write_to_movie:
self.close_movie_pipe()
def finish(self) -> None:
if self.write_to_movie:
if self.break_into_partial_movies:
self.combine_movie_files()
else:
self.close_movie_pipe()
if self.includes_sound:
self.add_sound_to_video()
self.print_file_ready_message(self.get_movie_file_path())
if self.save_last_frame:
self.scene.update_frame(ignore_skipping=True)
self.save_final_image(self.scene.get_image())
if self.should_open_file():
self.open_file()
def open_movie_pipe(self, file_path: str) -> None:
stem, ext = os.path.splitext(file_path)
self.final_file_path = file_path
self.temp_file_path = stem + "_temp" + ext
fps = self.scene.camera.fps
width, height = self.scene.camera.get_pixel_shape()
vf_arg = 'vflip'
if self.pixel_format.startswith("yuv"):
vf_arg += f',eq=saturation={self.saturation}:gamma={self.gamma}'
command = [
FFMPEG_BIN,
'-y', # overwrite output file if it exists
'-f', 'rawvideo',
'-s', f'{width}x{height}', # size of one frame
'-pix_fmt', 'rgba',
'-r', str(fps), # frames per second
'-i', '-', # The input comes from a pipe
'-vf', vf_arg,
'-an', # Tells FFMPEG not to expect any audio
'-loglevel', 'error',
]
if self.video_codec:
command += ['-vcodec', self.video_codec]
if self.pixel_format:
command += ['-pix_fmt', self.pixel_format]
command += [self.temp_file_path]
self.writing_process = sp.Popen(command, stdin=sp.PIPE)
if not self.quiet:
self.progress_display = ProgressDisplay(
range(self.total_frames),
leave=False,
ascii=True if platform.system() == 'Windows' else None,
dynamic_ncols=True,
)
self.set_progress_display_description()
def use_fast_encoding(self):
self.video_codec = "libx264rgb"
self.pixel_format = "rgb32"
def begin_insert(self):
# Begin writing process
self.write_to_movie = True
self.init_output_directories()
movie_path = self.get_movie_file_path()
count = 0
while os.path.exists(name := movie_path.replace(".", f"_insert_{count}.")):
count += 1
self.inserted_file_path = name
self.open_movie_pipe(self.inserted_file_path)
def end_insert(self):
self.close_movie_pipe()
self.write_to_movie = False
self.print_file_ready_message(self.inserted_file_path)
def has_progress_display(self):
return self.progress_display is not None
def set_progress_display_description(self, file: str = "", sub_desc: str = "") -> None:
if self.progress_display is None:
return
desc_len = self.progress_description_len
if not file:
file = os.path.split(self.get_movie_file_path())[1]
full_desc = f"{file} {sub_desc}"
if len(full_desc) > desc_len:
full_desc = full_desc[:desc_len - 3] + "..."
else:
full_desc += " " * (desc_len - len(full_desc))
self.progress_display.set_description(full_desc)
def write_frame(self, camera: Camera) -> None:
if self.write_to_movie:
raw_bytes = camera.get_raw_fbo_data()
self.writing_process.stdin.write(raw_bytes)
if self.progress_display is not None:
self.progress_display.update()
def close_movie_pipe(self) -> None:
self.writing_process.stdin.close()
self.writing_process.wait()
self.writing_process.terminate()
if self.progress_display is not None:
self.progress_display.close()
if not self.ended_with_interrupt:
shutil.move(self.temp_file_path, self.final_file_path)
else:
self.movie_file_path = self.temp_file_path
def combine_movie_files(self) -> None:
kwargs = {
"remove_non_integer_files": True,
"extension": self.movie_file_extension,
}
if self.scene.start_at_animation_number is not None:
kwargs["min_index"] = self.scene.start_at_animation_number
if self.scene.end_at_animation_number is not None:
kwargs["max_index"] = self.scene.end_at_animation_number
else:
kwargs["remove_indices_greater_than"] = self.scene.num_plays - 1
partial_movie_files = get_sorted_integer_files(
self.partial_movie_directory,
**kwargs
)
if len(partial_movie_files) == 0:
log.warning("No animations in this scene")
return
# Write a file partial_file_list.txt containing all
# partial movie files
file_list = os.path.join(
self.partial_movie_directory,
"partial_movie_file_list.txt"
)
with open(file_list, 'w') as fp:
for pf_path in partial_movie_files:
if os.name == 'nt':
pf_path = pf_path.replace('\\', '/')
fp.write(f"file \'{pf_path}\'\n")
movie_file_path = self.get_movie_file_path()
commands = [
FFMPEG_BIN,
'-y', # overwrite output file if it exists
'-f', 'concat',
'-safe', '0',
'-i', file_list,
'-loglevel', 'error',
'-c', 'copy',
movie_file_path
]
if not self.includes_sound:
commands.insert(-1, '-an')
combine_process = sp.Popen(commands)
combine_process.wait()
def add_sound_to_video(self) -> None:
movie_file_path = self.get_movie_file_path()
stem, ext = os.path.splitext(movie_file_path)
sound_file_path = stem + ".wav"
# Makes sure sound file length will match video file
self.add_audio_segment(AudioSegment.silent(0))
self.audio_segment.export(
sound_file_path,
bitrate='312k',
)
temp_file_path = stem + "_temp" + ext
commands = [
FFMPEG_BIN,
"-i", movie_file_path,
"-i", sound_file_path,
'-y', # overwrite output file if it exists
"-c:v", "copy",
"-c:a", "aac",
"-b:a", "320k",
# select video stream from first file
"-map", "0:v:0",
# select audio stream from second file
"-map", "1:a:0",
'-loglevel', 'error',
# "-shortest",
temp_file_path,
]
sp.call(commands)
shutil.move(temp_file_path, movie_file_path)
os.remove(sound_file_path)
def save_final_image(self, image: Image) -> None:
file_path = self.get_image_file_path()
image.save(file_path)
self.print_file_ready_message(file_path)
def print_file_ready_message(self, file_path: str) -> None:
if not self.quiet:
log.info(f"File ready at {file_path}")
def should_open_file(self) -> bool:
return any([
self.show_file_location_upon_completion,
self.open_file_upon_completion,
])
def open_file(self) -> None:
if self.quiet:
curr_stdout = sys.stdout
sys.stdout = open(os.devnull, "w")
current_os = platform.system()
file_paths = []
if self.save_last_frame:
file_paths.append(self.get_image_file_path())
if self.write_to_movie:
file_paths.append(self.get_movie_file_path())
for file_path in file_paths:
if current_os == "Windows":
os.startfile(file_path)
else:
commands = []
if current_os == "Linux":
commands.append("xdg-open")
elif current_os.startswith("CYGWIN"):
commands.append("cygstart")
else: # Assume macOS
commands.append("open")
if self.show_file_location_upon_completion:
commands.append("-R")
commands.append(file_path)
FNULL = open(os.devnull, 'w')
sp.call(commands, stdout=FNULL, stderr=sp.STDOUT)
FNULL.close()
if self.quiet:
sys.stdout.close()
sys.stdout = curr_stdout
|
manim_3b1b/manimlib/mobject/matrix.py
|
from __future__ import annotations
import itertools as it
import numpy as np
from manimlib.constants import DEFAULT_MOBJECT_TO_MOBJECT_BUFFER
from manimlib.constants import DOWN, LEFT, RIGHT, UP
from manimlib.constants import WHITE
from manimlib.mobject.numbers import DecimalNumber
from manimlib.mobject.numbers import Integer
from manimlib.mobject.shape_matchers import BackgroundRectangle
from manimlib.mobject.svg.tex_mobject import Tex
from manimlib.mobject.svg.tex_mobject import TexText
from manimlib.mobject.types.vectorized_mobject import VGroup
from manimlib.mobject.types.vectorized_mobject import VMobject
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Sequence
import numpy.typing as npt
from manimlib.mobject.mobject import Mobject
from manimlib.typing import ManimColor, Vect3, Self
VECTOR_LABEL_SCALE_FACTOR = 0.8
def matrix_to_tex_string(matrix: npt.ArrayLike) -> str:
matrix = np.array(matrix).astype("str")
if matrix.ndim == 1:
matrix = matrix.reshape((matrix.size, 1))
n_rows, n_cols = matrix.shape
prefix = R"\left[ \begin{array}{%s}" % ("c" * n_cols)
suffix = R"\end{array} \right]"
rows = [
" & ".join(row)
for row in matrix
]
return prefix + R" \\ ".join(rows) + suffix
def matrix_to_mobject(matrix: npt.ArrayLike) -> Tex:
return Tex(matrix_to_tex_string(matrix))
def vector_coordinate_label(
vector_mob: VMobject,
integer_labels: bool = True,
n_dim: int = 2,
color: ManimColor = WHITE
) -> Matrix:
vect = np.array(vector_mob.get_end())
if integer_labels:
vect = np.round(vect).astype(int)
vect = vect[:n_dim]
vect = vect.reshape((n_dim, 1))
label = Matrix(vect, add_background_rectangles_to_entries=True)
label.scale(VECTOR_LABEL_SCALE_FACTOR)
shift_dir = np.array(vector_mob.get_end())
if shift_dir[0] >= 0: # Pointing right
shift_dir -= label.get_left() + DEFAULT_MOBJECT_TO_MOBJECT_BUFFER * LEFT
else: # Pointing left
shift_dir -= label.get_right() + DEFAULT_MOBJECT_TO_MOBJECT_BUFFER * RIGHT
label.shift(shift_dir)
label.set_color(color)
label.rect = BackgroundRectangle(label)
label.add_to_back(label.rect)
return label
class Matrix(VMobject):
def __init__(
self,
matrix: Sequence[Sequence[str | float | VMobject]],
v_buff: float = 0.8,
h_buff: float = 1.0,
bracket_h_buff: float = 0.2,
bracket_v_buff: float = 0.25,
add_background_rectangles_to_entries: bool = False,
include_background_rectangle: bool = False,
element_alignment_corner: Vect3 = DOWN,
**kwargs
):
"""
Matrix can either include numbers, tex_strings,
or mobjects
"""
super().__init__()
mob_matrix = self.matrix_to_mob_matrix(matrix, **kwargs)
self.mob_matrix = mob_matrix
self.organize_mob_matrix(mob_matrix, v_buff, h_buff, element_alignment_corner)
self.elements = VGroup(*it.chain(*mob_matrix))
self.add(self.elements)
self.add_brackets(bracket_v_buff, bracket_h_buff)
self.center()
if add_background_rectangles_to_entries:
for mob in self.elements:
mob.add_background_rectangle()
if include_background_rectangle:
self.add_background_rectangle()
def element_to_mobject(self, element: str | float | VMobject, **config) -> VMobject:
if isinstance(element, VMobject):
return element
return Tex(str(element), **config)
def matrix_to_mob_matrix(
self,
matrix: Sequence[Sequence[str | float | VMobject]],
**config
) -> list[list[VMobject]]:
return [
[
self.element_to_mobject(item, **config)
for item in row
]
for row in matrix
]
def organize_mob_matrix(
self,
matrix: list[list[VMobject]],
v_buff: float,
h_buff: float,
aligned_corner: Vect3,
) -> Self:
for i, row in enumerate(matrix):
for j, elem in enumerate(row):
mob = matrix[i][j]
mob.move_to(
i * v_buff * DOWN + j * h_buff * RIGHT,
aligned_corner
)
return self
def add_brackets(self, v_buff: float, h_buff: float) -> Self:
height = len(self.mob_matrix)
brackets = Tex("".join((
R"\left[\begin{array}{c}",
*height * [R"\quad \\"],
R"\end{array}\right]",
)))
brackets.set_height(self.get_height() + v_buff)
l_bracket = brackets[:len(brackets) // 2]
r_bracket = brackets[len(brackets) // 2:]
l_bracket.next_to(self, LEFT, h_buff)
r_bracket.next_to(self, RIGHT, h_buff)
brackets.set_submobjects([l_bracket, r_bracket])
self.brackets = brackets
self.add(*brackets)
return self
def get_columns(self) -> VGroup:
return VGroup(*[
VGroup(*[row[i] for row in self.mob_matrix])
for i in range(len(self.mob_matrix[0]))
])
def get_rows(self) -> VGroup:
return VGroup(*[
VGroup(*row)
for row in self.mob_matrix
])
def set_column_colors(self, *colors: ManimColor) -> Self:
columns = self.get_columns()
for color, column in zip(colors, columns):
column.set_color(color)
return self
def add_background_to_entries(self) -> Self:
for mob in self.get_entries():
mob.add_background_rectangle()
return self
def get_mob_matrix(self) -> list[list[Mobject]]:
return self.mob_matrix
def get_entries(self) -> VGroup:
return self.elements
def get_brackets(self) -> VGroup:
return self.brackets
class DecimalMatrix(Matrix):
def element_to_mobject(self, element: float, num_decimal_places: int = 1, **config) -> DecimalNumber:
return DecimalNumber(element, num_decimal_places=num_decimal_places, **config)
class IntegerMatrix(Matrix):
def __init__(
self,
matrix: npt.ArrayLike,
element_alignment_corner: Vect3 = UP,
**kwargs
):
super().__init__(matrix, element_alignment_corner=element_alignment_corner, **kwargs)
def element_to_mobject(self, element: int, **config) -> Integer:
return Integer(element, **config)
class MobjectMatrix(Matrix):
def element_to_mobject(self, element: VMobject, **config) -> VMobject:
return element
def get_det_text(
matrix: Matrix,
determinant: int | str | None = None,
background_rect: bool = False,
initial_scale_factor: int = 2
) -> VGroup:
parens = Tex("()")
parens.scale(initial_scale_factor)
parens.stretch_to_fit_height(matrix.get_height())
l_paren, r_paren = parens.split()
l_paren.next_to(matrix, LEFT, buff=0.1)
r_paren.next_to(matrix, RIGHT, buff=0.1)
det = TexText("det")
det.scale(initial_scale_factor)
det.next_to(l_paren, LEFT, buff=0.1)
if background_rect:
det.add_background_rectangle()
det_text = VGroup(det, l_paren, r_paren)
if determinant is not None:
eq = Tex("=")
eq.next_to(r_paren, RIGHT, buff=0.1)
result = Tex(str(determinant))
result.next_to(eq, RIGHT, buff=0.2)
det_text.add(eq, result)
return det_text
|
manim_3b1b/manimlib/mobject/value_tracker.py
|
from __future__ import annotations
import numpy as np
from manimlib.mobject.mobject import Mobject
from manimlib.utils.iterables import listify
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.typing import Self
class ValueTracker(Mobject):
"""
Not meant to be displayed. Instead the position encodes some
number, often one which another animation or continual_animation
uses for its update function, and by treating it as a mobject it can
still be animated and manipulated just like anything else.
"""
value_type: type = np.float64
def __init__(
self,
value: float | complex | np.ndarray = 0,
**kwargs
):
self.value = value
super().__init__(**kwargs)
def init_uniforms(self) -> None:
super().init_uniforms()
self.uniforms["value"] = np.array(
listify(self.value),
dtype=self.value_type,
)
def get_value(self) -> float | complex | np.ndarray:
result = self.uniforms["value"]
if len(result) == 1:
return result[0]
return result
def set_value(self, value: float | complex | np.ndarray) -> Self:
self.uniforms["value"][:] = value
return self
def increment_value(self, d_value: float | complex) -> None:
self.set_value(self.get_value() + d_value)
class ExponentialValueTracker(ValueTracker):
"""
Operates just like ValueTracker, except it encodes the value as the
exponential of a position coordinate, which changes how interpolation
behaves
"""
def get_value(self) -> float | complex:
return np.exp(ValueTracker.get_value(self))
def set_value(self, value: float | complex):
return ValueTracker.set_value(self, np.log(value))
class ComplexValueTracker(ValueTracker):
value_type: type = np.complex128
|
manim_3b1b/manimlib/mobject/__init__.py
|
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